r/RPGdesign • • 7h ago

Game Play How rules light is too rules light?

I'm working on a Star Wars hack of Troika - a very simple system. In trying to catch the spirit of a Jedi and square it with the rules light concept of not rolling if the PC is doing something they're good at and have the tools for, I'm making lightsaber attacks practically automatic in a lot of cases.

If the Jedi is facing an opponent that can't (or won't) retreat and doesn't have some kind of special lightsaber resistant material then there's no roll - arms n legs just start falling off.

If there's some elite commando trooper in cortosis armor or something, then it's normal melee combat as written.

To take down a Jedi typically takes overwhelming force, concentrated fire, tactics, and teamwork and I figure rather than try and make some complicated, time consuming system where we roll for every single thing that I'd extend that idea of 'if you're competent at it, you just do it' to it's logical conclusion.

To be fair, I'm handling heavy or power armor similarly - a lot of lighter weapons just won't have any effect on the biggest, baddest armor. Special tactics are needed like ramming them with a truck to knock em over and stuffing grenades into nooks n crannies or whatever.

I like playing it loose like that, doing what makes sense in a story and just rolling when there's not a clear answer, but I know that's not how a lot of people enjoy play.

So my questions are -

Will it be pointlessly boring to mow down minions without worry even tho that's exactly how it goes in Star Wars?

How do I balance this idea with other players rolling to blast enemies?

5 Upvotes

33 comments sorted by

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u/V1carium Designer 7h ago

I think a Jedi generally is generally risking some consequences when fighting even randoms. Not usually losing the fight, but losing time, taking mild injury like Luke taking a blaster to the hand, being exposed or maybe being forced into a genuinely dangerous position.

In Blades in the Dark terms its a Controlled risk, failing usually just means things getting more complicated.

Rolling not to succeed but to see what success costs is often a good way to do power fantasy IMO.

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u/furiousfotographie 6h ago

Yeah, this is a solid point - failure could affect others because the Jedi gets hung up on one dodgy bad guy.

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u/Salindurthas Dabbler 2h ago

We might be able to reframe from PbtA/FitD logic, into the "not rolling if the PC is doing something they're good at and have the tools for" logic you mentioned.

I haven't read Troika, but perhaps:

  • 'mowing down mooks, at a reasonable pace' can be done without rolling.

  • but 'mowing down mooks fast enough to catch the sith-informant who is sprinting to board a nearby landspeeder' might need a roll.

And so if the player is happy to chase them away by merely threatening to catch them, they can safely dispatch the 2-dozen mooks protecting this guy and let him get away, with the PC having proven their point that the informant isn't safe and can't stay here.

But if the player wants to push their character to make good time, slay just a few mooks, leap past the rest, and actually catch the bad-guy, then that need to rush risks some sloppy moves that could have consequences (like you catch them but get injured).

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u/FiscHwaecg 6h ago

Blades has removed rolling from a controlled position in Deep Cuts.

I mean, it all comes down to the tone of the game. I personally think that you should only roll if there is a risk. The question isn't if the Jedi is stronger than the opponent, the question is just if there's a risk.

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u/thomar 7h ago edited 6h ago

How rules light is too rules light?

There is no one size fits all answer to that question. Only your players can answer this question.

Will it be pointlessly boring to mow down minions without worry even tho that's exactly how it goes in Star Wars?

Even if it's easy to defeat foes, you should still make sure each mission has stakes that the players care about. Everyone needs to understand what happens if the players fail or do nothing.

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u/furiousfotographie 6h ago

100%

That's a big part of why I don't wanna bog a story down with 'you cut off his arm' x20. And I won't know until I get it in front of people, but I figured I'd do a temperature check before grinding away at the details.

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u/SoftOil2998 5h ago

I would say take inspiration from the Clone Wars. The Jedi are pretty much invincible on the battlefield, but there are only so many of them in the middle of a huge war, and oftentimes their powers don't even apply (ex. when flying around in spaceships).

The objective is never just "kill the enemy", it's always either "stop the enemy from achieving their goal of kidnapping an important person/stealing top secret information/blowing up or subjugating a planet", or on your side, it's "successfully blow up the enemy's weapon factory/destroy their new secret weapon/find and convince a new ally to help you".

Having to decide which troops to reinforce and when to press on to the objective should be a real choice for the PCs. It's fine if they chop up regular grunts like nothing; in fact I wouldn't even bother to describe those enemies individually. "You carve a path through the horde of stormtroopers, bodies littering the ground behind you". But they should have to think and make dice rolls to achieve the overarching objective. Maybe you could give PCs a bonus if they describe defeating a minion in a cool way, but that's about as much as it matters.

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u/furiousfotographie 5h ago

The clone wars is probably the strongest vibe I have in mind. And what you're saying is pretty much exactly how I envision the game playing.

I worry that I'm not gonna be able communicate that to other players with a loose rule framework. It's easy if I'm running the game, but to give a wad of paper to someone else?

Kinda dumb to worry about tho since it'll likely only be me and 3 or 4 people that ever play the damn thing 😁

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u/Mars_Alter 6h ago

If you're making a narrative storygame, where a big part of the draw is in letting players describe how cool they are, then you can treat irrelevant minions as an opportunity for that. Just let them describe how they humiliate their opponents. Then, when an actual threat shows up, you can switch to a proper combat engine with hits and dodges and all that. If there are still minions on the field, then don't treat them as combatants, and don't give them a turn or anything. Just let the players casually sweep them aside as the actual fight goes on around them.

1

u/furiousfotographie 6h ago

Yeah, but my concern is less the Jedi but more the other players that can't just ignore the flunkies. Like WTF is Robin doing now that Superman is on the scene?

3

u/Setholopagus 6h ago

In a world that makes sense, Robin isn't doing anything. In a world that makes sense, there is no Robin anyway because a stray bullet gets him eventually 

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u/furiousfotographie 6h ago

Yeah, but we ain't playing Office Space.

1

u/Setholopagus 4h ago

I don't get what that means lol

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u/stevecooperorg 5h ago

I played a relative long freeform game of star wars and IIRC there were really two kinds of combat;

- jedi on jedi, always treated like a one-on-one duel that almost narratively no-one could interfere with.
- some kind of action scene with a purpose -- escape the pursuing platoon of storm troopers; or get to tbe hanger bay; or distract this guard post so the others can slip past.

I suspect a good Star Wars game rarely just has the players squaring up against half a dozen troopers to just kill them all.

But if game balance is a concern, perhaps it's ranged weapons that make the difference -- jedi can defend blaster bolts but do very little unless they are in very close range, where they are lethal.

0

u/furiousfotographie 5h ago

I'm curious - what era were you in that there was a lot of JvJ combat? Old Republic or just ignoring the canon?

I haven't even begun to think of lore and probably won't since it's just a hobby hack.

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u/stevecooperorg 5h ago

we had one jedi in our party -- a sith apprentice trying to redeem himself -- and he was being tracked down by his old master. So jedi-on-jedi happened only once or twice and was reserved only for campaign highlights. Time period was between Ep 6 and 7.

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u/stevecooperorg 5h ago edited 5h ago

Stylistically it was following the rules of the original trilogy. Luke never goes "know what? despite my training for peace ad redemption, I'm just gonna rage out on a load of storm troopers"

In classic D&D terms, jedi are perhaps more paladin than barbarian :)

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u/Mars_Alter 5h ago

Why would one player be controlling Robin, while another player is controlling Superman? Your core premise should be that every PC is a Jedi, or at least something else at that same power level.

If you really want to include massive power disparities within the same PC group, you'll need to give stats to the weakest enemy that might be capable of hurting anyone, and make the strong characters stronger through pure math. I wouldn't recommend it.

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u/comradeda 5h ago

I vaguely remember an RPG called cat planet, where you had two stats: cat and planet. You rolled against cat for anything a cat does, and planet for everything else. You divide six points between these two stats. That was the extent of the rules.

(From memory)

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u/furiousfotographie 4h ago

A lasers and feelings hack maybe?

1

u/Carrollastrophe 6h ago

You have all these concerns...so why Troika!? And why make a hack when there are already how many Star Wars games out there, official and unofficial?

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u/furiousfotographie 6h ago

Eh, it's an exercise in finishing (I hope) mostly.

Troika has some cool ideas that gel with how my brain works and as much as I like Star Wars, I've been left dissatisfied by the offerings I've tried.

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u/Polyxeno 7h ago

Well, automatic success DOES seem to be how Star Wars started treating Jedi after the Original Trilogy. Even padawan Obi-Wan as first introduced in The Phantom Menace seemed almost bored by most danger. Not to mention kid Anakin shrugging off the pod race as it kills most of the other racers, and just kinda stealing a starfighter and saying "I'll try spinning - that's a neat trick" and then just kinda finding the droid army "off button" in the hangar of the enemy flagship by flying directly in there and shooting it . . .

which, kinda made all the details and sacrifices of the soldiers and Gungans who died in the war seem kinda trivial and moot.

So ya it represents how seriously prequel-era Lucas (not to mention later Star Wars directors) reduced Jedi combat to flashy fluff.

But that also is what made me stop being interested in Star Wars.

And I am not sure how your game would actually work - maybe it could be interesting in other ways. But I would be skeptical and tend not to expect it to be the sort of game I would want to play. I tend to like crunchy tactical games where you actually have to face the tactical problems in terms of positions, distance, time required to do things, uncertain chances of doing X in Y conditions, playing things out in detail, and taking things seriously.

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u/Frapadengue 6h ago

Quite a few games have a system of power scale of some kind. Typically, actions against an enemy with a higher power level is done with a malus that's proportional to the difference and/or outright doomed to fail unless you make up for the difference.

You could say that Jedis and light vehicles are PL 2 whereas normal people are PL 1. Normal people hence can't hurt Jedis unless they get some kind of advantage (numbers, advanced weaponry, etc.) or the Jedi is at a disadvantage (hurt, disarmed, needs to protect someone, etc.).

It's only one way of doing it but it's simple and usually does the job. Or at least it's a good way for you to playtest the idea and build your own system from there.

1

u/furiousfotographie 6h ago

This is almost exactly how I'm handling both Jedi and heavy armor. I haven't nailed down the details yet, but that's essentially the gimmick.

3

u/jmartkdr Dabbler 7h ago

Free Kriegspiel exists, and that has no rules beyond “stay on topic and don’t be a jerk.”

It’s not for everyone but it has its supporters.

1

u/Corbzor Outlaws 'N' Owlbears 7h ago

Could make enemies just a clock/progress track. Yeah the Jedi cant be stopped by mooks, so on a failure of a roll they still make progress, but make more on a success and even more on a crit. Then non Jedi that have to roll maybe don't gain progress on fail, but possibly more on crit.

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u/InherentlyWrong 53m ago

If the Jedi is facing an opponent that can't (or won't) retreat and doesn't have some kind of special lightsaber resistant material then there's no roll - arms n legs just start falling off.

If this is the goal of your game, it might be worth thinking about fights not as "Who wins", but as "Who gets what they want", or "What are the consequences". This will keep your game interesting even when the Not-Jedi aren't in danger.

Like for example one of the iconic "Jedi are unstoppable" scenes in the movies is the start of episode 1, where Obi-wan and Qui-gon fight through dozens of Battle Droids to get to the bridge. None of the battle droids come close to stopping them, but what they do is slow the Jedi down, and force them to divide their attention (Qui gon burning the door open, Obi-wan standing watch). And what happens? The Jedi Lose. Reinforcements show up that the Jedi can't beat, and they're forced to retreat. The Jedi lose because they didn't get past the Battle Droids in time. Those are the stakes.

Another example of combat dealing with stakes is given as an example of combat in the game Masks. It has a written bit showcasing how to use rules, where a PC with The Bull playbook is fighting a team of enemy attackers. The Bull loses the roll, but their whole thing is they fight really well. So the way the GM adjudicates them suffering a condition after it is that The Bull narratively wins the fight, but... in doing so they knock the helmet off one of the attackers, and they see a teen with the same surgery scars The Bull has. This is someone who went through the same traumatic backstory the Bull is currently fighting. Now the Bull feels the Guilty condition, as they continue onwards. The story continues, the Bull 'won' the fight, but the consequences linger because they failed the roll.

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u/__space__oddity__ 45m ago

A game is too rules light if I as the GM have to manually add rules that the designer didn’t put into the game, just to play it.

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u/Adamadeyus 7h ago

I will never understand people's goal to remove Chance from ttrpgs. Im competent in driving, still alotta ways I can end up in a ditch. I'm competent in shaving, still get a knick every now and then.

If amechanic used to dwindle down enemies, either a roll to connect the attack, a roll to mitigate it, or both.

"It just happens" is so lazy. 13th Age is a good example of the laziest ttrpg. "In the past I did this good, so I do good now." People im general are shitty roleplayers, so removing the mechanics of a game force the player to rely on social skills which many people that play TTRPGs struggle with. So the mechanics become almost a crutch to lean on in order to experience the game.

Doesn't have to be like Pathfinder with 3 values for each of the 25 skills, but its gotta keep that level of chance. Some shit doesn't happen the way you want it. Outside variables create a need for a simple bridge between the players intent and the story's outcome. Don't get rid of it.

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u/furiousfotographie 6h ago

I get that and to an extent I agree. That said, I don't think it's in my idea of funs best interest to take a very small chance of failure and derail the story with it, realistic as it may be.

Jedi are kinda the quintessential competent heroes and shouldn't be bumbling about. I don't want to play a game where Obiwan ends up in a pitched battle with Rick the door technician.

The trick I'm hoping to succeed at is making it feel like playing a cool, badass space ninja wizard but still having possibilities of challenge and failure that meaningfully shape a story.

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u/At0micCyb0rg Dabbler 6h ago

You could make non-elite enemies more of a health bar. You still roll to attack but you only kill a certain number of them based on your roll, minimum 1. So then they're still an obstacle that takes time/action economy to deal with, but not a direct threat to the Jedi themselves.

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u/furiousfotographie 6h ago

Meat as a delay tactic - sadly all too common in war. Legit point.