Skip to content
April 27, 2006 / jadettman

Insomniac Game Design

Sometimes, because my mind is working in overdrive or because I have some kind of epiphany while sleeping, I wake up in the middle of the night (like tonight) and can’t go back to sleep because I’ve got an idea lodged in there.

This morning I woke up and wrote this:

Seperating attack bonus from ability scores allows a GM to more easily balance ‘adventures’ (i.e. the Threat Level) by matching the TL of adversaries against that of the players.

In addition, Attack Bonus is further seperated into Melee Attack Bonus (MAB) and Ranged Atack Bonus (RAB) to allow players to differentiate their character’s combat ability based on their personal preference or niche in the group.

Attack Bonus then becomes like a skill in that a character may have an Attack bonus (MAB or RAB) equal to, or less than, theri character level plus three.

Additionally, characters begin play with varying levels of Attack Bonus, based on class (or, if freeform class creation is being used, based on player-defined choices).

A competent combat-focused character would therefore begin play with 5 points split between MAB & RAB while a less combat-focused character would start with 3 or fewer points.

There’s more but mostly it starts to ramble because I haven’t really figured out the Toughness/Defense side of the OGC equation to my satisfaction.



Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: