Destiny Rules FAQ 2: Combat Edition

[Some more questions about the “whys?” of the game mechanics. These questions mostly arose in play, because of small rules that were necessary for play, but hadn’t previously appeared as part of the Destiny Game Mechanics series or in the 0.1a Rules pdf.]

Melee Weapons

Q1. Does Strength really add twice to melee attacks?

A1. Sort of. Sometimes. And pretty much on purpose.

Your Attack Rating is Skill + Damage. Power melee skills (see next question) are based on Strength, so the Base Skill Rating is +1 to +3. Melee Damage is also based on Strength (such as a club which is STR +3). So, a STR of 8 will add a total of 10 points to the Attack Rating (8 from damage, +2 from the Skill Rating), purely from the character’s Strength itself. And an Olympic weightlifter, with a Strength of 12, gets 15 points from skill and damage, due to his Strength alone.

In a modern setting (or a viable cross-genre one, one of the design goals of Destiny) high-Strength characters are at a disadvantage. Firearms are available, and guns do a lot of damage, at range, and are fairly reliable. Giving strong characters a little extra boost (from +1 to +3) makes them more balanced.

Q1. What’s the difference between a power melee skill and a fast melee skill?

A1. In the real world, melee combat depends on your muscle power “to hit”. Boxing, sword-and-shield fighting, and so forth, all require you to hammer your way past a target’s defenses, using main force. So most melee skills are based on Strength.

But a few, such as dueling rapiers, are based on Dexterity, because they depend on physical agility and speed instead. Some forms of hand-to-hand combat are also speed/agility based, such as wrestling or judo.

Power melee skills are Strength based, fast melee skills Dexterity based. This adds some skills to the list, increasing complexity, but makes the game match the real world a bit better.

It also addresses flavor concerns, as well. “Bruce Lee” characters can have their agile, fast-striking martial arts, while “Rocky” characters get their brutal, hard-hitting boxing skills. Those distinctions make for great roleplaying fodder, and having two different kinds of hand-to-hand (or other melee) skills implements them.


Q1. What is a “Full Defense”?

A1. A Full Defense is one of the few (6 or so) combat maneuvers in the game. It represents the character concentrating wholly on defending themselves.

Normally, your Defense is a static number. With a Full Defense, you can roll the hot dice and add it to your Defense against any and all attacks that round.

“Full Defense” is a rule not in the current release (0.1a), but which will be detailed in 0.2a. It came up in the playtest, however, hence the question.

Q2. Do you really want to allow Declarations on regular Defense?

A2. After some thought, yes. Declarations are optional, but they add color.

When the GM says “Your opponent dashes in, striking hard with his axe.” and the player responds with “I parry wildly.”, that’s all good. The game mechanics should, and in Destiny do, encourage exactly this sort of play.

Roleplaying games depend on description. The game “comes alive” in the imaginations of players and GM’s when they know what they see, hear, feel, smell, and do.

Immersing players in the world is hard, but good descriptions (and unobtrusive mechanics) make it easier. Declarations encourage “in-character” thinking: the player has to focus on what his character is doing just to make one, instead of worrying solely about the numbers and the dice.

Re-reading the playtest chat log convinced me of this. The defense Declarations were cool, and an opportunity to roleplay. The entire goal of the game is to support and encourage just this sort of interaction. And defense Declarations did.

[There are more questions, so expect a FAQ, Part III presently.]

Destiny Playtest After Action Report

Since the last time I posted a significant chunk of rules, I held my first playtest session (online at I had 5 players, covering 3 time zones from Seattle to the Midwest.

The first scenario involved an introduction to my Dead Man’s Land setting. The PC’s were rookie cops, called in to rescue a paramedic who’d been trapped by rioters (in fact, people driven insane by incipient zombieism).

After a few rounds of being torn up by the rioters (staving off significant damage with judicious use of Action Points), the players figured out their opponents’ weakness and (despite some Trouble, courtesy of doubles) rescued the paramedic and made their escape.

The session went very well. The core mechanics all worked, none were obviously broken, and the most frequent complaint was that there were missing rules (which everybody knew, because, hey, Alpha Test.)

All of the posts on this site were from the 0.1a version of the rules, basically the first compilation with enough rules to be playable, if barely. Since that release, most of the posted material has been touched, some sections only proofed, some completely rewritten (one three or four times).

Since the playtest, I’ve been compiling comments (including a survey of the players) and focusing my energies on implementing/revising 4 core features:

• Actions and Movement
• Character Traits
• Initiative Mechanics
• Combat Maneuvers and Conditions

I’m really liking how these are shaping up. Of course, I’ll be posting the revised/completed sections as soon as possible.

Once they’re finished, I’ll run a playtest with the 0.2a version.

The first playtest was a great experience. It boosted my confidence in some of the design decisions I’ve made, plus it was a lot of fun.

Big thanks to all the participants. I’m really looking forward to the next session. (Whenever that happens.)

Destiny Alpha Test Rules FAQ

There have been some questions that came up about the rules, in specific the “why?” of certain design decisions. So here are some answers. Page references are to the 0.1a release of the Alpha Test rules.

Attributes (p. 1)

Q1. Why do Attributes only give a small boost to skills? Doesn’t that make them redundant?

A1. Attributes do contribute but a small amount to skills, but their full numeric value is used in other places. Endurance is the base Rating for Toughness, and characters heal a # of Wounds equal to their Endurance each day. Strength is the base Damage Rating for hand to hand combat, and determines how much a character can Lift and Carry. Dexterity is used in Initiative. Other attributes have other uses, based on their full Ratings.

So, the full scale is used, just not for skills.

Q2. Why not just add plusses directly to the Attribute? 

A2. This decision arose from a balance issue. When a totally average person with the most minimal of training has a skill of 9 (attribute 8 +1), the character arc of power (the development curve) is very short.

Within a short amount of time, characters become more powerful than any plausible opponents. With a smaller contribution from Attributes, there’s a wider range of plausible skill ratings, and a wider range of opponents.

This decision also means that Dexterity and Intellect are less powerful than they would be, because they contribute much less to their linked skills.

Ties vs. DR (p.6)

Q. Why doesn’t a character succeed if their Skill Total equals the Difficulty Rating?

A. In combat, a tie goes to the defender. The same goes for Skill Challenges. For Skill Challenges, in order to defeat the Challenge, you must beat the Challenge.

There’s a dirty little secret, though: with Declarations (+1 bonus), players can (in effect) move back to “ties win”. DM’s don’t get a bonus for Declarations, they’re expected to be describing things. Players do. It’s a subtle way to encourage in-character and in-world descriptions and play.

So if you want a tie to win, toss out a Declaration.

Doubles are Trouble (p. 8)

Q. I’m not so sure about this. Doesn’t this happen an awful lot?

A. Disasters and Mishaps are intended to be colorful and interesting, not punitive. In fact, I’m writing a section for the rules to explain this better. Used correctly, they add to the game.

However, I’m keeping an eye on them. If it seems like they’re too disruptive or punitive, I’ll adjust the mechanic.

# Wounds (p. 9)

Q. Why can’t I take more Wounds if I have a higher Endurance?

A. Because it would be a broken mechanic. Each point of Endurance already means you take 1 less Wound. So, 1 point of END = 1 Wound. If a point of END also meant you could take one more point of Wounds without negative consequences, each point would equal 2 Wounds.

There’s no need to double the efficacy of END. It’s one of the more powerful stats already, right behind DEX.

Also, this maintains scalability. Under the current rules, I can scale characters from human (4-8-12), to superhuman (20-50+), to cosmic (150+) and all the rules work exactly the same.

A fight between two characters, one with Attack 20 and the other with Defense 15, is exactly the same as a battle between an Attack 50 and Defense 45. This makes the system much more robust, and easily adaptable to a Superhero setting (something other systems sometimes have trouble scaling to).

(Although, since you heal END wounds per day, once your END is above 20, you heal all Wounds in 1 day. I’m thinking of a rule for Supers, characters with 20+ attributes, where each 5 END points past 20 cuts that time roughly in half. END 25 = heal all Wounds in 12 hours. 40 = 1 hour. 60 = 5 min. 80 = 10 seconds or 1 round. So a character with END 80 could heal all Wounds in 10 seconds of resting. That’s perfect for a supers game. And a Regeneration power could duplicate those effects.)

Attack skills vs. Combat Interaction skills (pg. 12)

Q. Why can’t combat skills do all the same things Combat Interaction skills can?

A. Balance and color. The whole point of Combat Interaction skills is to give non-kill characters ways to be effective, and to encourage the kind of banter and interactions seen in action movies.

Combat skills already kill, they don’t need to duplicate the effects of Combat Interaction skills. It would make CI skills irrelevant. As-is, CI skills offer unique capabilities, making them worthwhile and encouraging their use.

Other Questions

There are some other questions that were asked during the playtest and in the surveys. I’ll answer those ASAP.

Destiny: Why “Destiny”?

[Doing something right requires constant revision. So, let’s try again.]

Why “Destiny”?

Partly because the name Destiny is unique and evocative. It sticks in the memory.

It’s also a nod to a mostly-unacknowledged truth: PC’s are destined for trouble. Like Jessica Fletcher or John McClane, they can’t go to a simple office party without something terrible happening to or around them.

If there was a single vampire in all of North America, it would attack the PC’s, their family, or their friends. And do it while they were downstairs, relaxing, unaware that such an event was even possible.

PC’s are the victims of the best and worst luck imaginable. As action-movie heroes, they’ll get dragged into situations that are enormously dangerous, far more dangerous than most normal people ever experience. Then, despite being outnumbered and out-gunned, they’ll somehow survive, overcome, and emerge victorious.

This notion of dual best and worst luck appears in the rules at several points. The dice roll Hot or Cold. Destiny Deck cards can either Aid or Injure. And Character Traits are either Qualities or Trouble.

Player characters have a destiny: all the interesting stuff happens to or around them. How they deal with it, well that’s the game.

Destiny: “Touched by Destiny”?

Destiny is an action-movie roleplaying game. The mechanics are, by deliberate design, intended to reflect the events of a good action movie.

The heroes of an action movie survive through skill, courage, and plain old ordinary luck. In all cases, things break better and worse for them than most people. Just ask John McClane.

Part of the bad luck plaguing such characters is that they are thrust into situations that are enormously dangerous, far more dangerous than most normal people ever experience. Part of their good luck is that they survive, overcome, and emerge victorious, despite being outnumbered and out-gunned. Somehow, they just win.

A Destiny campaign is less like a single movie, and more like a television series. Supernatural is this author’s favorite example, but one could use The Walking Dead, Alias, The X-Files, or whatever series you love the most. Such series are different than single action movies.

Action-movie heroes get into outrageous trouble once (barring sequels). Television heroes get into enormously dangerous situations again and again. And so do Destiny PC’s.

Touched by destiny” just reflects this facet of their existence. They get into and out of trouble more often than anyone else in the world, whether they seek it out or not.

Call it random chance, luck, fortune, fate, wyrd, or, yes, destiny, it just happens. For whatever reason, the PC’s in a Destiny campaign are destined to get into (and out of) a lot of trouble. (Just as PC’s in any RPG do.)

Destiny: Action Gaming on Infinite Worlds

This is the motto on the cover of the game:

Destiny: Action Gaming on Infinite Worlds.

But what does that mean? Destiny is:

Omni-Genre. Not universal or generic, but flexible enough to handle magic, guns, car chases, psionics, cyberware, and much more.

Destiny campaigns can be set in fantasy worlds, cyberpunk worlds, the real world, and any other place the GM can devise.

An infinite number of worlds, limited only by your imagination.

Action-Movie. Destiny is an action-movie system. The mechanics allow characters to emulate the daring feats of an Indiana Jones, Ethan Hunt, or Evelyn Salt. They encourage and reward players who do more than just shoot or punch; witty banter and rapier-fast retorts are often more useful than bullets or blades.

Destiny is an action-movie roleplaying game.

Heroics. Evil threatens every Destiny campaign world. Player Characters are the heroes of the campaign, those destined to face these evils.

Player Characters are fated heroes touched by destiny.

The game mechanics of Destiny have been written to implement those three goals: omni-genre action-movie heroics. They are designed to be light and fast in play, to — as much as possible — be simple, direct, and obvious.

The core design philosophy of Destiny is:

“Simple rules that allow for innumerable situations, limited only by the Players’ and Gamemaster’s imaginations.”

All else is secondary to that.