When I talked about the core dice mechanic of what would eventually become Project Star Quest, I mentioned the concept of Risks. In short, every time you roll a 1 with your d6 dice pool, you must mark one of several Risks. Each mark represents a literal narrative risk you are taking as part of your action, but has no direct mechanical impact just yet. Only when a Risk takes six marks, do you suffer its Condition–a negative effect you will need to deal with. Shredded armor, running out of ammo, being pinned down–just some examples of what a Risk could be. Finally, you can’t clear marks; you can only remove a Condition once you have it, which also removes all marks.
So, what’s a Condition?
If you played a tactical-style TTRPG before (Pathfinder, Draw Steel, Lancer, etc), you know what a condition is. Most of them are bad, hindering your character in some way or another. They usually last a set amount of time measured in rounds, start/end of turn, or allowing for some sort of roll to clear them. Pretty standard stuff.
So that’s what I did. I created a bunch of conditions you get to dish out and suffer. From being unable to move, to taking more/dealing less damage, to all the other classics.
And then I ran into a big issue: the list got big, which means there are a ton of different things each player might now have to track. And then again, I noticed an even bigger issues: conditions are in direct conflict with the design of Risks. So much so that the list of potential conditions more than doubled!
Who the fuck wants to track all these conditions?
Honestly, I think conditions are always one of the weaker designs of any tactical game. There are always way too many of them, and they all do vastly different things–some conditions in Draw Steel have several paragraphs worth of rules. Draw Steel doesn’t have too many conditions to start, but still, it’s a lot to track.
Once I realized that my conditions came into conflict with Risks, I knew I had to make some changes. Not only was the number of conditions simply too high, there was an overlap with the standalone conditions and the Risk conditions. For example, I had a condition called “Stop” which made it so you can’t reposition at the start of your turn. But then I also had a Risk category called “Mobility” and once you fill out all six marks, you gain the “Pinned Down” condition, which did the same, besides making it so that you can’t benefit from cover. Two conditions doing the same thing. That’s not great.
So I went back to the things I keep in mind when tinkering with a game: Less is more. And bring it back to the core mechanics.
This is where I landed.
Pressure
I removed nearly all standalone conditions and moved them into the Risks. Risks are sorted into four categories, which are also your main combat stats (Offense, Defense, Control, Resist). I went over stats previously, but here is a short refresher: Offense is your base damage on attacks; Defense is your damage threshold before getting hurt; Control is your base effect magnitude for controlling effects; Resist is your reduction of controlling effects directed at you. Every character has these, player or monster a like.
Whenever an enemy would force a condition on you, it will now force you to mark one or more Risks on one of the four categories. This is called Pressure. Much like marking a Risk from rolling a 1, you the player get to narrate how the enemy is putting pressure on you, letting you choose which Risk within that category you want to mark.
Let’s take a look at all Risks within their categories:
(This is a big sneak peak at actual design content, with lots of hitherto unheard terms. It’s also not final.)
- Offense
- Weakened. Set Base Offense to 0. (You can still increase your damage with Hits)
- All Out. Can only attack at melee. (As a tactical game, only being able to do melee is a big deal)
- Panic. All Engage actions have disadvantage. (Disadvantage halves your total value like damage)
- Defense
- Vulnerable. Set Base Defense to 0. (You’ll take real harm a lot easier)
- Shredded. Can’t use Armor trigger. (Armor triggers let you use your armor as a Power Roll)
- Dazed. Can’t Block or Evade. (No means to reduce damage)
- Control
- Confused. Set Base Control to 0. (Control affects area of effects and buff magnitude as well as forced movement or your chance to place conditions on enemies)
- Stunned. Can only use one Interrupt trigger each round instead of turn. (Big tactical drawback)
- Bleeding. All Engage actions cause +1 Affliction (Afflictions are round-based damage over time effects)
- Resist
- Overwhelmed. Set Resist to 0. (Enemies can place more pressure or other effects on you)
- Unstable. Can’t Reposition. (Can’t move for free)
- Exposed. When taking Stress, mark an additional Stress. (Stress are lethal forms of damage)
If an enemy places 3 Pressure on Defense, you still get to decide where to place these 3 marks as you would with rolling 3 Risks, just limited to the items within the Defense category.
Sorting Risks under your primary stats/attributes and linking almost all conditions to these risks streamlines a lot of the design. It also brings conditions back to the core mechanic of Risks, which just makes it all click better. There’s still 12 of them here, which isn’t exactly a small list. But this isn’t the final design, and I can see a world where they get cut down even more. I think they probably need to be reduced, to be honest.
For now, I envision a character sheet that has the four stats prominent at the top, and the three Risks for each underneath it with its marks and a short text explaining the condition. I think that can be quite elegant, and it keeps getting these conditions mostly player facing, as they have to mark Risks of their choice.
Monsters
Monsters don’t mark Risks, so for them, the players still get to place standalone conditions. However, there’s a small list for them which I plan to streamline as well. For example, do we need separate conditions for Slow, Prone, Restraint, etc? Or can a single condition that simulates “not being able to move and easier to hit” do the trick? I haven’t finalized this list, yet, but I think it’ll be shorter.
Removing Conditions
Conditions last indefinitely–there is no saving throw or end-of-turn timer. Once you have them, you must make an active choice to get rid of them. At the start of your turn, you can use your one Setup action to remove one condition, instead of , for example, moving or gaining more Stamina. You can also spend Stamina as an Engage Action to remove several conditions at once.
Enemies can’t clear conditions freely, either. The GM has means to do so, but that’s a topic of another post that digs into enemy design and Animus.
The intention here is simple: player agency. Players decide (to a degree) which condition they will get, and they decide when to remove them. That level of control over what bad stuff happens to you and how to remove it might just help keeping track of everything. Might feel more personal or something.
Conditions, again
Some standalone conditions ended up remaining in this design: Winded, Vulnerable X, Affliction X, Stagger X.
- I talked about Winded before. It’s a condition you get when running out of Stamina from certain actions (such as Evade).
- Stagger is only for enemies. They get a stack of Stagger whenever they avoid all damage or controlling effects. Stagger makes it easier to hit them, so the more you pelt an enemy, even if they manage to survive, the easier it becomes to defeat them. There are other ways to build up Stagger, as well.
- Vulnerable X increases the damage you take at the end of the turn by X, if you took any damage at all. I’m not sure if this condition is really needed. Time will tell.
- Affliction X is damage you take at the start of a round. All damage over time effects (fire, bleeding, acid, etc) are tallied up and added to this single Affliction.
Buffs
So far, conditions have all been negative. But sometimes, a condition can be positive, too. I call them Buffs, and there are three of them:
- Elude, which makes it so enemies are less likely to target you.
- Taunt, which makes it so enemies are more likely to target you.
- Guard, which is removed instead of marking Stress.
All other buffs I thought of before are instead streamlined into Boosts. Boosts stack and last until the end of combat. As a reaction, you can spend Boosts on actions as if they are Stamina. Much like Pressure, Boosts keep things simple, and being able to boost your Stamina with them helps you with every action, as well as dodge and evade. But using it is a reaction, so you can’t use it while your are Winded. Game design.
I’m thinking of allowing more uses for Boosts, such as buying Focus with it. Though, this might become a perk you can unlock as part of your advancement, instead of a core mechanic.
Conclusion
I think I know why I feel that conditions are the weakest point of most tactical games’ design. Striking the balance of variety and complexity versus ease of use and being able to track them all is tricky. I attempt to do so by making them mostly part of the core dice mechanic I invented for this game, which does feel like a good approach.
Risks are player facing, which might help them with keeping track of them all. It also makes running enemies easier, again, as the GM doesn’t need to worry about telling players which condition they get and what it does. They simply say, “You take 2 Pressure to your Defense” and let the players place their marks as they see fit. I think that’s elegant. And much like marking a Risk from rolling a 1, the player is free to give a quick narration of how that Pressure effects them based on the Risks they mark and Conditions they might get. It just brings it all back to the core dice mechanic of Risks, Hits, and Momentum.
I’m happy with that.
I haven’t nailed conditions for monsters just yet, but maybe there is something similar I can do. Tracking a handful of monsters all with their own conditions is a pain in the ass, so I will want to ensure that the process is just as streamlined. If not more. Being able to place Stagger on them is a good start, already. Part of the enemy design is that, if a monster reaches a certain amount of Stagger, they “break” which causes something negative to happen to them. It’s similar to Risks in that regard. So, one thought I had is that players only ever increase Stagger instead of placing any conditions besides Vulnerable and Afflictions. That might feel to limited though, not enough tactical juice here.
All in all, though, I feel strongly about this design direction. It’s both simple and in-depth. And it can be expanded further with perks or gear that offer “free” Risk slots to mark instead of your main ones. Lots of options there.
I’ll leave it there, for now.
Thanks for reading,
Stefan
More Project Star Quest
Design Challenge: Conditions & Risks
Conditions are a staple of any tactical TTRPG. I want to streamline them into something that fits my core dice mechanic by making them part of Risks.
Action Points IV: Combat Basics
Combat is essential for this type of game, so let’s look at some of the basics for my WiP. Mockup ability examples included.
Action Points III: Action Economy
Let’s take a closer look at the types of things you get to actually do when playing the game.
Action Points II: Core Dice Mechanic
A closer look on how Action Points can work as a core dice mechanic.
Action Points And Dice Pools
Can Action Points work in a TTRPG? Dice pools might be the answer.
So, you want to make a game?
Overview of designing my own TTRPG, Project Star Quest, why I did it, and what it is.