u/Dumeghal

Getting out of my own way

Finally figured out how to make my enchanting system faster and easier. All I had to do was get out of my own way.

There have been many times that I am able to simplify rules just by realizing I have already modeled the effect I want in game play already. For the enchanting, I want enchanters in the world to prioritize Hegemonic enchantments over Occluded enchantments. Previously, you would determine the effects you want (up to 3) and each effect added Difficulty Number DN and Essence cost according to its Circle and it being Hegemonic or Occluded. The Occluded were harder to cast and more costly. It was a lot, and needed a worksheet, and I knew from the first time I playtested it that it wasn't going to work.

So now, if all your effects are Hegemonic, you don't roll. If one or more of your effects is Occluded, you roll. If your highest Circle effect is Occluded, you roll at Disadvantage. There are only three DN's for Circle I/II/III, much easier to see ahead of time if you have the skill to make the roll. The only thing you have to really calculate is one to three Essence amounts. And the Essence was and is the real determining factor, so the increased DN didn't need to exist as a disincentive to use Occluded effects.

The experience at the table I want is the players focusing on what they are enchanting things for, and then using them out in the world. The faster the items get enchanted, the more time is spent out in the world doing things. If most of the time Hegemonic effects are chosen, which I intend, I'll make it as easy as possible without a roll. I did something similar with crafting in my Outfitting mechanic.

There are times the game doesn't benefit from a roll.

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u/Dumeghal — 16 days ago