World of Darkness and minmaxing
World of Darkness (the old games, Vampire the Masquarade, etc.) had a very appealing character building and progression system. It was essentially a point buy system - you would have a budget of dots to spend on given categories and you could make your character within those boundaries however you liked. So if you had 7 dots to spend on your Physical Attributes, you could max out Strength and get your Stamina very high, but you would have very low Dexterity. Having 13 dots to distribute in your Knowledge Abilities you could be a PHD in Science and world's greatest surgeon at the same time, but you might know nothing about Law, Occult or Computers. You could also make yourself a generalist, having some basic knowledge across all fields but specialising in nothing.
You also had a few freebie points to spend at the end of the character generation, either taking Merits, or buying up more points in Attributes, Abilities and Advantages. If you really wanted to be the world's greatest hacker, surgeon, lawyer and politician in the same combination, you could invest in those dots.
The system was pretty straightforward and elegant - you didn't have any random rolls during character creation, you started off roughly at peak mortal level of competency and you could make your character however you wanted...
Unfortunately, there were ways to build a character optimally, and I'm not talking about "let's build a murderer so he survives longer".
See, after the character is created, you start earning XP. You don't level in this game, but instead can spend those XPs directly to raise your stats. So you can go from Strength 3, to Strength 4 to 5, etc. Again - very elegant approach, much more organic than hitting level milestones and so on. You're constantly improving yourself.
The main crux is that the higher the stat, the more it costs. Attributes cost current rating x4, so Strength 1->2 costs 4XP, while Strength 4->5 costs 16XP. Abilities cost current rating x2, Disciplines cost x5 or x7.
In other words, if you only focus on starting the game with a few very high stats you will be possibly hundred or more XP worth of dots ahead of a character that is an all-rounder. And this is a game where getting 5XP or more in a session is somewhat rare.
This pretty much meant a lot of characters were hyper-specialised early on and comedically incompetent in other areas. Not necessarily the best choice for a game more focused on more grounded narrative.
Chronicles of Darkness and minmaxing
World of Darkness came and went with its Time of Judgement. After a decade of a metaplot, the series got a reboot in a much less metanarrative-heavy setting called at the time the New World of Darkness. The new line of books focused on being more streamlined, chipping away some stranger bits and keeping the core more focused. Overall, it was a very good reboot, and the mechanics also got a small update.
For our discussion - the freebie points were gone, so you no longer had as wide of an option to push the minmaxing limits, and now the cost of the last dot of any given stat cost you double to further curb minmaxing. However, the old problem still persisted - generalists were punished, while specialised characters still got way ahead.
In comes Chronicles of Darkness, the second edition of nWoD. Not as large of a reboot as last time, but it was still a redesign of a few core mechanical concepts of the game. Something you didn't know you wanted until you got it. Once again, more streamlining and this time - the problem of minmaxing was almost solved.
You once again built your character a dot at a time, this time with no extra cost for the last dot. No freebie points, just a normal distribution of dots. Then, when you get into the game, you notice that one big difference - all of the XP costs are flat. Strength 1->2 costs 4XP, Strength 4->5 also costs 4XP. The costs are flat across the board. Since you didn't get any freebie points, every character has the same amount of dots in the various categories. This means the system is finally fair and even no matter what you do, right?
Well, there is a new, small problem - Beats.
Beats, Botches, Conditions and minmaxing
Beats are a really cool concept, certainly a welcome addition Chronicles of Darkness has introduced. Basically, each time the character fulfils an aspiration, or get into a really big fight, etc. they get a beat. You get five beats, you get one XP. Simple and fun.
Since you don't have to spend as much XP to push your stats to that final level, you get a lot less XP per session - one full XP is a generally good session, as opposed to about 4XP in the previous edition.
You get beats for a lot of activities - fulfilling your goals, getting beaten up, at the end of a session, etc. However, you also get them for taking "a dramatic failure" (a botch), or when a condition is resolved. Those two relate directly to dice rolling.
Another change Chronicles of Darkness introduced was that players had control over when they botch and not. The players don't just getting a bad roll and botch straight away (minus chance rolls, but those are infrequent). Instead, whenever the character fails a roll, the player can opt to turn that failure into a dramatic failure and get a beat that way. This gives the players a nice agency of when they really don't want to screw up badly and when they can risk it.Very neat.
On the opposite end, when a player rolls very well. When they roll an exceptional success, they get a condition - basically a short-term advantage they can use. Often, the players will get an Inspired Condition, which they can spend to make a roll turn into an Exceptional Success easier. That counts as resolving that condition, which means they get a beat. From our play, this also often ends up triggering the exceptional success and chaining into another Inspired Condition, giving players a perpetual way of generating beats.
Now, there is a small limit - you can only get a beat from any given source once per scene, so you can't just botch 5 times over and get an XP. You can, however, botch 5 times in 5 different scenes and get that.
So how is this minmaxing? Well, whether your roll fails or gets an exceptional success is heavily dependant on how many dice the character has in the given roll. If they have very few dice, corresponding to low dot amounts, they will fail more often, giving them a chance to take a dramatic failure more often. If they have a lot of dice in a roll, they are more likely to achieve an exceptional success, take the Inspired condition, resolve it on a similar roll, get another exceptional success and keep chaining it.
At either extreme, you get more opportunities to get more beats, therefore advance more. If you're average, you will often succeed, but not enough to trigger an exceptional success. So a minmaxed character will be able to both roll very poorly and very well, while a generalist will be stuck at being mediocre and neither getting the dramatic failure and a beat, nor the exceptional success and the condition resulting in a beat.
Overall, it's not really that bad in-game - you will usually have a way of getting beats one way or another, and introducing group beats means you don't feel like you fall behind other players. It's definitely an improvement over the previous editions!
Conclusions
World of Darkness and New World of Darkness gave a high XP-equivalent advantage to minmaxing characters as opposed to ones that spread their dots around. New World of Darkness curbed that a bit, but it wasn't until Chronicles of Darkness where that problem was largely solved. However, the last edition introduced new ways of gaining more XP that favour minmaxed characters. CoD is still a notable improvement over the previous editions, however.
Have ST award beats to characters who are generalized use up their turns assisting in dice rolls. Additionally add beats as a group pool to be distributed evenly at the end of a scene (learning by watching others)
ReplyDelete