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New release: uniform skills and scores

PostPosted: Tue Oct 30, 2012 6:06 pm
by 10x10room
Earlier today we pushed out a release that makes two changes to how certain stats in Conclave are calculated and displayed. The overall balance remains roughly the same (with a couple of exceptions as noted below), but it should be much easier to understand what's going on when you're making checks and comparing numbers.

The first change is that we've removed the "primary" and "secondary" distinction between skills: now you either have a skill, or you don't. Checks that involve a skill (say when a True Bow makes an attack using the Bow skill) still depend on your level and your score in the skill's associated trait (Agility, in the case of the Bow skill). But you'll no longer have to worry about whether your archetype is great or only good at a skill. In particular, a Beacon's base skill in Polearm and a Rogue's base skill in Light Blade are now the same as a Vanguard's base skill in Bludgeon. (Differences in what abilities are unlocked by skills will keep archetypes from feeling too same-y, of course.) Our goal is for no archetype to feel over- or under-powered, and we've made some adjustments to support that goal. Let us know if you find any cases where things feel out of whack.

That change enabled us to make the second change: many more stats in the game now share similar scales. Before, an ability might grant you a +1 to Agility, while another ability at the same level might grant you a +5 to Dodge. Now, the latter will appear as a +1 bonus while still keeping the same power level. The main place you'll see this change is with Dodge and Attack scores, but it applies to the scores used by all checks.

If you're interested in more on why we made these changes, check out either our Kickstarter update or the Developer Diary that we posted to our blog.

Re: New release: uniform skills and scores

PostPosted: Tue Oct 30, 2012 6:58 pm
by Zach
I'm liking the mechanics implicit in the roll tables. While it's fun to imagine a straight d20 style die roll, I'm a big fan of:
- Higher probability of success at an even check. In addition to just having more fun when I'm hitting things, the lower the hit chance, the more random life feels. I guess this would become a little tedious in low-HP, even-numbers matches, but it seems like your level design makes that a non-issue.
- Absence of crits at the low end of rolls and absence of miss at the high end. This makes a ton of visceral sense and makes lesser enemies more tactically interesting rather than a chance to get screwed.

Few clarifications I'd like if you're willing to share:
Is weapon damage fully random within the damage range of the weapon?
Are added effects (bleed from edged weapons, staggered for blunt) associated with this roll or are they independent? Are those rolls correlated in some way to relative attack/defense skills?
Do you plan on having rolls with similar effects on conversation options as well?

Re: New release: uniform skills and scores

PostPosted: Tue Oct 30, 2012 10:03 pm
by Crazypoet
I like the change so far.

Question: will there be a point where existing characters can (re)select from a range of abilities as a next step in customization, or will that only app,y to new characters?

Thanks as always!

Re: New release: uniform skills and scores

PostPosted: Wed Oct 31, 2012 1:31 pm
by 10x10room
* Weapon damage ranges are fully random if you get a normal hit. However, great hits deal between the midpoint of the damage range and the maximum, and epic hits deal between the maximum and 25% higher than the max. For example, if you would normally deal 2-8 damage, a great hit will deal 5-8, and an epic hit will deal 8-10. (Glad you asked; this is something we should add to the Quick Reference.)
* Great and epic hits produce conditions. The type of condition depends on the type of damage: for example, edged damage produces bleeding.
* Can't say yet whether rolls will be a part of noncombat options or not. Stay tuned!

* It's an open question for us. We know many of you care about the answer, so we hope to figure this out soon.

Re: New release: uniform skills and scores

PostPosted: Thu Nov 01, 2012 9:17 am
by 10x10room
The Quick Reference has now been updated with a section that describes how great and epic successes affect the damage you deal with attacks, and shows what conditions such attacks can create upon your target.

Re: New release: uniform skills and scores

PostPosted: Thu Nov 01, 2012 11:56 am
by Zach
Fantastic, thanks for the clarification.