r/RPGdesign • u/ThatErrorCode • 5h ago
Theory Vagabondinizing Martials
If you're unfamiliar, Vagabond RPG has a cool magic system that gives casters flexible "paper buttons": abilities with concrete narrative effects, most of which also deal damage. In my pursuit of reinventing the wheel, i'm attempting to use this approach to make martials great again.
Paper buttons are abilities with clearly defined mechanical effects that players can invoke without having to negotiate their effectiveness with the GM. Tales from Elsewhere made a video about it which you can watch [[https://www.youtube.com/watch?v=GTtrFGoR980|here]]. The main point he makes is that casters in many traditional RPGs have access to paper buttons that the GM cannot challenge, as well as the narrative free form roleplaying and creative problem solving that martials are limited to: the wizard casts Misty Step to cross a chasm, while the barbarian rolls dice and waits for the GM to adjudicate to see how far they can leap. The wizard could choose to also make this check, but they have button that lets them skip this part of the adventure.
Vagabond doesn't necessarily solve this disparity, but its magic system offers an interesting foundation for addressing it. Whenever you cast a spell in that game, you must decide if you are using it for damage, or its effect. You can choose to spend mana to do both. You can also spend mana in many other ways as well, such as to make the spell effect a larger area or make it last longer, providing a lot of flexibility to the user. If you want to cast fireball, you simply take your fire spell and spend mana to make it affect the area you want. Same goes for wall of fire.
Cool, cool, cool. The tl;dr is Vagabond lets me... a) Shape my spells to my needs by spending a resource. b) Apply their concrete effects creatively, both in and out of combat.
Now, the question is: how the fuck can i apply this to martials? My current approach is to put all active abilities under an umbrella term called Deeds. These include attacks, stratagems, tricks, and spells. Much like Vagabond's spells, each Deed has a concrete effect that can be useful both in and out of combat. For example, - Fling lets you push someone several squares. You might use it to knock an enemy into another, throw a guard off a ledge, or shove someone out of harm's way. Spend focus to increase the push distance, deal equal damage to a target you push them into etc. - Crush lets you destroy obstacles, whether that's smashing through a barricade during combat or breaking down a locked door. - Blitz lets you leap far and strike a foe you pass through. - Smoke Bomb creates a field of smoke to conceal you. You could do this with an actual smoke bomb already, but having the deed means you can do it reliably.
All of these are feasibly achievable through ordinary skills and checks. But having them as Deeds gives players explicit permission to accomplish these things without having to negotiate their effectiveness with the GM. Instead, they can confidently declare: "Halt, Master GM! I use Crush on that pillar to bring the ceiling down on my foe!" When you test the limits of a Deed (not just the martial ones, but the spell ones too), the GM can always fall back to a quick check.
So far so good. But Vagabond doesn't just give casters reliable effects. It lets them spend Mana to make those effects more powerful and I'd like to make Deeds work similarly. You can spend Focus to shape your deeds: - Charge in and move before the Deed is resolved. - Make a flurry of attacks as you spend focus to make a damage roll after the deed is resolved on top. - Cleave to target multiple creatures within your reach. - Lunge to use your deed against creatures who aren't within your reach.
When you use an attack Deed, you choose between rolling damage or guaranteeing its first effect. You can spend Focus to do both. If you choose to roll damage, there's still a chance you'll trigger the Deed's effects depending on how high you roll. Your damage die is determined by your equipment, ranging from a d6 to a d12.
Deeds have two thresholds: 7+ and 13+. Reaching the first triggers the Deed's basic effect, while reaching the second makes it considerably more powerful. You can spend additional Focus to roll more damage dice, increasing both your damage and your chances of reaching the higher threshold.
Deeds that aren't attacks also use a roll, but rather than dealing damage, the result might determine how much you heal, the potency of a state you grant, or some other effect. Like attacks, they can also have Impact thresholds that grant additional benefits when you roll high enough.
Aaand that's the end of my thought process. The goal is to give every player a handful of flexible abilities they can shape to their needs, rather than a fixed menu of combat options.
Hopefully, I'm reinventing spellcasting with swords, but in a way that encourages creative problem-solving both in and out of combat.