My main project right now is my own little omni-genre action-movie RPG, the
Infinity Gaming System (
Infinity for short). I've spent the last 6 months distilling a lot of ideas and concepts I've been playing with for a long time, trying to craft a simple, flexible, and fun system.
But system design isn't an end in and of itself.
Infinity is the venue for presenting the several game settings I'm working on. At latest census, they included:
- The Infinity Files: The walls between our Reality and alternate Realities (where the impossible becomes possible) are breaking down. Portals to other worlds are opening up, flooding our Reality with things that cannot exist. Magical artifacts. Psychic abilities. Super powers. Our Reality is being swept away. Agents of the Infinity Group, it is your job to find these portals and close them, to save our Reality from utter destruction.
- Dead Man's Land: You are the zombie. The zombie apocalypse has arrived, and you are infected. Dying slowly from the plague, you are becoming more like a zombie every day, and gaining strange powers thereby. You can feel their presence. See through their eyes. And even control them. Between the last Sanctuaries of the human race and cities thronging with the dead is a vast territory that is your domain: Dead Man's Land.
- Altered States: Secret agents and special forces, magic and techno-magic, in an alternate Earth where Camelot never fell, the United States was never born, China fights Spain for control of California, the Aztec Empire is a strong and growing power, and the Mississippi River marks the boundary between the Native Nations and the east-coast Colonies. (Alt-history urban fantasy technothriller.)
- Age of Legends: Stripped of their power, the Legends of a vanished age of magical might awaken in the modern world and strive to regain their memories and power, all the time hunting agents of the Evil that imprisoned them and altered existence so their Age never even happened. (Urban fantasy superheroes.)
- Dark Stars: At its height, galactic culture spread across the stars. Quadrillions of sapients, thousands of worlds, a dozen alien races. Then the hypergate network collapsed and every world was thrown into isolation; a dark age descended on the galaxy. Five hundred years later, and the gate network has suddenly reactivated. You are the best and brightest of a far-flung colony of mankind, scientists and engineers tasked with entering the hypergates, contacting other colonies, and discovering what went wrong centuries ago. (Mythos informed hard sci-fi. Take Alien, "The Cold Equations (http://"http://www.spacewesterns.com/articles/105/")", Star Trek, and Starship Troopers and blend well.)
- Storm Knights: Torg, remastered for Infinity. New cosms, revamped cosms, new metaphysics. (A fan's reworking of an incredible game.)
I'll touch more on the design philosophy of the system, some details of the settings, and the game's mechanics as time goes on. The above is a good introduction to the endeavor, however.
I'd like to make all of these the best they can be. Therefore, any feedback or criticism is welcome.
I'm as thin-skinned as most creatives, but I appreciate the value of honest, detailed feedback. Even if it stings the ego. :P
So thanks in advance for any help you can give.
The
Infinity Gaming System (
Infinity for short) is my own little omni-genre action movie system.
Infinity is:
- Omni-Genre. Not universal or generic, but flexible enough to handle magic, guns, car chases, psionics, cyberware, and much more. Infinity campaigns can be set in fantasy worlds, cyberpunk worlds, the real world, and any other place the GM can devise.
- Action Movie. Infinity is an action-movie system. The mechanics allow characters to emulate the daring feats of an Indiana Jones, Ethan Hunt, or Evelyn Salt. They encourage and reward players who do more than just shoot or punch; witty banter and rapier-fast retorts are often more useful than bullets or blades.
- Heroics. Player Characters are the heroes of an Infinity campaign world, larger-than life characters who seem marked for greatness, those with the bravery to confront evil and the abilities and drive to accomplish awe-inspiring deeds.
System Design PhilosphyTo the maximum extent possible,
Infinity mechanics are intended to be simple, direct, and obvious. It is as streamlined and fast-playing as I can make it.
My design motto is:
"Simple rules that allow for innumerable situations, limited only by the Players' and Gamemaster's imaginations."The purpose of streamlining the mechanics is to focus on in-character play and vivid world descriptions. I hope to get the mechanics out of the way, so the players can play their characters and the GM can portray the world in an interesting and colorful manner.
Another goal is to make mechanics that can easily be understood and described in relatable terms. Success at using a skill is broken into "barely made it", "good job", and "great Shot, Kid, that was one in a million!" Gamemasters can use that mechanical result to vividly describe what happened to the player.
At every point, the system should provide relatable and describable feedback to gamemasters and players. Subsystems, like hacking and hand-to-hand combat, should be built so as to vividly reflect the feel of the activity. Not a point-for-point match to their real-world equivalent (which can bog play down), but the experience of using the mechanic is similar to the experience of the activity in the real world.
When mechanics model the world in concrete terms, and when gamemasters can easily describe what happens, players feel closer to their characters and more grounded in the reality of the game. That's my goal.
These are, I should note, goals, not claims. I am working towards them assiduously, but I haven't achieved them fully. Any advice or feedback that could help is welcome and appreciated.
My advice and feedback is, well... to be blunt... show, don't tell.
You can go on and on about your design philosophy and your goals and what kind of settings you want to use and such all you want, but none of it really gets to the meat of the matter. What I am (and most people here are also, I suspect) actually interested in seeing when seeing a thread describing a new system is, of course, how that system actually works. You can (and should!) interleave your design philosophies in with your explanation of the mechanics, but, this way, you're not just explaining your goals, but showing how you've realized them-- or at least, how you've tried to, providing something to critique in case there's a way you could achieve that goal better.
Right now, there's really no feedback to give because you haven't actually posted anything that can be critiqued. So I'll just pick on your posting approach instead. :grin:
Your design goals look pretty sound, and make sense given what you want to achieve. I'm curious if you're familiar with systems like Fate and its offshoots (like Spirit of the Century etc) and what you think of them. FATE seems to share many of your design goals - few die rolls, little obstruction, highly customizable, etc. If you aren't familiar with it, you should look it up. The third edition is in production now, having received fairly stupid amounts of money on Kickstarter. At the very least it could provide an example of the kind of system you want to emulate, as opposed to something like D&D/Pathfinder and similarly baroque systems.
Quote from: sparkletwistMy advice and feedback is, well... to be blunt... show, don't tell.
Coming up, just laying the groundwork so people knew what I was trying to accomplish.
Quote from: SteerpikeYour design goals look pretty sound, and make sense given what you want to achieve.
Thank you. :)
Quote from: SteerpikeI'm curious if you're familiar with systems like Fate and its offshoots
Fairly. I'm adapting Aspects for use in
Infinity, using implementations in
ICONS and
Houses of the Blooded.
My system uses a different philosophy than FATE's, but Aspects (properly tweaked) were a perfect fit.
[Starting with the basics.]
For the purposes of the game, characters are defined by their Attributes, Characteristics, Skills, Traits, and Resolve.
Attributes
Infinity characters have six Attributes: Dexterity, Strength, Endurance, Intellect, Influence, and Spirit.
Strength
This represents a character's physical prowess: how much they can lift and carry, how hard they punch and swing a sword. Characters with a high Strength are weightlifters, circus strong-men, and so forth.
Dexterity
This represents flexibility, fine motor skills, reflexes, running speed, and other related areas. Characters with a high Dexterity are gymnasts and athletes of every sort, escape artists, stage magicians, parkour aficionados, and martial artists.
Endurance
Endurance describes a character's health and physical resilience: their ability to resist poisons and disease, to endure physical stress and exertion, and other related areas.
Intellect
A high Intellect makes a person "smart." They learn faster, have a deeper understanding, retain more information, react quicker, and notice more. Scientists, college professors, inventors, engineers, and so on all have a high Intellect.
Influence
Influence is the ability to successfully affect others socially. People with a high Influence are persuasive, charming, and adept at fitting in with others and building strong relationships. Salesmen, con men, politicians, rock stars, actors, the popular kids, and serial killers all have high Influence.
(Note: In most games, this attribute is called Charisma. Characters with a high Influence can be charismatic, but they don't have to be. They can be friendly, persuasive, likable, or physically attractive (any one of these or all). Any number of things can underlie Influence. What matters for mechanics is the effect, not the source.)
Spirit
Spirit is the mental and spiritual strength of a character. A high Spirit implies self-reliance, confidence, a strong will, and stubbornness.
Infinity attributes are rated numerically, with higher values representing more potent Attributes. The higher the Attribute rating, the stronger the attribute.
For normal humans, these attributes range from 4 to 12, with average being 7-9. (There is no upper limit to the Attribute scale, and the lower limit is 0.)
Rating | Description |
4 | Deficient |
5 | Very Weak |
6 | Weak |
7-9 | Average |
10 | Good |
11 | Exceptional |
12 | Legendary |
A 12 is
Legendary, an attribute typical of the famous (or infamous). Napoleon had a legendary
Influence, Einstein legendary
Intellect, Winston Churchill legendary
Spirit.
Each Attribute has inherent uses:
Dexterity is used in Initiative.
Strength determines the amount one can lift and carry.
Endurance resists damage, poisons, etc.
Intellect determines bonus skills during character creation.
Influence determines the base attitude of strangers.
Spirit resists social interactions, mind control, and other mental effects.
[Other uses will be added, as needed.]
In addition to the inherent uses, each Attribute gives a bonus to associated skills.
Attribute Rating | Skill Bonus |
4-5 | +1 |
6-10 | +2 |
11-12 | +3 |
This bonus is added to the Skill Points to get a Skill Rating.
Though different in some specifics from the "standard six stats" commonplace in RPG's from the time of OD&D, these six Attributes are clearly related. This is deliberate, as the division is useful, widely understood (The above definitions being almost redundant. Almost.), and defensible from a verisimilitude standpoint.
As a omni-genre RPG, the above stats are widely usable in any genre. They make sense to players and GM's. With the use of Characteristics (coming soon), I can create new Attributes as desired and needed for a specific setting. The core Attributes should be be as genre-neutral as possible.
These six attributes are familiar to people, and hence approachable. In several key areas — such as Initiative — Infinity does things differently than most RPG's do. Using approachable mechanics makes the game more palatable to players.
In reviews of RPG's, I've seen games being criticized for using the standard six (or close variations). I believe this arises from the ubiquitous and strong love of novelty among roleplayers.
Which isn't a bad thing, I do it myself. But novelty for novelty's sake, preferring the new just because it's new, is a mistake in game design.
What's important is how the rule works in the context of the system itself, not whether its vintage or cutting-edge. Use what works, not what's modish.
In the context of Infinity's settings and goals, a modified version of the standard six works well. (IMHO.)
Eagerly awaiting some crunch. Will digest the design principles soon; just wanted to say that I like what I've read so far.
I do agree with your decision to use a variant of the standard 6 ability scores; doing things that are different just to be different can often be bad. Familiarity is nice.
Quote from: XeviatEagerly awaiting some crunch. Will digest the design principles soon; just wanted to say that I like what I've read so far.
Thanks. I'll be getting to real crunch — dice method, Skill Challenges — after I introduce Characteristics and Skills.
CharacteristicsCharacteristics are campaign- or setting-specific capabilities. Whereas all characters have all Attributes, Characteristics exist only in specific settings, and usually only affect a limited number of characters in those settings.
- An Eldritch Horror setting, for example, might have an Insanity Characteristic, representing the mental damage caused by confronting cosmic horrors.
- A Cyberpunk setting might have System Strain, representing the increasing medical or psychological difficulties inherent in replacing large amounts of your body with cybernetic implants.
- Dead Man's Land, an Infinity campaign setting where Player Characters are carriers slowly succumbing to the zombie plague, has a Necrosis characteristic, representing the degree to which a character has become a zombie.
Characteristics have Ratings, like Attributes and Skills, and their own unique Characteristic Challenges. Each functions differently, according to its Rating and associated game mechanics.
The effects of a Characteristic are tailored to what it represents in the setting. Some Characteristics may be used directly, as if a skill, some may grant special powers at specific levels, some may "attack" the character from time to time.
Rules for Characteristics will be found in the appropriate setting.
Some times you just need a unique mechanic, along with a Rating. The examples above argue why it must be this way.
In such case, it helps to have a pre-defined "idiosyncratic mechanic" slot. With such a mechanic, Players and GM's will expect that different settings work in slightly different ways, and accept it when a new setting introduces an idiosyncratic mechanic.
Many systems have implicit Characteristics. Torg did, as Aysle Honor/Corruption, Cybervalue, and Orrorshan Corruption show. The old World of Darkness did, Arete (as an example) applying only to mages.
The point of Infinity is to allow characters from different settings to adventure together (the Infinity Files meta-setting an explicit implementation of such). Rather than making the mechanics one-offs, with unclear application in cross-setting games (as was the case in the OWoD), I've standardized them and made the category explicit.
You'll know how a Characteristic from one setting can be used in another.
Skills
There are probably going to be 20 basic skills or so. These cover combat, technical abilities, social interactions, and miscellaneous uses. (Typically, FX powers have their own skills.)
Skills are rated in Skill Points, which determine how trained a character is. The Attribute bonuses are added to the Skill Points to get a Skill Rating.
Example 1: A character with an Influence of 11 has a bonus of 3 for all Influence skills. If they have 1 pt. in charm, their Skill Rating is 1 +3 = 4.
Example 2: A character with a Dexterity of 4 has a bonus of +1. With a 5 in firearms, their skill level is 5 +1 = 6.
Skill points indicate how well trained a character is (including book learning and experience).
0 = Unskilled. You haven't even the slightest hint of training in this area, and no experience either.
1 - 3 = Minimally trained. You have learned the very most basic concepts of the skill. There are large gaps in theory and application.
4 - 8 = Beginner. You have mastered the basic concepts of the subject, but struggle with intermediate techniques. You make mistakes that other beginners or amateurs won't catch, but anybody who know what they're doing will.
9 - 13 = Proficient. You have a solid grasp of the theory and practice of the skill. Advanced concepts can be challenging. (The oft-cited "10,000 hours of practice".)
14 - 18 = Expert. You are very skilled, thoroughly conversant with even the most obscure subjects in your field. If they know of it, your skill impresses people.
19 and higher = Master. There are few more knowledgeable than you.
The Skill Rating can be used to gauge how competent a character is in a specific skill:
2-4 is a Novice, a raw recruit or an inexperienced beginner. Part-time employees, like the teen who flips burgers at a fast food joint, are Novices, as are interns.
5-9 is Skilled, someone employable in a field at an entry level. Telemarketers and Tech Support employees are typically Skilled, as are people just graduating college with a Bachelor's degree.
10-14 is a Professional, possessing a post-graduate degree or equivalent in on-the-job experience. Your general physician is a Professional, as are the vast majority of movie sergeants.
15-19 is Accomplished, a standout in the field, cited and respected by their peers, but typically unknown to the general public. Writers of specialized books (such as textbooks or reference works) are usually Accomplished.
20-24 is World Class, one of the best in the world. (As the name implies.) Olympic athletes, for example.
25-29 is a Grand Master, "The Best There is at What I Do". Grand Masters are luminaries in their field. Physicist Stephen Hawking, as a real-world example.
30+ is Legendary, one of the best who's ever lived. Legendary figures are those who dominate history. Their works live on long after they die and their names become synonymous with their field of expertise. Shakespeare, Robin Hood, Einstein: these are all Legendary figures.
One of the goals in design is "to make mechanics that can easily be understood and described in relatable terms". The idea is to give labels and information which can easily be compared to people's real-life experiences.
This begins with the Attributes, which are described with labels people can easily grasp. (Not unique to this system, fairly common in fact, but it is critical to my approach.) We all know what Average is, we know Exceptional people, we know people who are Very Weak in something.
It's relatable.
This idea is carried into the skill system. We've all been Unskilled in an area, right now in fact. We've studied and become Minimally Trained, when something is new and even the basics are a struggle. We know of people who are Proficient and even Expert at what they do.
We can relate the abstract numbers to real world experiences. This makes the game feel real.
The Skill Rating labels and descriptions serve the same purpose. But, as they are a combination of Attributes and Skills, there's some internal logic to how the two relate.
The bonus for an Average attribute is +2. With Minimal training, 1, Average people have a Skill Rating of 3, Novices. An Average person with Minimal training is a Novice.
This is a common-sense, easily understood measurement. People with minimal training/experience are Novices. (Even the very talented but minimally trained are Novices: Skill 1 +3 bonus = Skill Rating 4. Everyone, even those with potential, have to start somewhere.)
Average people (+2) with a Beginner's training (4) are Skilled (Skill Rating 6).
Average people (+2) with demonstrated Proficiency (9) are Professionals (Total Skill 11).
Average people (+2) with Expert training (14) are Accomplished (Skill Rating 16).
Average people (+2) with a Mastery of the subject (19) are World Class (Skill Rating 21).
Again, all of these are straightforward and make sense. You can easily understand why a Master of a subject would be World Class.
The rest of the Skill Ratings follow similar internal logic, as do the Challenge Ratings. Challenge Ratings are defined by how challenging they are, in relation to specific Skill Ratings. Difficult Challenges are apt for Professionals, for example.
The idea is that not only can players and gamemasters relate to the mechanics, but gamemasters can translate mechanics into real-world equivalencies and vice versa. How this works will become clearer when I post Skill Challenges (probably tomorrow).
Challenges
Skill use involves a Skill Challenge, combat a Combat Challenge. In both cases, the player rolls the dice to get a Bonus Number, then adds or subtracts that number from the appropriate rating (Skill Rating or Attack Rating) to get a total.
This total is compared to a Challenge Rating to get the Result. The higher the Result, the better the character did.
Declarations
A Declaration is a short, vivid, in-character description of a desired action. "I whip the horses to get the carriage to go faster." "I leap from the car to the truck." "I try and clear the jam."
If the player describes their action in terms of a Declaration, rather than rules-speak, they gain a +1 bonus to a Skill or Combat Challenge.
Rolling the Dice
The game uses 2 10-sided dice of different colors, typically numbered 0-9 (0 representing "10"). One color dice is the Hot dice, the other the Cold dice.
The player rolls the dice and discards the larger of the two. If the remaining dice is Hot, he adds the number to his Skill or Combat Rating. If it is Cold, he subtracts it.
If the dice are tied, nothing is added or subtracted. This result, rolling doubles, means that some kind of good or bad luck has happened, in addition to the outcome of the Challenge. (Rolling doubles causes double the outcome: Doubles Double-up.)
Example: If the Hot die is a 5, and the Cold die a 1, the Hot die is discarded; the Bonus is a -1. If the Hot die is a 3, and the Cold a 4, the Cold is discarded; the Bonus is +3. If both roll 10, use neither; the Bonus is +0.
The number rolled (the Bonus) will vary from +9 to 0 to -9, depending. A skill of 8 (Average) can produce results from -1 (Bonus of -9) to 17 (Bonus of +9.)
Doubles Double Up
When you roll Doubles on a Challenge, you determine the outcome normally. Then you look at the dice, to see which doubles you rolled:
Low Doubles (1-5): Mishap, something bad happens. A key piece of equipment is dropped (or broken), the character trips and falls, their ammo runs out, etc.
High Doubles (6-10): Breakthrough, something good happens. The character notices a clue they weren't looking for, they get a bonus to the next Challenge of that skill, unexpected help arrives.
In general, Mishaps are worse if you Failed, and Breakthroughs are better if you Succeeded, but both are entirely unrelated to the Challenge.
If you're shooting, and roll Double 7′s, you don't shoot better. Instead, something nice happens (whether you Succeed or Fail).
This mechanic means you can Fail, and still have something good happen. It means you can Succeed and have something go wrong. Both can occur in the real world and action movies, so both can occur in the game.
RPG's are a game. As a designer and gamemaster you want people to love the experience of play so much, they come back and back and back. As a designer or GM, you win when the players have fun.
How to do that?
RPG's are most compelling when you have (a) characters who (b) have goals, who (c) face obstacles to achieving those goals and (d) eventually overcome.
Buy-in to the character. Buy-in to the goal. Buy-in to being determined in the face of setbacks. Vividly experiencing the world (at times). Immersion in the character (at times).
But the most important part is buy-in to the goal and overcoming challenges. The first makes the game compelling, the second makes it memorable.
Compelling play. Memorable victories. That's how you "win" RPG's.
And compelling play comes from many different things. Vivd depictions of the world. Mechanics that are fun to play with. Challenges that are novel, not "another damn orc." Worlds that are intriguing and which offer mysteries.
Make the in-game play exciting, so they are motivated to participate. Make the victory sweet, so they will remember how much fun they had and want to do it again.
That's an awesome RPG.
Infinity aspires to aid GM's in doing that.
Challenge RatingHere are the Challenge ratings for Skill use, and what they mean.
CR | Description |
0 | Routine |
5 | Easy |
8 | Moderate |
10 | Difficult |
15 | Formidable |
20 | Grueling |
25 | Monumental |
30 | Nearly Impossible |
Routine: "Don't even think about it." A task so easy, you barely notice performing it. Even rank amateurs and raw recruits usually succeed at Routine tasks.
Easy: "That seems pretty easy." A relatively simple task, something amateurs find too complex, and entry-level workers find challenging, but competent professionals almost always succeed at.
Ex.: Taking off or landing an airplane in clear weather. Diagnosing a common disease. Swimming a mile.
Moderate: "That's complicated." This sort of task is the bread-and-butter of veterans (who usually succeed), but the untried and inexperienced find them daunting.
Ex.: A reporter writing a newspaper column or story.
Difficult: "This isn't a job for greenies." Veterans often succeed at these sorts of tasks, and standout members of a profession nearly always succeed, but entry level employees usually fail.
Formidable: "We need a specialist." Something seasoned characters struggle to achieve, but luminaries usually succeed at.
Grueling: "Only 6 people in the world understand this theory." A task one of the best in the world fails at, more often than not.
Monumental: "There's only one man for the job." Tasks the foremost expert fails at most times.
Nearly Impossible: "No one could make that shot." Even a DaVinci or Napoleon finds these tasks difficult, failing more than half the time.
(
Note: Obviously, I need to fill in more examples. As I work on defining individual skills, and what Challenge Ratings mean in those skills, I will fill in the chart.)
Determining SuccessTo determine success, the Challenge Rating is subtracted from the Skill Total to get a Result. For most Skill Challenges, the Result is read as a Success Rating. Each higher Success Rating represents a better and better outcome for the character.
Result | Success Rating | Description |
-1 or Less | 0 SR | Failure |
0 | 0 SR | Complication |
1-4 | 1 SR | Success |
5-9 | 2 SR | Solid Success |
10+ | 3 SR | Spectacular Success |
+5 | +1 SR | Spectacular Success + |
-1 Result Rating or lower is a
Failure. The character failed at the Challenge.
0 Result Rating is a
Complication. The character has neither succeeded nor failed at the task. (More details on Complications later.)
1 Success Rating is a
Success. The character barely succeeded at the task.
2 SR is a
Solid Success. They did well at the task. Not outstanding, but well.
3 SR is a
Spectacular Success. The character did remarkably well, enough to earn compliments or admiration for their accomplishment.
Every 5 Result higher than 10 (15, 20, 25, etc.) is an additional SR. For normal skill use, these results aren't used, treat them like a Spectacular Success. Some rules will refer to higher Success Ratings. See those rules for details.
Design Notes: Picking CR's
Each Challenge Rating is associated with a label and a catchphrase. The label and phrase are designed to give gamemasters a feel for how difficult something is.
"Driving in snow? That's not a walk in the park, but most drivers can do it. CR 5."
"Driving 60 MPH in a heavy blizzard? That's pretty hard. CR 10."
"Driving 60 MPH in a whiteout blizzard, on a winding mountain trail, while being shot at? I think that's incredibly difficult to do. CR 30."
With a little experience, GM's are expected to eyeball CR's, rather than referring to a static list every time. I rely on their judgment to make the call.
And, if a GM isn't comfortable with that, they can always fall back on the CR charts in the skill descriptions.
Design Notes: Describing Success
There are four main outcomes: you failed, you barely made it, you did it, and "That was a great shot, kid!" There is a limited selection of clearly distinct outcomes, meaning gamemasters should be able to describe them to players clearly.
"You miss the rope ladder and fall on your face."
"You grab the ladder, just barely, and climb aboard as the helicopter is pulling away."
"You grab the ladder and climb towards the door. One of the goons leans out and begins shooting."
"You grab the ladder and scale it quickly. You get to the door just as the goon is beginning to lean out."
Meaningful feedback that translates easily into vivid descriptions. That's the goal.
Complications
In order to defeat a Challenge, you must beat the Challenge. This means at least 1 Result Rating.
A Result Rating of 0 doesn't succeed, but it doesn't fail either. Instead, it causes a Complication.
The character can still succeed at the Challenge, but further effort is required. They can use the same skill at a -3, or they can try and approach the problem from a new angle, using a different skill to attempt the Challenge.
Example: The party needs to jump over a wide gorge. Most of the party made the leap, but one got 0 Result Rating, a Complication.
The GM rules that he can't try jumping again, so he can either climb to the top (with a climbing total) or the rest of the party can try and pull him up (with a lifting total).
The GM has final say on which is appropriate, or what other skills can be used. Different skills might have higher or lower Challenge Rating, depending on the skill.
When to Roll
Challenges are intended to be challenging; they don't occur in everyday circumstances. You don't roll when it's a sunny day and you're chatting with the mailman... But rather when it's a dark and stormy night, and some ugly thug is shooting at you, and your car is freaking ON FIRE! You roll, you only ever roll, when:
1.) The outcome is important to the adventure.
2.) The CR is equal or greater than the character's skill.
3.) The player chooses to.
Or, most importantly, when...
4.) Significant adverse conditions apply. ("I must shoot this thing now!" or "There's no light in here, and the grues are getting closer. Where's my damn dagger?")
And that's not everyday life. That's complicated, difficult... Challenging. (Hence the term.)
When the stress is on, when there's something riding on the outcome, when the stuff is hitting the fan, that's when you roll a Challenge. The rest of the time, assume Success and move on.
Tell Them the CRPlayers, to understand the game world, need the GM to describe it. Descriptions can sometimes be enhanced by just telling them the CR they are rolling against.
They want to pick a lock. The character should know approximately how difficult that should be. The easiest and clearest way to let the
player know the same thing their
character should, is just to tell them.
"What kind of lock is it?"
"It's a thick padlock, probably CR 15."
Some caveats:
- Don't skimp on the description. Just because you're giving the CR straight out, doesn't mean you are absolved of the need to describe the world. Tell them what things look like, smell like, feel like, then give them the CR. It's your job.
- If they lack the skill, tell them squat. They haven't earned the knowledge, the character wouldn't have that information, so the player doesn't get it.
- Always give yourself some wriggle room. Sometimes, circumstances are different than they appear. In such cases, things are more difficult than they seem. Instead of giving the players the true CR (information they can't know) or lying to them, just say something like "You think it's a CR 15." "It appears to be pretty standard, CR 8." "It should be pretty easy, CR 5." Do this all the time, so they don't know when you're giving them the straight CR or when you're hiding something unpleasant.
Infinity is all about in-character immersion and vivid description. CR's, used right, can be a critical part of that.
When it comes to CR's,
don't be coy. Tell them, and a lot of potential misunderstandings will be cleared up or avoided entirely.
Coordination
Characters are capable of working together to achieve a task. This is called Coordinating on a Challenge. Whatever the circumstances, the core rules for Coordinating on a Challenge are the same.
All characters generate Skill Totals. The highest Skill Total is the base Total. Every other Skill Total that beats a CR 0 (Routine) adds +1 to this base Total to get the final Skill Total.
Example: Three characters are scrutinizing a crime scene. They all generate search totals: a 14, a 10, and a -1. The final search total for the group is 15 (highest 14 + 1 coordinating). Had the third character gotten a 1 or better instead of a -1, the group's search total would have been a 16.
There are a few caveats.
In order to adjudicate the characters' action, the GM needs to know what they are attempting. A Declaration is highly encouraged (and worth a +1 to the base Total).
"We want to talk the judge into letting us go." "We want to make the mob think a giant is coming." "We need to fix this car."
This Declaration lets the GM know which skill is appropriate. This is the primary skill, and is used to adjudicate any Success Ratings or Result Ratings.
By default, all characters generate totals with the identified primary skill. If they lack points in the skill, they roll Untrained.
Coordinating with Multiple Skills
Sometimes, characters will lack points in the skill being used. With the GM's permission, they can use a different, but related skill in the Coordination attempt.
Example: If the characters are attempting to fix a car, that's a mechanic Challenge. A character without the mechanic skill can attempt to coordinate, if they have a skill the GM agrees can aid the attempt. Knowledge (electrical engineering) could be appropriate, for example.
In such cases, the original skill is the primary skill. This represents what the group is attempting to achieve. The highest primary Skill Total is the base Total. Even if a related Skill Total is higher, it only adds a +1.
Example: While fixing the car, the mechanic rolls a Skill Total of 12, and the electrical engineer a Total of 16. The base Total is 12, because that's the primary skill. This is increased by +1, because the knowledge (electrical engineering) total beat a CR 0. The final total is 13 (12 + 1).
The GM has final say on what skills are related to a specific Coordination Challenge. Take the car example. In one case, knowledge (electrical engineering) and persuasion could both be considered related skills (the persuading character talking a garage owner into aiding them some way). In other circumstances, even knowledge (electrical engineering) might not be related (if the car had a broken axle, for example).
In general, the more distantly related a related skill is, the higher the Coordination CR would be. In the case of the persuasion skill check aiding a mechanic total, the GM could require the player to actually roll (and perhaps role-play) a persuasion attempt (at a much higher CR). The GM should decide based on what makes sense to him and whatever makes the game more interesting.
Quote from: Daddy WarpigIn addition to the inherent uses, each Attribute gives a bonus to associated skills.
Attribute Rating | Skill Bonus |
4-5 | +1 |
6-10 | +2 |
11-12 | +3 |
This bonus is added to the Skill Points to get a Skill Rating.
There is no cap no the Attribute scale, so this pattern repeats itself indefinitely. An attribute of 50 gives a +10 bonus to associated skills, for example. This is especially important for superhero settings.
Using the
Infinity scale, the Earth itself has a Toughness of (roughly) 136 and the Death Star's main cannon has a Damage of about 170. That is, enough to vaporize a planet the size of Earth.
Volley Attack
The Volley Attack is a maneuver common to cinema and real life. It represents a multitude of characters all attacking the same target at once, combining their attacks to deal more damage than any could by themselves. (And, though it's called a Volley, it applies to any situation in which multiple attackers are assaulting a single target, not just arrow fire.)
Volley Attacks are a special use of the Coordination Challenge rules. Because it deals with both Skill and Combat Challenges, it is slightly more complicated than regular Coordination, though the basic rule is unchanged.
The primary skill in a Volley Attack is whichever combat skill rolls highest, no matter what it is. Related skills include any other skills the gamemaster agrees are relevant. (A maneuver, for example, might cause the target to turn, exposing a weak spot.)
All characters generate Skill Totals. The highest combat Skill Total becomes the base Total. Every other Skill Total adds +1 to this base Total.
As this is an attack, the Damage Rating of the weapon used by the highest combat Skill Total is added to the final Skill Total to get the group Attack Total. This is compared to the Defense Rating of the target, with the Result Rating read as Damage. (See "Combat", later.)
Example: A group of characters breaking into a lab are attacked by a security robot. After a couple of futile rounds of attack, it becomes clear that individually, none of them can meaningfully damage the robot. So they volley their fire.
One shoots with a gun (firearms total 13), one throws a grenade (thrown weapons total 12), and another uses a trick to lead the robot off, exposing a weak spot (trick total 20).
The highest combat Skill Total is a 13. This becomes the base Skill Total. Both of the other skill totals beat a 0 CR, so Coordinate. Each adds a +1 to the firearms Skill Total, for a final Skill Total of 15 (13 + 1 + 1).
To this 15, the firearms player adds his pistol damage of 16, for an Attack Total of 31. This Attack Total of 31 is compared to the robot's Defense Rating. (Had the character throwing grenades rolled higher, his total would be the base Total, and he would add his grenade damage of 18 to the final Skill Total).
Using this method, characters can work together to bring down a single, tough target with coordinated attacks.