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DESIGN DIARY

DATE: October 28, 2004

Gambling on Maneuvers

by Mike Mearls

Illus. Kieran Yanner Writing The Book of Iron Might was an exercise in gambling. This isn't just a cheap excuse to justify my recent trip to New Orleans as a business expense, but an insight into the design process behind it.

If you've ever been to a casino, you probably have seen a slot machine. The slots are, in my opinion, the goofiest way to waste money. These machines are designed, programmed, and built for you to lose. But they offer that hope that this time you'll beat the odds, and that hope is exactly what gets suckers into casinos in the first place. The guys who design these things are pretty sharp, because most slot machines allow you to wager almost as much as you're willing to put on a single pull of the lever. You can wager 50 cents, or throw down five bucks on a single play. The more you wager, the more you lose.

Sorry! I meant to say, "The more you wager, the more you might win."

Anyway, there's a big risk-reward mechanism built into gambling. The greater the risk you are willing to take on, the greater the reward you stand to reap. That basic principle forms the foundation of The Book of Iron Might's maneuver system. If you're willing to take a massive penalty to your attack, you can attempt to deliver a strike that knocks a foe prone, disarms him, and deals extra damage.

At the time I designed this subsystem, this struck me as a tremendous insight into game mechanics. You normally can't assume this sort of risk in d20. It's a binary system -- you either meet a DC and succeed, or you miss it and fail. There's no "sort-of failure" or "partial success" in d20, unless you use a skill check variant that requires you to succeed X number of times at a check to complete a difficult, long-term task. The Legend of the Five Rings system featured something similar to a risk-and-reward mechanic with raises, but I never had the chance to play that game. However, the basic idea sounded like a lot of fun. If you take a penalty to an attack, you get the chance to do something cooler than normal. I liked the feel of it, and I played around with it in a short game I ran for a few friends.

My enthusiasm ground to a halt when I realized that the penalties could make it impossible for an attack ever to hit. As you gain levels, the monsters you face have a higher Challenge Rating. With that CR usually comes a higher Armor Class. Thus, no matter what level you might be, a -5 or -10 to an attack is enough to cause you to miss almost every time you attack. That's not much fun, is it? What's the point of all those cool benefits, like knocking an opponent prone, or forcing him to move, if your attacks never connect?

Enter: The Drawback
The answer proved to be simple, and like many of the mechanics I design, the inspiration for it came from beyond the realm of roleplaying games. In Magic: the Gathering there are plenty of cards that give your opponent an advantage in return for the benefit the provide you. You might have to sacrifice a creature you control to put a spell into play, or your opponent may gain life. To keep d20 special maneuvers balanced yet usable, they could grant your opponent a benefit. After all, the core maneuvers such as trip and disarm already do that. Why not just follow that pattern? Thus, the idea of drawbacks was added to the maneuver system. You could reduce the attack penalty a maneuver inflicts by provoking an attack of opportunity, suffering the maneuver's effects, or making an attack that leaves you prone.

The hard part in the design was figuring out the penalties I had to glue to each maneuver benefit and the reduction in the penalty that each drawback would give. I decided that I wanted -5 as the minimum penalty. That's a big enough drawback that even a fighter with a good base attack is going to notice it. In my worst nightmares, the maneuver system would make it possible for characters to always make attacks with special benefits without any real reduction in their ability to hit a target. If you can always attack and knock an opponent prone, why ever bother with a plain old attack? Thus, the minimum penalty to the attack had to be steep enough to have a noticeable effect on the game.

With that basic framework in place, the rest of the system was easy to design. For the effects, I just cracked open the core rules and wrote down every possible condition that a character can gain, from fatigued to nauseous. I tossed out all the ones that didn't make any sense for the subsystem and designed rules around the ones that were left. In a few cases, I cannibalized special maneuvers already built into the system, such as disarms and bull rushes.

The drawbacks underwent a similar process. Starting with the core special attack actions, I extracted the disadvantages that they inflicted on an attacker. Attacks of opportunity were an obvious choice. Drawing on the special attacks, they can come from either your target or everyone who threatens you; in some cases, they can ruin the maneuver before you have the chance to attack. The more you want to reduce a maneuver's attack penalty, the more serious the drawbacks you must take on.

In the end, I think the maneuver system has proven so popular (judging by our sales numbers) because it does something that people always wished they could do in d20. Sometimes, standing in one place and hacking at an opponent can grow boring, especially if you've just watched a bunch of action movies. A roleplaying game designer's goal is to take a system and make it better -- more fun and interesting -- than when he found it. Hopefully, The Book of Iron Might will have that effect on your game.

Next time, we'll talk about the ironborn. Until then, good gaming!

For more about maneuvers, see The Book of Iron Might free preview.

 

DESIGN DIARYMIKE MEARLS ARCHIVED ENTRIES

* Mystic Secrets Revealed: Part Three: Magic! -- September 23, 2004
" I have a bit of a confession to make: I don't like designing spells. For some reason, I've never had the same affinity for them that I have for monsters, feats, and other stuff..."

* Mystic Secrets Revealed: Part Two: Runes -- September 16, 2004
"This week's installment looks at runes, the magical symbols that form the basis of much of the lore and power in Monte Cook's Arcana Unearthed..."

* Mystic Secrets Revealed: Part One: Rituals -- September 9, 2004
"This installment tackles rituals and ceremonies, the first and perhaps most important chapter in the book..."

 

DESIGN DIARY—MONTE COOK ENTRIES

* The Violet: Designing an Alien Realm -- August 5, 2004
"Beyond Countless Doorways offers a wide range of planes, and thus a wide range of experiences for players. It has elemental planes, hellish realms full of demons, worlds different but probably not too different from your regular campaign world, and more ..."

 
 
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