On Unusual Polyhedrons

Two years ago, after about a year of public playtesting, Fantasy Flight Games released the Star Wars: Edge of the Empire RPG, the first in a series of planned core books in a brand new system. Star wars RPGs had been on a bit of a hiatus, the most recent prior system was Saga Edition, which was d20-based. Wizards of the Coast decided to drop the license in 2010, and Fantasy Flight picked it up shortly thereafter. My initial impression of the system was mixed, but now that there’s a bit more source material I like it a lot more.

The assumed setting for all three of the core books is a bit after A New Hope. This means that the Empire is in power, Rebels are seen as a dangerous threat (since they did just manage to destroy the Death Star), and force sensitives are both rare and persecuted. There are 3 core books so far, each focusing on a different aspect of the setting. Edge of the Empire focuses on the less-than-legitimate business of things like smugglers and bounty hunters. Age of Rebellion focuses on the Rebellion itself, which mostly means Soldiers and Politicians. Force and Destiny focuses on force sensitives, both with and without lightsabers.

On Unusual Polyhedrons

Ace Custom

One of the immediately noticeable things about the game is that it uses a unique dice mechanic. There are 3 types of die with positive symbols (boost, ability, proficiency), 3 with negative (setback, difficulty, challenge), and a force die that isn’t explicitly positive or negative. The symbols on the dice are…

On Unusual Polyhedrons Success – This determines if an action is successful. As long as you have one or more of these in the final result, you can do whatever you were initially attempting to do. The number can determine the degree of success in some cases, like additional damage for attacks.
On Unusual Polyhedrons Advantage – Independent of success, this symbol represents good things happening. In combat this can be used to generate critical hits (how many you need depends on the weapon) and other weapon features, and out of combat it represents something advantageous happening. this remains true even if you fail the roll.
On Unusual Polyhedrons Triumph – This is found only on the Proficiency die, and it represents really good things. This counts as a success, and also a super-advantage. An attack with one of these can usually generate a critical hit or special feature with just one, and outside of combat the door is wide open for the GM to let amazing things happen to you.

Die Color Sides On Unusual Polyhedrons On Unusual Polyhedrons
Boost Light Blue 6 2 3
Ability Green 8 5 5
Proficiency Yellow 12 10 (includes On Unusual Polyhedrons) 8

On Unusual Polyhedrons Failure – Each failure symbol on a roll cancels one success. The roll is still considered failed if it generates an equal number of success and failure symbols (because it then has 0 uncancelled successes).
On Unusual Polyhedrons Threat – This one represents bad things. It cancels advantage, and if you have any of these remaining, something unfortunate happens even if you succeeded on the roll. This might be something as simple as suffering strain, or it might increase the difficulty of future checks.
On Unusual Polyhedrons Despair – Found only on the Challenge die, this is the negative version of Triumph, but these do not cancel each other (it’s possible for a roll to generate both). This counts as a failure and also means something very bad happens. How bad exactly is up to the GM.

Die Color Sides On Unusual Polyhedrons On Unusual Polyhedrons
Setback Black 6 2 2
Difficulty Purple 8 4 6
Challenge Red 12 9 (includes On Unusual Polyhedrons) 8

On Unusual PolyhedronsOn Unusual Polyhedrons Force Points – Found only on the force die, these are used mostly for force powers. It’s worth noting that the force die contains an equal number of light and dark side points (8 each), but has dark side on 7 faces and light side on 5. It’s assumed that player characters are mostly light-side, so there are penalties for fueling your powers with dark side force points.

Stay on Target

Task difficulty is almost never represented as a static number, and is instead represented as a number of difficulty dice. Your ability is likewise represented as some number of dice, usually a mix of ability and proficiency dice. All of these are rolled together to determine the success or failure of an action. Boost die are usually added if circumstances are favorable; Setback die are added when situations are unfavorable. Particularly bad situations might result in upgrading the difficulty of the check (turning difficulty dice into challenge dice). Certain abilities may also let you upgrade your own checks, turning ability dice into proficiency dice.

On Unusual Polyhedrons
The real benefit of this is that rolling the dice goes beyond determining “degree of success” which most dice pool systems fall into. To take Shadowrun as an example: for most checks it makes no difference whether you beat the threshold by 0 or 3, unless your GM is tracking hidden thresholds for rolls. (I’m pretty sure Tam does this, but I’ve never asked him directly.) Even on rolls where the number of successes does matter, there’s not a lot of fine control. Unless you roll a glitch, which is pretty rare for moderately-sized dice pools, you’re either going to fail, win, or win big. By separating additional positive or negative effects from the actual success/failure of the roll, Star Wars opens up other possibilities for narratively interesting situations. Maybe you fail to get the information you want out of a contact, but he likes you and tips you off to something else. Maybe you successfully evade the guards, but accidentally leave traces of your passage behind. Maybe you evade the guards and they wander off to investigate something far away from you.

Most rolls of the dice are going to tell you a little bit more than “you pass” or “you fail, and that’s probably my favorite part about the system. I’m going to back to reading this book where they put the swords and magic back in.

On Fires, Part 3

Blaugust Post #31

Burning Wheel has probably the best skill system I’ve read as it relates to skill use and advancement. The basic premise is that you don’t get any better by doing things that are easy. Therefore, you’re encouraged to try things that might be somewhat difficult for your character, because that’s the only way you get better. This is a bit of an oversimplification, but Burning Wheel rules are long and wordy.

To go along with this, the list of skills goes on for pages. There are the expected skills for weapons and fighting (sword, bow, armor training), an assortment of professional skills (blacksmith, haggling, dye manufacture), sorcery and sorcery-related skills (enchanting, summoning), social skills (intimidate, persuasion, falsehood), and some oddball ones like Strategy Games. There are also open-ended -wise skills that act as knowledge skills. Examples include things like Great Masters-wise, Dirty Secrets-wise, and Poacher-wise, in addition to things you might expect like Forest-wise, Noble-wise, and Tools-wise. (You can make appropriate ones up for your character and take them as non-lifepath skills.)

At low skill levels, you can advance with a few challenging skill tests and a few routine ones, but eventually the routine ones stop counting. If you never push yourself to do difficult tasks with a skill that you’re already somewhat good at, it will never get better. Burning Wheel lacks XP entirely, so this skill progression is how you get better. There are a few alternatives to trying things that you’re going to fail at, however. You can have someone else who is good at a skill teach you, which counts toward the number of skill tests you need to advance.

I’ll probably never actually play in this system, but I have talked to Tamrielo (who is my usual GM) about it. He likes the skill system and the fact that violence is rarely the right answer, but not so much all of the incredibly crunchy bits (that I haven’t actually talked about here). It’s a fun system to build characters in though, so I suspect I might just use it as inspiration for some future characters.

Blaugust Complete

Doing this for the second year was interesting. As mentioned, posting every day is a bit much for me, but this did help me get back into the swing of things. I think I’m in better shape to maintain the 3/week schedule I was in for most of last year. I think I fell into the trap Bel outlined last week, but he’s right, the “epic welcome back post” just doesn’t happen. It’s far more productive to just start writing.

On Fires, Part 2

Blaugust Post #30

A major part of what makes Burning Wheel interesting to me is the character creation. The Lifepath system is really a modified version of point-buy, but you have the character’s entire backstory built-in to the process. It’s got some… balance issues, but it makes the actual process of creating a character rather fun.

The basics are that you determine the various professions and/or roles that your character follows through life. Each one adds Time (measured in years), Resources, Skill Points, and Trait Points, some of which will automatically be spoken for in the way of required skills/traits. They’re divided into settings, such as City Dweller, Noble Court, etc. Your next lifepath can be any that you qualify for in your current setting, or a setting specified by the last lifepath you took. Moving to some settings (such as Noble Court) is fairly difficult, but some settings (such as Outcast) can be entered from almost anything.

Learn by Doing

To demonstrate the process, I’ll start with a character concept from the first RPG I played where I was more focused on the character than the character’s combat effectiveness. (The fact that the setting was modified World of Darkness helped this a lot.) Zane Dimetrius was a sorcerous professor with a decent bit of martial ability. He specialized in earth spells, but that doesn’t really seem to be an option in this system. In Burning Wheel, this means he’ll need to pick up lifepaths along the way that enable magic and some bit of physical ability, while I’d like to end at Scholar (which is in City Dweller).

Looking at Scholar, it informs some other requirements by itself. It requires either one of a number of related academic lifepaths or any sorcerous one. Since this character is intended to be a spellcaster anyway, that requirement shouldn’t be too hard to meet. You have to start with a “Born” lifepath, and I decided to go for Born Noble. Being born noble gives you the required trait “Mark of Privilege” (which may or may not be good depending on where you find yourself). The bit of martial ability is covered by becoming a Page. Page is normally the start of the path to Knight (you also have to go through Squire), but Zane decided that wasn’t for him and moves off to Arcane Devotee. This is the Noble version of the “starter” spellcaster lifepath; it grants the “gifted” trait required to actually cast spells.

From there we move out of the Noble setting. Arcane Devotee can lead to the City Dweller setting, which contains Sorcerer. (It can alternately lead to the Noble Court setting, which contains the somewhat different Court Sorcerer). Having finally picked up the sorcery skill, we finish at Scholar.

Preliminary Results

Tallying up everything gained in this process, we have a character who is 37 years old, with the required traits Base Humility, Mark of Privilege, and Know-it-All. Gifted is also a requirement, but doesn’t come automatically, one of the remaining 3 trait points must be spent on it. For skills, Riding, Calligraphy, Sorcery, and Read are required; many optional ones can come along with this choice of lifepaths like Write, Sword, and Instruction. The skill system is interesting enough to be expanded on in its own post, but there are a lot of skills listed in the book.

The number of stat points you have to spend is based on your final age, with some bonuses for various paths along the way. Generally starting older will give you more points for mental stats and fewer for physical stats, although starting younger than 15 will make you a bit short on both. While there are still plenty of decisions to make about where to spend all of the resulting points, the framework of the character is here. This is a lot more than you can get out of a lot of other systems, and it also makes the creation process itself interesting. Using a session to create characters while in a group seems like it would add some fun as well.

On Fires, Part 1

Blaugust Post #29

On the recommendation of another, I recently picked up Burning Wheel Gold. This is the most recent version of Burning Wheel, which is so far the only pen-and-paper RPG I’ve taken a glance at and said I’d never want to play. So far my opinion on that hasn’t changed, but it does have some really interesting ideas.

On Fires, Part 1

The Catch

Unfortunately, getting a book is somewhat annoying. This edition of Burning Wheel was never released as a PDF. A limited number of stores around the country are even listed as carrying them, and the one closest to me was sold out. Amazon does not have new ones for any reasonable amount of money. The only real option is to order it from the official website, which means another account and all that goes with it.

Wikipedia claims that there’s no PDF because of piracy, but this seems like a ridiculous justification. This is really the iTunes problem again: if something is easy to access in a legal manner, people tend to do it. If the book was on, say, drivethroughrpg.com, then lazy people would just get that instead of pirating it. The people too cheap to do that weren’t going to buy the book anyway, and considering them as a lost sale is fallacious.