June 28, 2008 Updates: more hunting tools, new leveling idea.
Since the Hunter half of the game is mechanically a light RPG, I’m going to do conflict resolution using die rolls modified by ability scores. Here are the abilities I’m thinking of going with for now:
- Speed
- Actions per turn.
- Prowess
- Hunting skill, modifies ranged attacks, e.g. shooting a bow.
- Strength
- Modifies close quarter attacks, e.g. grappling with a bear.
When you create your hunter character all of his abilities start out as 3, plus 3 additional points to be distributed as you see fit. Every time that you go up a level (1 level = 10 points on the score track?), you get another point to add to the ability of your choice.
Leveling Update: Since the hunter will be able to get more victory points faster at higher levels, it makes sense that it should require more points to gain a level, the more points you have. This could be integrated directly into the scoring track. But that also means that looping around the scoring track should be avoided. Talk about this more when I get to scoring, but it shouldn’t be too hard to restrict the total animal tile VP to 100. Another side thought: need to work on end game conditions, preferably at least two, one per player.
Now how do you use those abilities? Speed is pretty straight forward, going to experiment with an action point system, gatherer’s get 4 actions and they can build another hut to get another meeple who will also have 4 actions. Hunters can improve their speed more incrementally, if they want. I’ll do another post on player actions, maybe start figuring out how this game actually plays.
Prowess and Strength are used when trying to hunt an animal. If you are using a hunting tool to attempt to take down game from a distance, use Prowess, if you are fighting something within arm’s reach use Strength. Here’s the basic formula:
3d6 + relevant ability + weapon bonus
Compare that to the resulting number to the difficulty rating on the Animal Tile, for example a deer might be a 14. If your roll plus modifiers is the animal’s number or higher your attempt was successful. Let’s do a sample attempt. If you’re hunting a deer with a bow&arrow (+3), and your prowess is 4, and you roll an 8, here’s what it would look like:
8 (roll) + 4 (prowess) + 3 (bow&arrow) = 15 which is greater than or equal to 14 (the deer’s difficulty), so it is a success!
This system diverges from standard systems like d20 in a couple ways. I’m ditching the entirely random twenty sided die roll in favor of the 3 six sided dice used by systems like GURPS. Go bell curve! (Here’s a good article on Dice Mechanics.)
The bell curve produces more predictable results within a familiar range. Common rolls like 9-11 are actually common, and extreme rolls like 3 or 18 are actually rare. The other divergence from RPG systems is that I’m using the raw ability score as a modified, rather than having to look up some chart that tells you that your strength 14-15 gives you a +1 bonus, and 16-17 gives you a +2 bonus (for example). This also removed the annoyance of improving an ability (say from 14 or 15) and not actually getting any benefit.
Here’s a table with the odds of making at least the given roll:
| Roll |
Percent |
Odds |
| 3 |
100% |
1 : inf |
| 4 |
99.5% |
1 : 215 |
| 5 |
98.1% |
1 : 53 |
| 6 |
95.4% |
1 : 20.6 |
| 7 |
90.7% |
1 : 9.8 |
| 8 |
83.8% |
1 : 5.2 |
| 9 |
74.1% |
1 : 2.9 |
| 10 |
62.5% |
1 : 1.7 |
| 11 |
50.0% |
1 : 1 |
| 12 |
37.5% |
1.7 : 1 |
| 13 |
25.9% |
2.9 : 1 |
| 14 |
16.2% |
5.2 : 1 |
| 15 |
9.3% |
9.8 : 1 |
| 16 |
4.6% |
20.6 : 1 |
| 17 |
1.9% |
53 : 1 |
| 18 |
0.5% |
215 : 1 |
Here are the hunting tool bonuses I’m considering:
- +0 bone knife (arm’s reach, have at start of game)
- +0 rock (thrown)
- +0 arrow (useless without bow)
- +1 club (arm’s reach)
- +1 sling (throws a rock)
- +2 spear (thrown or arm’s reach)
- +3 stone headed spear (thrown or arm’s reach)
- +2 atlatl (throws a spear, also get spear bonus)
- +2 stone headed arrow
- +3 bow & arrow (shoots arrow)
- +4 stone axe (arm’s reach)
Now, I’ll toss some early numbers thinking around for animal difficulties. Needing to roll at least an 11 is 50:50 odds. Keeping in mind that hunters are going to have base abilities between 3 and 6 at the start of the game (with 4 being the safest even distribution of points setup), and hunters will have access to +1 throw +4 hunting tools, let’s say your average shot attempt has +6 at the beginning (+4 prowess +2 weapon), which means that the deer mentioned earlier at 14 is actually pretty easy to hit (83.8% chance of rolling an 8). Given that, I’d probably make something like a rabbit a 14, move a deer up to a 16 or 17 (need to roll a 10 or 11), and make a bear a 20 or 21, a long shot or nearly impossible for a 1st level hunter, having to roll a 14 (16.2%) or 15 (9.3%).