Camouflage is a broken skill tree
By which I mean:
- It's essentially useless at low levels and in many of the places we regularly play
- It's godlike at high levels, and in locations such as Little Abington
These both strike me as flaws in the design of a skill tree. So I'm thinking about how to replace and rehash it into a fixed state.
Aims in a replacement
There are three main thematically cool things "Rangers" tend to do with their camouflage abilities, I think:
- Ambushes
- Spying
- Disappearing in case of SNAFU
So a new replacement system should work well for all 3 of these.
It should also satisfy my two key features of a TT skill tree:
- The starting levels should be powerful enough to be interesting, meaningful, and a non-stupid choice to take
- The top levels should not be so powerful that low level characters are useless by comparison.
Potential features
Things that might be interesting to throw into this:
- Hiding durations? Instead of the current binary state of "hidden forever" or "visible", could we allow hiding only for a couple of minutes at a time?
- Ambush skills - relatively early in the tree
- Time to hide: Needs to have a not too huge basic value - 30s? and a not too small best value - 10s?
- Movement: Stationary camo is generally a bit sucky as a PC ability. Sprints are way good.
- Terrainless hiding to deal with GM lack of cover?
Proposed tree
So here's a very rough tree:
- Hide in terrain in 30 seconds. Remain hidden for up to 2 mins. Stop hiding in 5s. Move at a slow sneak while hidden.
- Can hide on flat ground without terrain, such as grass or the like. No movement permitted on flat ground.
- If hidden in terrain, can now break cover in 0 seconds
- While hidden in terrain, can move at a walk. On flat ground can move at a slow crawl
- Hide in 20s, not 30s
- May hide for up to 5 minutes
- While hidden in terrain, can move at a jog. On flat ground can move at a fast crawl
- Hide in 10s, not 20s
Thoughts
Do we even need a camouflage skill tree? Answers on a postcard please...
- Some random thoughts:
- I agree that your points about power levels are very desirable in the abstract, but is applying them to one skill tree when they arguably don't apply to others a good idea?
- I think so - TT tends to evolve by rebalancing and replacing individual skill trees at the moment, so if any skill tree refit is better balanced/better designed for progression, the system itself gets iteratively closer to ideal balance. --Tea
- My answer to "do you need a camouflage skill tree" is "if and only if wilderness remains a skill tree in its own right" - I like the idea of wilderness skills being something you buy as an adjoint to another tree, but I think most people don't. TT as a game would be fine without soft-skills scouting, but rangers as a class wouldn't, I think.
- "Wait here while I scout ahead" is dull for the rest of the party, usually not much use, and often doesn't fit well with linear-setting. In an ideal world, a camouflage skill would mostly be used in encounters, rather than between them, I think.
- A big decision to make: is the skill useable in any way in interactives?
--Jacob
Things a tree might have:
- An ability to ask a ref what's in the next encounter (to a visual examination) during the armour repair etc faff time?
- A very short duration invisibility, possibly increasing in duration as you level up?
- The ability to resist detection calls?
--Tea
- Stating the hopefully obvious - it might be better to allow it to /ignore/ detects as opposed to calling RESIST, despite this being an exception to usual system rules. --MorkaisChosen
- Another thought: a lot of uses of camouflage fall foul of the "rogue's dilemma". How about some limited forms of mass concealment at the top end of the tree - a 5-min mass static invisibility effect once per day, perhaps, or a 30s slow-moving mass invis? --Jacob