The New Reach: Tiers Mean More
My friend B pointed out that the flexibility of the Competence/Reach system as I had originally designed it is a flaw, not a strength. While it will probably appear as I described it as an optional rule, for general play it’s way too number-crunchy at high levels. If your group is into that, fine (hence the inclusion as a rule option), but I agree with B that, with most groups, this can lead to some very annoying game lag.
The problem is that, for the statistics-savvy player, this is a gold-mine for min-maxing. There’s nothing wrong with that… until it holds up game play as the player weighs the advantages of 5d20 vs. 10d10, or some other combination. To avoid this problem, we talked (B and I) for a while, and I came up with a solution that I think not only works, but helps to emphasize the Tiers of skill and simplifies the whole affair.
At Apprentice tier, Reaching means -5 to Competence, but you add in 1d10 (so an Apprentice with a Competence of 6 would roll 1d10+1 when reaching). At Journeyman tier, reaching means -10 to Competence, but adding in 2d10 (so if your Competence was 18, you would roll 2d10+8). At Expert tier, you reach with -15 to Skill, but add 3d10. At Master level, you gain the ability to choose any of the previous Reach modifiers (-5/+1d10, -10/+2d10, – 15/+3d10), or you can use -20/+4d10.
Grandmaster tier will most likely be an extension of the above – you can choose -5/+1d10, -10/+2d10, -15/+3d10, -20/+4d10, or -25/+5d10.
Another idea I was toying with is to use different dice for different tiers – d6 for Apprentice, d8 for Journeyman, d10 for Expert, and d12 for Master/Grandmaster. With this method, a Apprentice could take a -5 to add a 1d6, a Journeyman could take a -10 to add a 2d8, and an Expert could take a -15 to add a 3d10. A Master could take the options of -5/+1d12, -10/+2d12, -15/+3d12, or -20/+4d12. The Grandmaster Tier would add a possible -25/5d12 to the mix. I’d prefer to have the Grandmaster use a d14, but that’s a pretty
uncommon die type (you can buy them here), and I don’t want people to have to go out and buy special dice just for my game.
Each version of the new system has its ups and downs. Most significantly, the second version makes getting to the next tier much more important. It also makes reaching at Apprentice level (and, to a lesser degree, Journeyman level) a dangerous thing to do.
I suppose I could split the difference. I could make Apprentice use d8, Journeyman and Expert use d10, and Master/Grandmaster use d12. Or, it could be Apprentice d8, Journeyman through Master d10, and Grandmaster d12…
In any case, the first option has the advantage of only needing a single type of die for the game. The different tiers are still important, but the difference between Apprentice and Journeyman is more subtle. Not much more, but a bit. I’m really not sure whether or not I want the tiers to be that significant.
What do you think?