So I’ve joined a play-by-email RPG group and we’re trying to decide on the best game system for that style of play. I figured I’d ask the Internet! Does anyone have any experience playing this way, and if so what is the best system to use?
Game Day! I’ll be doing this for like…hell, eight hours maybe?
Ugh. I just found out that Dark Matter was cancelled. Welp, I guess it’s time to join in on a fandom campaign to bring it back! If you haven’t watched the show, go to Netflix immediately to watch Seasons 1 and 2, and XFinity OnDemand to watch the most recent Season 3. If you ARE a fan, please join us in this campaign on social media by getting our hashtag trending, or by sending requests to other services such as Netflix and Amazon Prime Video or Hulu to pick the show up (it seems that there is very little change of SyFy picking it back up as they don’t actually own the show.)
Use the hashtag #TeamRaza every Friday (at certain times depending on your region.) We need closure!!!
A long time ago I decided to make a move from the standard D&D-style collection of actions to a system based on Action Points, or AP. Instead of having different slots of actions–Major, minor, bonus, move, etc.–I wanted players (and myself) to be able to choose a wide array of potential actions on their turn without being locked in to categories. Sure, a normal round using AP in Shattered Empire still may have the superficial look of One Move, One Attack, Drink One Potion, but there will be tons of times when it doesn’t. You can use your AP in any way you want, which means that some characters will attack multiple times instead of doing anything else. Situationally, you may take three move actions on your turn instead of attacking at all. You might sit back and save up AP for the next round, unleashing a giant combo, or make a skill check, read a spell-scroll, and then fire a crossbow. You have a max amount of action points to use, and depending on the situation you may use them in any number of ways. It lets strategy and variety rule over combat encounters.
But, lets be fair. It can slow down a turn.
Some players are really good at keeping numbers in their head, thinking about actions before their turns, and making quick decisions based on context. And some players will inevitably ask “How many AP have I used this turn again?” It might take a little training to get the flow down perfect, and it might even take the GM urging a certain player to pick up the pace. It’s not a perfect system, but it’s a better one.
My favorite thing to shake my head at is when a player realizes they still have AP left over, so instead of just ending their turn they take a superfluous action. They may have put themselves in the perfect position strategically, performed every action they planned, and had great results, but by-the-gods they are not going to waste 2 AP. “I’ll move five feet to the right.” There. A nice even 0 AP.
But, to be fair again, those slow players are going to be slow no matter what system they use.
Perhaps the biggest reason AP wins over Actions is in spellcasting. Varying AP costs for spells encourage combos and synergy. All too often in RPGs the Standard Action is used up when you cast a spell, and there’s no way to cast another one. With that type of system, how often does a Controller or Leader say “screw it, I’ll just attack” instead of casting a buff or debuff? They don’t want to “waste” their Standard Action on granting their ally a bonus to attack. They may entrap an enemy with a spell, but by the time their turn comes back around and they are able to attack it the effects may have already worn off. I’ve watched it happen over and over. With a rich AP system, you can make those combos where you cast a spell that makes an enemy vulnerable to poison and then apply poison to your mace and attack them. You might not be able to move that turn, or maybe you sacrificed some defense in order to save up AP…but there is a path to your ideal actions.
AP also introduces the concept of situational value to a spell or power. Different powers cost different APs, so you might choose one or another based on the other actions you want to take that round. You can stack powers because they aren’t all “Standard Actions.” You can put your head down and run all the way across the battlefield instead of going one “Movement Action” per turn.
Weapons too can be affected in a different way because of AP. You might be able to take two stabs with your little knife, dealing minor damage to two targets instead of swinging your giant halberd and dealing massive damage to only one target. AP effectively grants an “attack speed” to different types of weapons; an attribute that is completely missing in so many tabletop RPGs.
Does using an AP system cause more bookkeeping? Technically yes. But it’s so marginal that it doesn’t matter. Usually your AP isn’t going to change outside of leveling, and the system is easy. There is no need to physically chart your AP usage every turn. You can quickly and easily track it in your head, and it resets every turn anyway.
Finally, AP resets at the END of your turn. This allows for multiple actions to take place during the round, even if it is not your turn. Reactions, interruptions, extra defense…You spend AP on these, so if you are willing to limit your actions during your normal turn you can perform more actions during someone else’s turn in the round. This adds another layer of strategy and gives a feeling like things are happening more in real-time and in response to multiple other players and NPCs, instead of just having a “Reaction Action” slot.
If you are interested in an AP system, check out the BASE12 system or shoot me a message to playtest the Shattered Empire campaign setting!
Are you gaming at GenCon in Indianapolis this weekend? Well take a break this evening to check out my Scifi Comedy feature film Dead Drift!
It’s playing tonight, Saturday August 19th at 9:30 PM in the Westin Ballroom IV.
And for those of you who aren’t there, watch it online at http://deaddriftshow.com
Lots of scifi/fantasy/gamer culture references and goodness!
Wyatt let the sabre relax in his hand now that the beast was no longer moving. Black rancid blood covered the blade, matching the stains in the dead sawgrass at his feet. He absentmindedly rubbed his shoulder where an old scar showed through a tear in his cotton shirt. It didn’t really ache, but it […]
Shattered Empire has a deep randomized system for generating weapons and their properties for treasure parcels and shopkeepers. This system is designed for GMs to setup before play, as it involves separate rolls for type, condition, material, and bonus properties. But what about generating quickly on the fly? What about other games that don’t have a system in place?
The following may not work with every game system, but it should be easy enough to adapt. Note: This is for generating special properties, not the base weapon itself.
1. Unskilled Craftsmanship. The damage and attack dice each receive a -1 penalty.
2. Shoddy Craftsmanship. The damage and attack dice are each reduced by one size.
3. Damaged. The damage die receives a -1 penalty.
4. Rusty. The damage die is reduced by one size.
5. Primitive Material. The attack die receives a -1 penalty.
6. Unrefined Material. The attack die is reduced by one size.
7. Average. No change to weapon stats.
8. Refined Material. The attack die is raised by one size.
9. Quality Material. The attack die receives a +1 bonus.
10. Fine. The damage die is raised by one size.
11. Superior. The damage die receives a +1 bonus.
12. Exquisite. The damage and attack dice are each raised by one size.
13. Masterwork. The damage and attack dice each receive a +1 bonus.
14. Elemental Forge. The weapon gains a 1d4 bonus die for elemental damage (fire, cold, or lightning)
15. Paralyzing. Target is paralyzed for one round whenever weapon hits.
16. Slaying. When the weapon deals more than half of remaining HP in damage the targeted creature is instantly killed.
17. Reaping. Whenever the weapon deals a death blow, the wielder’s AP or allotment of actions is reset and their turn continues.
18. Keen. The weapon’s critical threat is increased by 3.
19. Brutal. The weapon’s damage threshold is raised by 3.
20. Legendary. The weapon deals double damage.