So, as I started running a DnD game on a play by post website I realized that DnD can be a little hard to run online. So I've decided to make a little bit of a rules light game thats a little more suited to my game style, I realize that this might not be for everyone, but I would like to some feedback.
The biggest thing is combat, in DnD it is very tactical. On a message boards, it can be hard to keep track of who is where, so I've decided to gloss that over. Instead, we can assume your character has moved into combat with the target. The combat breaks out into two parts: The Ranged Combat and the Melee Combat.
Every character gets a Ranged score from 1-10. The average score is 5. A player has to roll higher than this number to score a hit with a ranged weapon. The lower the score the better. So a SWAT team sniper might have a score of 2+ (if he rolls the d10 higher than 2 he hits.) While I (a horrible shot) would have a score of 10+ (if I was playing me, I'd need a perfect 10 roll to hit my target). After that, if a hit is scored damage is dealt as explained below.
The second part of combat is Melee. It's simple a game of dice, the two opponents roll two d10s. Whoever gets the highest score wins. There are modifiers that can apply to this, but not normally. The modifiers require specific spells/powers to be earned.
After a successful hit (whether through ranged or melee) damage id dealt. Every character has a weapon skill score (like +3 for example) and a damage die (like 1d4 for a dagger) what that means is, the damage dealt is 1d4+3. When the number comes up (in our example, he rolled a 7 (4+3=7) it is compared to the defense of the opponent (in this case it's -6). what that means is, 6 is subtracted from the damage (big difference here from d20) so you only end up dealing 1 point of damage. (For the record, I made all these numbers up, the end product will have a little more balance.)
my goal is also to quick up the process in which we gain new and cool powers. Powers are abilities the characters use that normal NPCs (you're average peasant) do not have access to. These can be very subtle (having more HP then others) and very obvious (launching lightning bolts from your hands).
In normal DnD you gain powers (for lack of a better term) every level, so when graphed out it looks like a staircase (you gain power at level one, then even out, then level two, then even out, then level three...) my goal is to make it one even line.
As you gain experience (XP) you spend it on powers. So a new power might cost 100 xp, you spend that and you learn a new power. The way this would work on an online game is that even in the middle of the game you let the GM know you want to purchase a new power. Notice I haven't mentioned anything about classes, this is a classless system. Instead of worrying about classes (in current DnD it is nearly useless to multiclass, most classes don't work well together, and doing so will make you weaker in both classes. A jack of all trades, master of known dilemma. So instead you can create whatever archetype of character you want (Paladin, Shaman, Knight, Wizard, Warlock, or something never even dreamed of) without any railroading-class chart.
There are levels, based upon how much XP you have earned to that point. (even though you spend it, you keep track.) but it is probably going to be ten levels.
That's mostly all I have so far. I want it to be nice and flexible, and rules light but with plenty of options. Your character is like a Tinker Toy and you can add and subtract all you want and make him your own, the rules should support cool ideas, not dissuade them because the norm gets more bonuses.
Right now, since I have my general outline. I'm thinking about different powers/spells, magic items, and weaponry.
-Gnomemaster
Please please please post some comments!
Before your new game mechanics, it sounded more like your dilemma had more to do with the movement rules specifically than the entirety of the gameplay.
You may want to take a look at Phone Lobster's Big Fat Squares (http://bb.bbboy.net/thegamingden-viewthread?forum=6&thread=90), where the goal is to completely remove the battle map and have the actors in the fight simply exist, with movement options and states similar to what you would find in early Final Fantasy and other colourful accounting games.
As to your game mechanics, be advised that it's easier to fall off the RNG when you use a smaller random number generator (d10 instead of d20). Not to invalidate your decisions, I'm just wondering why you decided on dropping the d20?
I've been playing D&D via Play by Post exclusively for about 2(.5) years now. Even at the beginning I did not have trouble with the combat. Text based maps are extremely helpful with that (I've started using images rather than text, but that's me).
This thread (http://forums.gleemax.com/showthread.php?t=230645) over on WotC is a good resource on how to make text based maps. One of our members even made a web-based map maker (http://home.eunet.no/~havardfl/mapmaker/map.html). Using a text based map with a coordinate system is the best way to keep track of where everyone is when combat begins.
We even had an arena here that used text based maps and the battles were awesome.
Now I know that isn't what you asked for, but I thought I would offer the knowledge to you. It looks as though movement was your original problem and your solution sparked your creativity...
Ok for comments on your system. It's hard to wrap my mind around it with the little detail that is provided. Does the range at which combat begins change the modifier? For example let's take a ancient battle where the fight began hundreds of feet away with archers. Another example is an old west shoot out, where you had people positioned everywhere, but usually within a few feet or yards. Does a character in either of these situations have the same modifier for both?
Why a d10? You've changed the bonus given from a +1 boost from 1 in 5 increase in chance to hit, to a 1 in 10 increase in chance to hit.
I can't really comment on the rest until more details are provided, like what are these "new and cool powers"
A classless system with using xp to buy new powers is not something new, and can work if done right. Again I can't comment until I've seen more details.
Quote from: PoseidonOne of our members even made a web-based map maker (http://home.eunet.no/~havardfl/mapmaker/map.html)
Hey thanks. I was looking for that.
Well I chose the d10 because it was just a smaller number. I have been accused of over complicating things by using bigger numbers when they were not necessary. The d10 isn't essential, see, because I could just as easily use a d4, d20 or a coin to decide combat. Melee combat revolves completely around the idea that you aren't trying to roll higher than a set number (Like Armor Class in DnD) but that you are trying to roll higher than what your opponent rolled (Which could be anything)
When it comes to range, I wouldn't make any real modifiers, it would be assumed that your character is hanging back a good distance from the opponents. If I were to really make a ruling on it, I would say your character would have to be somewhere in between a minimum range (Like five feet or ten feet) and the maximum range (a hundred feet) of the weapon.
Whats an RNG?
and the cool new powers represent the feats, special abilities, special qualities, and spells of DnD. I would want a large list to choose from as a player, this way I can custom tailor my character to what I am picturing in my mind.
Anyways, the reason I chose to make my own game is that I have always wanted to, and this is my chance to do so
Ok, so at your request I devised a spell. The spell process is going to be the longest, I just know it. everything in italics is just explanation. So here I go:
Curse of Ahobriel (Ahobriel could be a powerful warlock or wizard, like Mordenkainen)
Cost: 100 xp (This is how much XP it would cost to learn the spell)
1 AP (The AP (action points) are the "mana cost" of characters. The average first level character probably has 10 AP, but can take powers to earn more)
This curse harness the forces of chaos and channels them into your opponent. Roll a 1d10 to decide the effect:
1-4 target attack and defense drop by 1 for 1d4 rounds. (Attacks rolls are one lower and damage taken is increased by 1)
5-8 Target receives -1 on all attack and damage rolls for 1d4 rounds. (that means that when deciding melee or ranged, the opponent gets -1 and so does the damage)
9 Target's defense drops -2 for 1d4 rounds. (This means he takes 2 extra damage in combat)
10 Reroll
So that's just a view of what things are probably going to look like, just so you know.
Quote from: GnomemasterOk, so at your request I devised a spell. The spell process is going to be the longest, I just know it. everything in italics is just explanation. So here I go:
Curse of Ahobriel Ahobriel could be a powerful warlock or wizard, like Mordenkainen
Ok so far...
Quote from: GnomemasterCost: 100 xp This is how much xp it would cost to learn the spell.
Hard to tell if it is balanced without others... but it seems ok.
Quote from: Gnomemaster1 AP The AP (action points) are the "mana cost" of characters. The average first level character probably has 10 AP, but can take powers to earn more.
How quickly do AP recover? Daily, per encounter? or do you have to spend Exp to get them back?
Quote from: GnomemasterThis curse harness the forces of chaos and channels them into your opponent. Roll a 1d10 to decide the effect:
1-4 Target takes 1d6 shadow damage each round for 1d4 rounds. So every time it's the opponents turn, he takes 1d4 damage.
Small typo. He takes 1d6 damage for 1d4 rounds, not 1d4 damage (unless the typo is in the text.
Quote from: Gnomemaster5-8 Target receives -1 on all attack and damage rolls that means that when deciding melee or ranged, the opponent gets -1 and so does the damage.
9 Target's defense drops -2 for 1d4 rounds. This means he takes 2 extra damage in combat.
10 Reroll
So that's just a view of what things are probably going to look like, just so you know.
Let's dissect this beast.
I have a 4 in 10 chance (2/5th) that I can do an average of 3 damage for 1d4 rounds or a 1 in 10 chance (1/10th) of possibly doing 2 more damage for 1d4 rounds IF I or someone else hits him. The roll of 9 only helps if your fighting a single opponent and everyone is concentrating on the single foe. Otherwise it is a waste.
I can tell you I'm not a big fan of this type of spell. There is too much random chance and each case is not equal to another. Personally I would change the 1-4 case to "target attack and defense drop by 1 for 1d4 rounds
Attacks rolls are one lower and damage taken is increased by 1"
This way it is still random, but the cases are closer related.
What is the duration of case 5-8?
oop, my mistake on the typo thanks for catching that. The duration of the second effect should be 1d4, I'll change that too.
and I really like your suggestion, I will change it to the attack and defense dropping.
but why not make it -2 on attack and damage rolls? that would go in better.
Here's a plain fire spell, as like a model for a simple first level spell.
Gout of Flame
100 XP
1 AP (AP regenerates daily, like spells per day.)
A huge spray of fire launches forth from your hands in a straight line. This spell produces a ray of fire 25' long dealing 1d6 fire damage.
Added Cost: For 1 AP more, you can add another 1d6 fire damage. This added cost can only be applied once.
[spoiler] (http://content.answers.com/main/content/wp/en/0/00/Dragonsbreath.jpg) [/spoiler]
Quote from: Gnomemasterbut why not make it -2 on attack and damage rolls? that would go in better.
Not really, with your 5-8 case and you 9 case you have a total modifier of -2, so the third case should also be a total of -2. Another alternative to the 1-4 case is to make it a "-2 to attacks" not attacks and damage just attacks.
Why I offered the original alternative:
-1 to attacks and defense means that you've distracted your opponent. The curse is making his vision blurred. He has a harder time landing a blow. His blurred vision also means that he has a harder time judging the attack of his opponent so his opponent lands a more solid blow.
-1 to attacks and damage means that you've weakened your opponent. The curse has sapped a little of his strength and dexterity. He is a little slower, making his attacks easy to parry. When he does get through your defense his sapped strength means that the blow has less weight behind it and isn't as life threatening as it could have been.
-2 to defense means that you've confused your opponent. The curse makes him misjudge your weapon. When your attack gets through, he mistakenly place his body in a vulnerable position.
Quote from: GnomemasterHere's a plain fire spell, as like a model for a simple first level spell.
Gout of Flame
100 XP
1 AP (AP regenerates daily, like spells per day.)
A huge spray of fire launches forth from your hands in a straight line. This spell produces a ray of fire 25' long dealing 1d6 fire damage.
Added Cost: For 1 AP more, you can add another 1d6 fire damage. This added cost can only be applied once.
[spoiler] (http://content.answers.com/main/content/wp/en/0/00/Dragonsbreath.jpg) [/spoiler]
Still too many unknowns to properly judge the balance. This looks like a level 1 spell (100 xp), what are the average HP values going to be for 1st level characters? Do you have to make an attack roll for this spell or any spell?
It's somewhere between produce flame and scorching ray.... but without more information (like HP) it's hard to judge the balance.