Before
jumping into another big area of Arcana Unearthed's
design, like classes or the magic system, I thought I'd
discuss some of the general issues I faced as a designer
starting the book.
Removing
Alignment
Getting rid of alignment isn't as easy as you would think.
Alignments may be unrealistic ways of looking at people,
but they are extremely useful for categorizing groups
of creatures when you need to. For example, one new class
in the book is the champion. The champion isn't really
just one class, though, it's many -- depending on what
you're the champion of, two champions can actually be
pretty different in abilities and approach. For example,
there are champions of life, death, light, darkness, and
freedom. Now, with alignments, it would be easy to give
the champion of freedom powers that work against lawful
evil creatures (oppressive, freedom-hating types). Without
alignments, that becomes trickier. But that's good, in
the end, because it forces me to be creative. Now, I'm
not 100 percent anti-alignment. In fact, for a certain
type of game, I think it's a great tool. However, it can
become a designer's crutch. It's just too easy -- sometimes
-- to give someone a +1 bonus against a particular alignment.
Without
alignments, I have to remind myself that concepts like
"good" and "evil" are still around,
they're just relative. That means that, while they don't
work their way into the game's mechanics, they still have
a place in the flavor of the implied setting. For example,
there are still demons around, and some people make human
sacrifices to appease their demon lords. That's still
clearly "evil," at least from the point of view
of most of the people who live in the campaign world.
The difference is, the villains doing the sacrificing
probably don't consider themselves evil. And if those
committing the sacrifice believe that what they are doing
will actually save lots of lives in the long run by appeasing
the demons, who won't then bring a famine to the land,
well, no one has to puzzle out how that affects the paladin's
detect evil ability -- in this book there are no
paladins and no detect evil spells. If you want to know
whether someone's evil, you'll have to puzzle it out for
yourself.
Armor
Class
I've heard a lot of people express an interest in changing
armor from Armor Class to a damage reduction system. I
myself was very interested in the idea and have now spent
considerable time exploring it with different options.
I've decided, however, that while a workable system could
be created, it's too big a change. The reason? The characters
created to work properly in such a system would look very
different from normal d20 characters, and one of my goals
is to make this book -- while complete -- also compatible
with "normal" d20 System rules. See, the whole
foundation for base attack bonuses, magical enhancement
bonuses (and their value), touch attacks, and various
spells assumes that armor gives you a high Armor Class.
If it doesn't, then even people with the worst base attack
bonuses will hit most of the time. The attack roll becomes
fairly meaningless, and thus so do magical enhancement
bonuses, etc. Worse, touch attacks lose all meaning. All
attacks, in effect, become touch attacks.
Now,
these problems are not insurmountable by any means. They
can all be fixed. But the proper way to do it is to not
only change armor, but base attack bonus progressions,
what magical bonuses mean to weapons (and their relative
values), and so on. Suddenly, while workable, the finished
character sheets for this game don't look like their d20
counterparts. That is a problem.
What
I'm toying with now is to present the guidelines for handling
this (since I've done the work) as a variant rule either
in Arcana Unearthed or in The Diamond Throne:
Malhavoc Handbook II. Stay tuned to this design diary
if you're interested in this idea.
On
the topic of Armor Class, though, I thought I'd mention
that the biggest problem with the standard base attack
bonus vs. Armor Class system is that, particularly at
higher levels, it becomes extremely difficult to have
Armor Classes high enough to challenge attack rolls. When
you've got 15th level characters, attack rolls of 35+
are fairly routine (d20 roll + base attack bonus + Strength
modifier + magic weapon + spell effects + Weapon Focus
+ other feats). Even for clerics and rogues. But it's
really rare to see an Armor Class in the 30s. Sure, it's
possible, but the character's got to have really focused
on Armor Class to get there. That makes for a lot of uninteresting
rolls -- uninteresting because you know you're always
going to hit.
So
to help a bit, I've introduced some new ways to get higher
Armor Classes. For some not-heavy-armor-wearing classes,
there is a level-based Armor Class dodge bonus. For those
who do like heavy armor, there are some new types of armor
and some armor specialization feats that make the character
who wants to really be a tank into a tank. As I've
mentioned earlier, some of these changes include what
I am calling exotic armor. This is armor you have to be
specially trained to wear correctly to utilize its unique
designs. The changes aren't drastic, but I think it's
enough to make a difference.
Next
week I'll discuss a bit about game balance and DMing issues.
DESIGN
DIARY PAST ENTRIES
*
Arcana Unearthed Races -- December
5 , 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."