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» YARG - Yet Another Roleplaying Game
Chronocide
 Posted: Jun 12 2011, 04:50 PM
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So I was talking with some people about some ideas I had for a home brew system. And I figured I would toss my poorly organized ideas up here. Its a rolls and keep d10 system, like L5R but borrows skill ideas from Cortex and uses an (I think) unique battle mechanic

Attributes

Your character has nine attributes that represent the broad areas of capability your characters possess. The higher a characters attribute value is the more capable the character is in that area. For the purpose of the game an attribute rank of 3 is considered average, while 2 is below average and 1 is a crippling deficiency. On the other end of the spectrum an attribute at level 10 is god like.
Attributes are split into three groups of three and are as follows:

Body

Power
Represents how much force your character can exert. This attribute is most often used when applying or resisting force. An Olympic weight lifter who can win medals would have a high power attribute. Words like muscle, effort, force, exertion, strength, or might will often come into play when a power roll is required

Speed
Represents how quickly your character can move. It is used most often to evade, act or react to a situation. A Tibetan monk who can catch arrows in flight would have a high speed attribute. Words like react, reflex, twitch, respond, quick, fast, rapid or swift will often come into play when a speed roll is required.

Note that speed does not need to dictate how fast a character can run; power would also be applicable for that. However a character with higher speed would be the first off the starting block.


Control
Represents how well your character can control their body. It is used most often to perform tasks that have a small margin of error. A curler who can place the stone exactly where he wants them would have a high control attribute. Words like, finesse, precision, careful, delicate, steady, or exact will often come into play when a control roll is required.


Mind

Knowledge
Represents the things your character knows. It is most often used to see if your character knows a certain fact. A champion contestant on a television quiz show would have a high knowledge attribute. Words like fact, smart, trivia, recall, remember, encyclopaedic or information will often come into play when a knowledge roll is required.

Intelligence
Represents your characters ability to learn, and gain knew knowledge; the character's deductive and inductive reasoning and logic aptitude. A savant who can quickly find a solution to a puzzle she has never seen before would have a high intelligence attribute. Words like learn, deduce, discover, infer, logic, or creative will often come into play when an intelligence roll is required.

Wisdom
Represents your character's ability to apply their knowledge. A judge who after hearing all the facts is able to come up with a ruling that everyone agrees is just (even if they wont admit it) would have a high wisdom score. Terms like applied knowledge, perception, insight, prudence, discretion, consideration, forethought or contemplation will often come into play when a wisdom roll is required.


Soul

Amplitude
Represent your characters ability to influence someone, or leave a lasting impression. An orator who people can’t help but listen to when they speak would have a high amplitude of soul attribute. Terms like presence, influence, impact, force of soul, or magical power will often come into play when a amplitude roll is required.

Concentration
Represents your characters ability to express their opinions and be understood. A gangster who makes everyone believe he will kill their hostages has a high concentration of soul attribute. Terms like sincere, understanding, communicate, clear, pure, and focused will often come into play when a concentration roll is required.
Note concentration here is meant more as an antonym to dilute.

Perseverance
Represents your characters ability to continue through, or resist a situation. An soldier who carries her wounded comrade back to safety despite heavy injuries would have a high perseverance attribute. Terms like endure, resist, persist, struggle, will, fatigue, and motivation will often come into play when a perseverance roll is required.



Senses
Senses are used for rolls that require the use of an innate natural human sense and for which there is no attribute/skill pair that properly fits the situation. Photoception and Audioception are the most commonly used sense. Like attributes most humans senses are rank 3. Unlike attributes these do not tend to vary much between characters. A character should only have a value other then 3 if there is something significant that affects that sense, and characters should avoid having multiple senses that are not at rank 3. Of course the GM always has the final say on these things. The senses used are as follows:

Photoception: Your characters ability to see things and notice things by light.

Audioception: Your characters ability to hear and notice things by sound.

Chemoception: Your characters sense of taste and smell and notice things by chemicals

Mechanoception: Your characters ability to judge weights, pressures, and force.

Equilibrioception: Your characters sense of balance.

Proprioception: Your characters ability to be aware of the position of their limbs and appendages when they cannot see them. This sense is often diminished in a limb when it falls asleep.

Thermoception: Your characters ability to judge temperature.

An attribute should always be preferred to a sense when the situation allows. Wisdom or intelligence often fit well for photoception, audioception, chemoception.or thermoception. Control often fits for for equilibrioception, proprioception and mechanoception. Also if the source of the sensation is magical then perhaps one of the soul stats would suffice.


///UNREFINED

Derivatives

Skills
Max Skill Level = Wisdom or Intelligence
Max Skill Depth = 3
Max # of Skills = Knowledge + Wisdom + Intelligence

Skill Learning Rate
The time it takes to improve a skill should increase as the lvl increases and decrease as the depth increase. That is; it is easier to get a whole rank batter at jumping then it is to get a whole rank better at athletics.

Hit Points:
CODE
STAMINA = POWER*20 + WISDOM*10 + PERSEVERANCE*30    AVG = 180
                                                          H  L  G
HEAD = (SPEED + CONTROL)/2                          AVG = 3  6  9
ARMS = (POWER + CONTROL + SPEED)/3 + 2              AVG = 5 10 15
BODY = (POWER + CONTROL)/3 + 4                      AVG = 7 14 21
LEGS = (POWER + CONTROL + SPEED)/3 + 3              AVG = 6 12 18


P1 P2
40/24 vs 45/30
The victor is whoever has the greater kept roll and will deal damage. The damage dealt depends on whether the looser has stamina left or not. And whether or not the winner gained an extraordinary success. The winner gains an extraordinary success if their kept dice outnumber the opponents rolled dice.

If the winner gained an Extra ordinary success and the looser is out of stamina then the winner deals the weapons wound damage and increments the damage type G becomes L, L becomes H, H becomes H+ (matters when armour is involved).

If the winner gained an Extra ordinary success and the looser is not our of stamina, the winner deals the weapons wound damage turning any H damage in L damage.

If the winner does not gain an Extra Ordinary success and the player is out of stamina. They deal the weapons wound damage as normal.

Regardless of the outcome the winner inflects the difference between the rolls plus the weapons stamina damage as stamina damage. Not this takes place after the check to see if the player is out of stamina.


Stamina:
Stamina is made up from the characters Power Wisdom and Perseverance stat. This segments stamina into 3 sections. Whenever stamina is brought bellow a segment additional penalties are imposed on the player. Using an average human as an example keep track of the stamina damage obtained. When it surpasses 60 points (those provided by power) the player suffers a -5 to all Body stat based rolls. When it surpases 90 (Power + Wisdom) the players dice no longer explode. Finally once it surpasses 180 (the total number of stamina) the player must make a Perceverence/[Slill] greater then the amount of stamina damage recieved in excess of their total damage, or be unable to act. If the player does not even meet half the TN they are knocked out.

Wounds:
Wounds are dealt when the player has no stamina and is hit with an attack that can deal wounds or the attacker gets an overwhelming hit (beats the total of all dice rolled) or gets an Open shot.
Wounds come in three types. Heavy, Light and Graze. Graze wounds represent scratches and bruises; Light cuts, and fractures; Heavy deep cuts and breaks. 1 Heavy wound also counts as 2 Light and 3 Graze. Each Light wound counts as 1.5 (round up) Graze wounds. Whenever a body parts HP is completely filled it is considered unusable for some amount of time. eg

CODE
     |       H      |      L          |     G
=============================================
Head |     Dead     | 1 month Comma   | Knocked out 1 hour- 1 day
Arm  |   Severed    | 1 month Broken  | Swollen for 1 hour- 1 day
Body |     Dead     | 1 month Broken  | Knocked out 1 hour- 1 day
Leg  |   Severed    | 1 month Broken  | Swollen for 1 hour- 1 day



Opportunity dice:
During combat certain oportunities present themselves. These opportunities are:
Open Shot - Represents an oportunity where your oponent has left himself open to an attack that cannot be well blocked or guarded. This attack lets you target that area (How the area will be determined is still being considered) and on a succedful hit deal damage directly regardless of remaining stamina.
Grapple - Represents an oportunity where you can get your oponent into a hold or lock. If the attacker succeededs in his Stat/Skill roll pertaining to grappling (Judo Wrestling Grappling etc) his oponents combat roll is considered 0 while he is being grappled the attackers combat roll is also halved. Once a grapple has been initiated the attacker can sustain it until the defender breaks the grapple, or the attacker chooses to use an opportunity (the exception being to choose to use the grapple oportunity). Once a grapple is initiated the attacker and defender can only target eachother. Each round they make an opposed combat roll using suitable stat/skill if the defender wins the grapple is broken. If the attacker wins, the damage is dealt. The attacker can choose not to deal damage, and likewise the defender can choose not to break the grapple.
Heavy Hit - The opportunity to deal a particularly stunning hit on your oponent presents itself. As a result any damage Stamina and or Wounds is doubled.
Multi Hit - The circumstances of battle have aligned so that you can attack a number of targets simultaneously or one target several times. The exact effects of this vary depending on circumstances, but may include. A spear user spining around to attack all adjacent units perhaps both friend and foe, a magic user being able to attack a group of units in a cluster or a gunner or archer being able to put a hand full of bulets/arrows into a single oponent. In the event of a single target note that the attack would be (DMG-Armour)*(number of hits) unlike Heavy hit which is DMG*2 - Armour. Regardless the attackers combat roll is considered 0 against all be the people being targetted.
Counter Attack - A foolish opponent thought he had you. Little did she know that you could foretell exactly what she was going to do. This allows you to counter attack the aggresor. When this happens both characters make a second combat roll. Note: The aggresor must not be allowed to gain a better roll by using a different skill for instance attacked using swords because of higher damage but wants to defend using martial arts because they have a higher skill. This is not allowed. Conversly the counter attacker may change skills, so long as it does not require prohibitive time to change weapons or some such. If the counter attacker wins he deals damage as if it were an open shot. If the aggressor wins then nothing happens.
Negate - Your opponents attack has a clear weakness to it that you have spotted. Pick one target if that target attacks you, and even if it might have hit you it does no damage. Depending on circumstances, if the attack is part of Multi Hit a Negate may be able to stop the whole attack and prevent any of the other targets from taking damage as well. At the GM's discresion.

A pair of 2d6 dice represents opportunities in combat.
Opportunities while powerful do come with their own costs. Such as expending stamina or making you more vulnerable to attacks.

Opportunities are applied to the following chart
CODE
| 2|___________
| 3|___________
| 4|___________
| 5|NO OPPORTUNITY
| 6|NO OPPORTUNITY  
| 7|NO OPPORTUNITY
| 8|NO OPPORTUNITY
| 9|NO OPPORTUNITY
|10|____________
|11|____________
|12|____________


You can place any opportunity in any of the available slots, but an
opportunity cannot be placed more than twice.


Skill
Skills have levels and Ranks
A Skill can be levelled unto Level 10 but the cost becomes prohibitive.
Ranks serve to define the area of focus of a skill.
Low Rank skills describe broad areas of focus.
High Rank skills describe narrow areas of focus.
A Skill of Rank > 1 must logically extend a lower Rank skill
A Skill that logically extends more then 1 Skill receives a bonus to learning speed.

eg Fighting would be a Rank 1 skill as it is general
Swordsmanship would be a Rank 2 skill as it builds off of fighting.
Fencing would be a Rank 3 skill as it builds off of Swordsmanship

When making a Skill Role the GM Will assign an attribute and a skill name,
players should then announce the skill path they intend to use for that roll
The GM will either accept or reject the path in which case the player must choose
a different path.
The player then sums up the levels of the skills used along the path plus the attribute.
This is the number of dice rolled. The player then keeps dice equal to his attribute.

Lets assume the following
POW = 2 SPD = 4 Cont = 3 KNO = 2 INT = 3 WIS = 3 STR = 3 QUA = 3 PER = 4
Fighting = 3
Swordsmanship = 2
Fencing = 2

For example a player armed with a short sword wants to attack an opponent. The GM may call for a "Speed/Swords roll" the player would then respond with "Fighting->Swordsmanship" which the GM would most likely accept. Using fencing might be a stretch because the player is not using a fencing sword, but this is up to the GM to decide based on circumstances.
This results in a roll of 9k4.
Note that Power/Swords or Control/Swords would have been just as acceptable

As another example lets say the same player wants to identify a sword he has found. The GM will ask for a Knowledge/Swords roll. The roll would be 7k2.
If the player succeeds the GM would most likely tell him what kind of sword it is lets say a Machete (had it been a fencing sword the player would have known that and been asked to make a fencing roll). However; if the player fails the GM could have the player make an Intelligence/Swords roll to figure out something about it. Such a roll would be 8k3
If the player succeeds the player doesn't know exactly what the sword is, but may learn that it would primarily be used 1-handed in a chopping or hacking motion.



Battle
1.Each player rolls speed to determine initiative.
2.Players move if they wish, starting with the character with the lowest speed. Ties broken by initiative.
3.Each player dictates who they plan to attack if anyone. In reverse order of their initiative. Lowest first.
-If the player is concerned about their target not being aware of their attack (the player is hidden) they may quietly tell the GM, who will inform the target if necessary.
4.Every player rolls their opportunity dice.
5.Players who have a common target roll their opportunity dice in a communal pool. Each player then takes a turn selecting which pair of dice they will take, starting with the highest initiative.
6.Every player makes their combat rolls.
7.Players who have a common target roll all their dice into a common pool. Each player then takes turns selecting which dice they will claim, starting with the highest initiative. First round 1 dice, then 2 then 3 etc. Players now roll any exploding dice and decide which will be their kept dice.
8.Starting with the highest initiative players compare their combat roll with their targets. If their roll is greater they deal damage, or enact their opportunity. Because all these actions are happening simultaneously damage is noted but does not take effect until after the round has ended.

Moving
A player can move Speed+Power squares. Spending 1 stamina per Power used. If you are adjacent to a target you are chasing when their move turn begins you may follow them for any remaining movement squares you have spending stamina as necessary.


Weapons
Weapons will have in general two stats a wound scale and a stun value.

Wound Scale:
CODE

D6
         -------------------------
Dice Roll| 1 | 2 | 3 | 4 | 5 | 6 |
         --------------------------
Wounds   | 1G| 2G| 1L| 2L| 1H| 2H|
         -------------------------

When a character performs an attack that can inflict a wound. They roll the dice defined on the wound scale (different weapons may use different dice and have different scales) The corresponding number is the damage dealt.

Stun Value:
A single number representing the stun damage a weapon does. This stun damage is applied against the opponent on any successful combat roll.

Example Weapon

CODE
Short Sword
============
D6                 STUN 3
#=======================#
| 1 | 2 | 3 | 4 | 5 | 6 |
+===+===+===+===+===+===+
| 1G| 2G| 2L| 3L| 5L| 2H|
#=======================#


Armour
Armour functions very simply, it adds wounds to the body part that wears it and can reduce the severity of damage That is H becomes 2L and L becomes 1.5G ot H+ becomes H and G becomes G. However; wearing armour reduces your total amount of stamina. For instance reduce your Power Stamina by 10.

example armour
Leather Vest
Wounds +2
Stamina -3 Power

Steal Breast Plate
Wounds +7
Reduction 2 Lvls
Stamina -15 Power

Steal Helm
Wounds +4
Reduction 2 Lvls
Stamina -10 Wisdom

Steal Plate Bracer
Wounds +5
Reduction 2 Lvls
Stamina -10 Power

Or more creatively

Magic Robes
Stamina +5 Wisdom

This post has been edited by Chronocide: Sep 17 2011, 01:24 PM
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Greg
 Posted: Jun 14 2011, 01:41 PM
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I like the idea, but I'd really need to try it in actual play to get a good grasp of how everything interacts.
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Jimbo Cactaur
 Posted: Jun 14 2011, 11:41 PM
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I like the idea of a dice pool for players with a common target. I assume this works for enemies as well? Gives a group of imps a few more teeth.

You've got most of the basics covered here, there are a lot of Attributes/traits though, especially if you include Senses in that tally. What exactly are they for?

Your use of Hit Points as a heading confused me since you are calling it Stamina and not HP. Would I be correct in my understanding if I said that it seems that Stamina/HP can be spent by the player?

In regards to Opportunities, how balanced will they be? From what I can see the weakest one, by a far margin, is Grapple. Counter and Multi-Hit seem to both give you extra attacks, and Heavy Hit gives one attack essentially the effect of two. Open Shot might be even more powerful depending on the effects of hitting the head. And nobody can argue against the power to Negate an opponents attack, making that perhaps most powerful. What does grapple get in order to belong with these very strong alternatives? And wouldn't having to wait for an Opportunity to be rolled kinda nerf the skills one could put into unarmed fighting styles?

Just my initial thoughts.
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Chronocide
 Posted: Jun 15 2011, 11:59 AM
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Attributes/Senses just allow you to make more fine tuned characters that other systems often dont describe well. Attributes 3 is average Senses I was thinking 5 but now am not sure. I would think that the general uses of Attributes/Senses were obvious but I guess I was wrong, they need more description.

Stamina is how fatigued you are, in general this must be depleted before real bodily injury can be performed. Also yes certain player actions will consume stamina such as Oportunities, Magic, Powers Running etc.

Yeah, Opportunities need work. But I will make a few clarifications. They only provide you with the opportunity to do those actions. You still have to make the roll to do that. In the case of grapple, assuming you are succesful, the target cannot act and is defenceless for the round. Once in a grapple the person in control can maintain it by winning an oposed grapple role each round. They will be tough to get out of. Also I think that some Opportunites will render you unable to defend against unit(s) not being targeted by the opportunity.

Unarmed Fighting style doesn't seem to get a nerf to me, as it competes on level ground with a Sword User. Lets say their Attributes are the same (3) and one has Swords3/Shortswords3 and the other has Unarmed2/Karate4 they bothe roll 9k3. The difference will be in damage, swords will deal more damage. But swords must be purchased and can be stollen and lost etc. (Hmmm dissarm needs to be in there) Ranged weapons/attacks as always have an annoying advantage.

Anyway in terms of power they are as I see them

OpenShot / MultiHit (circumstances dependant)
Counter Attack (may be wasted if not attacked. Counter target is kept secret)
Grapple (Your team mates can curb stomp em)
Heavy Hit (Good against bosses with tons of stamina, better than 2 attacks as damage reduction is only done once.)
Negate (Extremely useful sometimes, but also meens that no one is going to attack you unless in a big group)

The other thought I had was 2d10s and a scale from 2-20 with 2-7 being good 8-14 being neutral and 15-20 being bad, but I couldn't think of that many bad things. Bonus is it makes for a nice Luck skill that lets you shift the result of the role by some ammount.

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Chronocide
 Posted: Jun 20 2011, 12:09 PM
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Going to make a few edits when I get home, but there are a few things that I would certainly like to hear suggestions on.

#1. How should hit locations be determined?
My thoughts:
For stamina damage it doesn't matter but for actual wounds it sure does. Should this be determined by the roll of a d6 or some other dice? If this is the case it means that at best a sniper has a 3.125% change of getting a headshot. 16.66% to get an openshot (under optimal settings) and a 16.66% chance of them getting to target the head. So a sniper would have to stay hidden for an average of 16 turns to get the head shot. Seeing as it would be an insta kill that is not bad perhaps.
*Greg made the interesting suggestion of taking penalties to remove certain hit locations

#2. Should opportunity dice by more rare? Right now there is about a 33.34% chance of getting an opportunity. With a maximum chance for one specific opportunity being 16.66%. Spreading it over a 3d6 with 3-7 and 14-18 being success gives you a 32.40% success about the same. And as there are more slots, 10 instead of 6, I would say that people can add an opportunity to a slot not more than 3 times. That makes the maximum chance of getting a specific opportunity 18.51% quite a bit higher. So basic question is how frequently should players get opportunities. And how much control should players have over which opportunities their character tends to get?

#3. As Jimbo pointed out the opportunities don't seem entirely balanced. They do need to have some cost associated with them. For instance:
---Heavy Hit: Consumes 12 Stamina
---Open Shot: Aside from your target your combat roll is considered to be 1/2. The amount of focus you put into attacking makes it easier for others to hit you.

This post has been edited by Chronocide: Jun 21 2011, 12:05 PM
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Chronocide
 Posted: Jun 20 2011, 03:37 PM
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Changes
**modified the way that penalties are applied as stamina drops. Is now a gradual process as you use up the stamina provided by Pow Wisd and Pers.
**Change Heavy Medium Light to Heavy Light Graze
**Corrected some percentages

This post has been edited by Chronocide: Jun 20 2011, 03:45 PM
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Jimbo Cactaur
 Posted: Jun 21 2011, 01:10 AM
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I have a thought regarding hit locations. How about location is based on how much you beat your opponent by? 5 or less the body, 6-10 the leg, 11-15 the arm, 16+ the head. Just a suggestion, though I know that the higher your roll the more stamina damage you do, so that might overpower it, but I think the system can handle players maxing out their combat stat, it seems like that is something everyone will do and that will make sense, so it wouldn't be imbalanced. Plus the success of the roll doesn't deal extra wound damage, does it? so that it determines where the wound damage goes might make sense.

I think how often opportunities occur depends on the feel you are going for. Should they be special things that are a great boon to a player? Should they lend themselves regularly to a cinematic feel?

And the power of opportunities is interesting, costing would work absolutely, but what about various skills, at certain levels, being required to even use an opportunity? Like you need a combat skill at rank 3 to get Open Shot, and an athletics skill at a certain rank to get Heavy Hit. Or perhaps the level of the appropriate skill might determine how often that opportunity can be placed, like a combat skill at rank 3 gives three placements for Open Shot. And what about an opportunity like Channeling? Giving the opportunity for the player to tap into some hidden power/force for a magic, or magic-like, effect. Depends on the feel.
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Greg
 Posted: Jun 21 2011, 10:40 AM
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It makes sense for the amount of success in the roll should determine the hit location. However, there should be ways to circumvent that either when given time to aim or in as a surprise action.

An idea that I had in regards to the whole aiming procedure. Essentially, when just shooting without aiming, the TN just for hitting will be at a default level, but number required for hitting vital areas will be quite high. However when aiming, the player will drop certain body areas, such as limbs from their hit locations, and focus more on the vital areas. The way this would work would be through raising the base TN for hitting the person, but lowering the number required for hitting the targeted area.

Example: Clyde is perched atop a building, aiming his sniper rifle at an unwary target. While he could easily just hit the person, he would prefer it to be a clean single shot kill so as to not make things messy, also he does not have a terribly long time to aim, as his target may notice him at any moment and run for cover.

In order to drop the number required for a headshot, Clyde decides to drop hit slots for the legs and arms, raising the TN to hit the target by five, but lowering the TN to hit the target by five. Meaning that Clyde needs to beat the target's defense by 5-10 to hit the body, but 11+ counts as a headshot.

Does this idea seem balanced to you?
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Chronocide
 Posted: Jun 21 2011, 11:37 AM
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@Jimbo
Hit location being based on success is something I had considered, except how do you really specify which is better? Especially with legs or arms its not like one is really harder to hit then the other, and it's arguable as to which is the better. Also that can make it too easy to accidental kill an opponent when you keep getting head-shots. It's not that you are so good you can pick where you will hit the opponent. It's you are so good you can find the spot on the opponent that is available to be hit. Not opposed to the idea of the rolled value affecting the hit location, these are just some of the problems that occurred to me.

The general idea of opportunities is that where these are usually special actions that players can invoke in most RPG's the reality is that no matter how good you are the opportunity to disarm an opponent (need to add that one maybe replace a different one) doesn't always present itself. I don't think they should be overly powerful, but I guess we would need play testing to determine how frequently opportunities should be.

Also you are correct success just adds more stun damage, making it harder and harder for the opponent to stay conscious.

@Greg:
There are no flat TNs it is always an opposed roll with modifiers. Thus when you are shooting an unaware target their roll is 0 plus whatever modifiers they would get for distance or cover.

you do not aim per se. Rather if your character is a sniper, you rig his opportunities to get more Open Shot opportunities. Your round comes along you roll the opportunity dice if its not an Open Shot you wait till next round. This is an abstraction of the aiming procedure. When you get the open shot you determine (through currently unknown means) what body location is available and then roll your combat roll.
I do however like the raises to drop locations idea though attacker suffers -10 to drop the body as a potential target and -5 for each limb. Attacker can drop the head as a potential target for free. So if the attacker takes a -20 penalty they can drop the legs and body as potential targets and roll a D6 where 1-2=L-Arm 3-4=R-Arm 5-6=Head. Still no guarantee though. Also you can always choose not to take the target that has been rolled to keep your position.

This post has been edited by Chronocide: Jun 21 2011, 04:50 PM
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Chronocide
 Posted: Jun 21 2011, 12:20 PM
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More Questions

#4: What would good opportunities be? I think having self imposed limits is good as it lets you get to the core of things so I am going to use 7 as the arbitraty limit. Ideally the opportunites will lend themselves as well to physical attacks as to magic, and should cover the basic range of things you can do in combat.
*Jimbo suggested Command: Speech based buff to allies, Challange: Agro Control, Some sort of movement bonus.

#5: What do you think of Skill Powers? Asside from opportunities I also wanted players to have (for lack of a better non DnD related term) feats. Feats would be associated with the skills. Feats would have substancially higher stamina costs and be able to provide more powerful and versitile effects then regular opportunities. I'm thinking 1 feat per rank of the associated skill. Of course when using the feat you would roll using the skill it is based on. Jimbo kind of touched on a few of these things. Also what would be a good name for these feats/powers?

This post has been edited by Chronocide: Jun 25 2011, 10:24 AM
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Chronocide
 Posted: Jun 21 2011, 04:47 PM
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Changes
**Altered the way skill learning should work so that it takes less time to improve a focused skill then a broad skill.
**Set Skill depth cap to 3.
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Chronocide
 Posted: Jun 21 2011, 07:28 PM
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Made a prototype Character Sheet (or at least half of one)
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Chronocide
 Posted: Jun 23 2011, 09:41 AM
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Changes:
-Added detail to the different Opportunities.
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Chronocide
 Posted: Jun 23 2011, 07:16 PM
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Changes:
-fixed an accidental deleted sentence regarding critical success.

basically if in a combat roll one characters kept dice beet the opponents rolled dice they have beaten their opponent by a significant amount. As a result they deal the wound damage associated with their weapon, though that damage may never be Heavy. Stun damage is still dealt as usual.

This post has been edited by Chronocide: Jun 25 2011, 10:21 AM
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Chronocide
 Posted: Jun 24 2011, 10:37 PM
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Heroic
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Changes:
-Fixed some errors were Graze wounds were still referred to as light
-Added an idea for how weapons might be statted.

Of particular interest is the ease of giving players better weapons by simply increasing the Stun damage by 1. So a +1 short sword will now deal 4 Stun instead of 3. This harkens back to the old ways. I suppose for the most part the Scale should be indicative of the weapon class while the Stun value represents quality. Still it follows that certain weapons have higher base stun damage, Hammers and Clubs for instance.

Downside here is that weapons can be a little verbose when written on a character sheet. Especially when little tags get put on the weapon like ranged, reach, tiring, etc..
This can be mitigated by having the core weapons expressed use only a d6, while still leaving it open to allow players define their own variants.
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