@nyctophiliac said in Coming Soon: Arx, After the Reckoning:
That being said, I think the most frustrating things for me have been the lack of social combat system (which means everyone settles everything by duels lending to a "Euro L5R" feel - not necessarily bad, but frustrating for the social types)
Social combat is one of those things that has always been a huge headache for games.
Physical combat is easy. There's no "I found your sword-strike unconvincing"; you got hit, you got hit. Social combat, though? That's harder to define.
Let's say you're holding a secret that could get someone you care about killed; a mother, an uncle, a lover, whatever. I suspect you're hiding something, so I +check a given stat and succeed highly, and go "Are you hiding something?" Let's say you say yes, so I immediately roll a 'manipulation' check and then say "Great, I convinced you: tell me the secret." At which point you go, "I don't want my character to die just because you rolled high manipulation", and call staff in.
What I keep meaning to do somewhere someday is actual combat, but with various 'methods' as weapons. So just like you have big weapons that use 'huge wpn' as the skill, daggers that use 'small wpn', etc., you would have satire, logic, manipulation, etc.
When you started a 'social combat', you'd set some sort of goal from a list of 3 or 4 'types' of combat, and the 'hitpoints' would be based off things accordingly. Are you trying to convince your opponent? Base it off willpower+perception. Are you trying to humilate them, in which case you base it off of reputation.
Then you'd get to wield 'manipulation' (works off of charm + manipulation, countered by the higher of willpower for resistance or perception for "I see through you"), 'logic' (works off of intellect and whatever, countered by intellect), 'satire' (works off of charm and entertainment/riddles/whatever, countered by... I don't know, but something), etc.
And you'd do 'damage' to the hitpoints—the resistance—of the other person. When someone is 'knocked out', your argument has convinced them.
It has the benefit of reusing a lot of a given game's combat code, so social and physical combat can share a lot of functionality. Not to mention you have the fun of trying to figure out someone's weak points. High intellect, but low willpower? You want manipulation rather than logic to try to win them to your opposing viewpoint, clearly.
And while you might STILL run into the problem of "I don't want to give up the secret that will get my loved one killed", it's less likely to be a bitter point than it is off of a single set of rolls.
Plus, I think those sort of social combats would just be FUN to watch and to play.
And I shouldn't be theorizing system design in an advertisement thread but ANYWAY.
@nyctophiliac said in Coming Soon: Arx, After the Reckoning:
...and lack of information/wiki type stuff (They are really good about answering your setting questions, but honestly I would love to dig my teeth into some reading about the place). I know these things are on the way though and the place is still in Beta.
To be fair, some of this is purely IC and can be sought out ICly. There are Reasons
that a lot of the theme—at least the historical components of it—are sort of obscured and hazy even to the characters themselves.
However, I do completely get what you mean; it took me a while to get my feet under me at first, too. People would mention "the Tragedy" and it took me a while to realize both that they could mean the Tragedy of Sanctum (when most of the main royal branch inherit-the-throne Valardin were killed) or the Tragedy (an orphanage in the Lower Boroughs), and a bit longer still to figure out if the Tragedy was something that had happened a few years ago (yes), a decade or more ago (no), or in the distant mists of time (also no).
So I do wish there was a more immediately clear "Quickstart Guide to Theme". Maybe it's worth making a little Player's Handbook to Arx to put up somewhere.