Overview
[note]Please do not post in this thread. I've created a discussion thread that can be found here (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?53553) .[/note] I've been experimenting with some ideas for a game system that I think has some unique aspects. The inspiration for this system comes from legends such as Achilles, Hercules, Beowulf, and even that 300 movie :) The underlying concept is that the character is of importance, not his or her "stuff" (aka magic items). Some of the highlights include:
Level-less / Skill-based
Okay, not really unique, but it's where I started from. The system will be skill-based, every action taken by a character is performed using a skill check (more later). Character creation and advancement is achieved through assigning experience points (XP) directly to skills. It's up to the GM whether XP is assigned to skills that are used (my preference), or whether a "pool" of XP is earned that can be assigned to any skill(s).
Multi-Ability Skills
Rather than skills being dictated by a single ability (e.g. Strength for Acrobatics), skills combine the effects of three abilities. The idea here is that abilities are not exclusive, but rather complement each other. Someone with a high Dexterity is just as able to climb a wall as someone with a high Strength score.
Stamina
Performing a skill requires stamina, training in a skill reduces the amount of stamina required. Stamina is dictated by all of the character's base abilities. A character is limited to the number of actions he/she can perform during events (e.g. combat, time critical scenarios, etc.) by the amount of stamina available and skill requirements.
Player-Dictated Skill Difficulties
For most skills, such as Armour and Weapon related skills, the player may choose what Difficulty Value (DV) he/she wishes to attempt. Generally, the higher the DV, the greater the effect that can be achieved, but the more stamina that will be required. The idea here is that the player can choose just how much stamina he/she is willing to put into a task (considering how much is left, the situation, etc.).
Minimal Dice-rolling
While playing D&D 3.5 I've found that my players have often been discouraged by low rolls while attempting "common" tasks. Yes, a character can "take 10" in that system, but my system takes this a step further. When a character has trained in a skill, the player is able to perform tasks (succeed vs. the task DV) without needing to roll dice. A die roll is generally only needed when the player wishes to attempt something "out of the ordinary" (push his/her limits).
(system mechanics to follow)
Abilities
The system is based upon five base abilities. Ability scores range from 1 (very poor) to 10 (heroic).
Strength
This is a measure of one's ability to lift, push, pull, etc. anything that involves physical strength. For example, the stronger the character is, the more weight they can carry until becoming encumbered (more later).
Dexterity
This is a measure of one's ability to perform minute tasks, general agility and balance, and overall skill in using their hands. Someone with a high Dexterity score could be involved in craftwork (e.g. pottery) or be very stealthy (e.g. pick-pocketing).
Reason
This describes one's capacity to think through problems and consider multiple solutions, general awareness of their surroundings, and overall knowledge of the world. Someone with a high Reason score would be very knowledgeable and aware of everything happening around them.
Presence
This describes one's general strength of personality, confidence, and charisma. Someone with a high Presence score would likely be a great leader.
Constitution
Describes one's physical and mental 'toughness'; the ability to withstand attacks (Hit Points), tolerate environmental conditions, and endure straining tasks.
StaminaEvery action a player performs requires a certain amount of effort to be completed. The amount of effort is related to the difficulty (DV) associated with the action; the more complex the action, the more effort that is required to complete it.
The amount of stamina a player has dictates how much effort he can apply to performing multiple actions. During time critical situations such as combat, each player has a limited amount of stamina available to perform their actions. The less stamina the player uses per action, the more actions (or more complex actions) he is able to complete.
A player may choose to specialize in various skills by training in them. This allows her to complete those actions using less effort than those who have not specialized. For example, a player with training in Perception would be able to find a hidden trap more quickly than a player who has focused on combat oriented skills.
In addition, by training in a skill, more complex versions of that skill become possible. A player would be able to increase the damage she can cause with a weapon, be able to expand the area of effect when casting a spell, be able to speak with someone using an unfamiliar language, and other such improvements.
Energy BurstsWhen an event unfolds, characters perform their actions by expending small bursts of energy which replenish every 15 seconds. Characters involved in the event each begin with a specific amount of energy, or 'stamina', as dictated by their ability scores (see table below). During the energy burst they may perform whatever actions they wish as long as they have enough stamina remaining.
Stamina per BurstThe amount of stamina that a character has available per energy burst to perform actions is dictated by his abilities. Stamina is determined by summing various
Stamina Contributions for each of the character's five ability scores:
Ability Score | Stamina Contribution |
1 | 2 |
2 | 3 |
3 | 4 |
4 | 5 |
5 | 6 |
6 | 8 |
7 | 10 |
8 | 12 |
9 | 15 |
10 | 20 |
For example, given the ability scores 6, 4, 3, 3, and 5 (for Strength, Dexterity, Reason, Presence, and Constitution respectively), according to the table above, these ability scores give him 27 stamina per energy burst (8 + 5 + 4 + 4 + 6).
Skill ChecksAs stated above, every action that the players wish to make is carried out by performing a skill check. A skill check is made by rolling a six sided die and adding the appropriate bonus values and comparing the result to a difficulty value (DV). If the result is equal to or greater than the difficulty, the check succeeds; otherwise the check fails and the action cannot be performed (or in some cases, must be recovered from).
[spoiler=Basics]
BasicsThere are three parts to a skill check: the amount of effort placed into the action, the number of skill points (or training) that has been committed to the skill, and a bonus effort for attempting skills that the player is not fully trained in.
Skill Check = Effort + Skill Points + 1d6[/spoiler]
[spoiler=Effort]
EffortThe
effort applied to a skill check represents the mental and physical ability required to perform the action. For example, to climb up a cliff one must have the strength to lift herself, the dexterity to reach for and grasp the next handhold, and the perception to know where best to reach next.
The amount of effort applied to a skill is the sum of three of the character's abilities; e.g. Strength, Dexterity, and Reason for the climbing example above. Other skills may require a different set of three abilities (e.g. Dexterity, Reason, and Presence for the Tinker skill).
Effort = Ability 1 + Ability 2 + Ability 3As an example, a player may wish to use the Tinker skill to open a lock that has difficulty value of 15 for the lock. The character has a Dexterity of 5, Reason of 4, and Presence of 4. The total amount of effort that the player can put into unlocking the chest becomes:
Effort = Dexterity + Reason + Presence = 5 + 4 + 4 = 13Although the sum of the character's abilities does not equal or exceed 15 (the difficulty value of the lock), the player does have the opportunity to roll a 1d6 and add it as bonus effort (think of it as a 'lucky try'). In this case, if the player rolls as least a 2, then the check will be successful:
Effort = Dexterity + Reason + Presence + 1d6 = 13 + 4 = 17; which is >= 15[/spoiler]
[spoiler=Skill Points]
Skill PointsA player may choose to train in specific skills by assigning them skill points. The more skills points added to a skill, the more easily the player will be able to perform the action (i.e. equal or exceed the difficulty value).
Continuing with the Tinker example above, the player had applied an ability effort of 13 to the action (Dexterity + Reason + Presence) and managed to roll a 4 for the bonus effort. This results in a total effort of 17 for performing the action (13 + 4). If the player assigns 5 skill points to the Tinker skill, she would then be able to unlock the chest much more easily:
Skill Check = (Dexterity + Reason + Presence + 1d6) + 5 = 13 + 1d6 + 5 = 18 + 1d6In this case, since the amount of effort plus skill points already exceeds the difficulty value of the lock (15); there is no need to roll the die-six for bonus effort. The player has performed task often enough that it has become second nature to her.
[/spoiler]
[spoiler=Stamina]
StaminaBy training in a skill, the player is able to reduce the overall amount of effort required to perform that action. Continuing with the Tinker example above, the player was able to achieve at least an 18 for the skill check (a die-six roll was not required). This is 3 more than required to successfully perform the action (difficulty of 15 for the lock).
This means that the player could have chosen to put less 'effort' into the action and yet still accomplish it. Since the character has done some training in the skill, a lot of the task has become second nature to her and she is able to perform it with less strain on her mental and physical abilities.
Skill Check = 10 (effort) + 5 (skill points) = 15This means that if the character had 25 stamina for her current energy burst, she would now have 15 stamina remaining (25 initially - 10 for Tinker). She may choose to perform another action during that burst (as long as it requires less than 15 stamina) or 'bank' her remaining stamina for the next burst (25 for the new burst + 15 from previous = 40). By banking stamina, the player is able to perform much more complex tasks than could typically be performed during a single energy burst.
A skill check requires a minimum of 1 stamina to perform. Even if enough skill points are available to make the effort 0 for the task (e.g. a very simple task to perform) is still requires at least 1 stamina.
[/spoiler]
[spoiler=Difficulty Values]
Difficulty ValuesSkill checks are made against a difficulty value (DV) which represents the complexity of the action being attempted. Generally, the more complex the task, the higher the difficulty value will be.
The difficulty value of a skill check can be determined by the GM when designing or running the game, or by the player (see below). The table below can be used as a guide to determine a reasonable difficulty value for an action.
DV | Description |
< 5 | A trivial task, most intelligent beings would be able to perform |
10 | An easy to perform action, can be performed with little effort |
15 | A moderately complicated task, requiring some thought and planning |
20 | A difficult task, requiring special training to perform well |
25 | A complex task, often requiring considerable effort to complete |
30 | Very difficult task, only a highly trained character can perform |
35 | A truly heroic task, only the very best can perform |
Some skills (mostly weapon, armour, and spell related) allow the player to decide what difficulty he wishes to attempt. By striving for a more complex action, the player can achieve a greater effect. For example, most spell skills allow the player to increase the amount of damage and casting range of the spell by increasing it's difficulty value.
[/spoiler]
SkillsCurrently skills are grouped into four categories: Basic, Trades, Weapons, Armour, and Spells. An attempt has been made to balance variety of skills with simplicity. In some cases several actions can be performed using one skill (Acrobatics) while others become more specific (spells).
The sections below describe some starting ideas for various skills.
[spoiler=Basic]
BasicThese skills are inherent to all characters and do not need to be learned to be used, but can still be improved upon through training. The DV's for these skills are generally dictated by the GM and situation the character is in (see Difficulty Values above).
Name | Abilities | Description |
Acrobatics | Str, Dex, Rea | Jumping, climbing, balancing, etc. |
Will Power | Rea, Pre, Con | Defense against coercion, mind control, fear, etc. |
Perception | Dex, Rea, Pre | General awareness, use of senses, searching, listening, etc. |
React | Dex, Rea, Pre | Instinctively react to a situation, reflexes, etc. |
Endure | Str, Rea, Con | Tolerate physical stress or perform a physically taxing task for a long duration |
Stealth | Dex, Rea, Pre | Move quietly, hide in shadows, etc. |
Trek | Str, Rea, Con | Travel long distances across terrain |
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[spoiler=Trades]
TradesGenerally, trade skills must be learned in order to be performed. The DV's for these skills are generally dictated by the GM and situation the character is in (see Difficulty Values above).
Name | Abilities | Description |
Appraise | Dex, Rea, Con | Determine the value of an item |
Communicate | Dex, Rea, Pre | Communicate with someone having a foreign language. |
Craft Item | Str, Dex, Rea | Create items (potions, metalwork, leatherwork, etc.) |
Deceive | Dex, Rea, Pre | Disguises, forgeries, etc. |
Mentour | Dex, Rea, Pre | Teach others your skills |
Navigate | Dex, Rea, Con | Travel long distances using natural monuments, night stars, etc. |
Ride | Str, Dex, Rea | Use an animal mount |
Sail | Str, Dex, Rea | Operate a boat (row, sail, etc.) |
Swim | Str, Dex, Con | Swim in water or other liquid |
Tend | Str, Dex, Rea | Provide non-magical healing to another |
Tinker | Dex, Rea, Pre | Open locks, modify mechanical devices, etc. |
Track | Dex, Rea, Con | Track a person or creature |
Train Animal | Str, Rea, Pre | Train an animal to perform tasks |
[/spoiler]
[spoiler=Weapons]
WeaponsHere are a few example weapons. The player may choose what ever DV he/she wishes to attempt, the higher the DV the greater the effect. Note that weapons have a minimum DV that must be achieved to be used at all. The
Improvement column states how much the DV must be increased in order to increase the damage, range, etc. of the weapon.
Name | Abilities | Min DV | Min Dmg/Range | Improvement |
Dagger | Str, Dex, Rea | 5 | 1d6 | +7 / +1d6 |
Short Sword | Str, Dex, Rea | 10 | 2d6 | +7 / +1d6 |
Long Sword | Str, Dex, Rea | 15 | 3d6 | +5 / +1d6 |
Great Sword | Str, Rea, Con | 20 | 4d6 | +3 / +1d6 |
Shortbow | Str, Dex, Rea | 10 | 2d6; 30 ft. | +9 / +1d6; +3 / +10 ft. |
Longbow | Str, Dex, Rea | 15 | 2d6; 100 ft. | +7 / +1d6; +2 / +20 ft. |
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[spoiler=Armour]
AmourArmour absorbs damage caused by weapons, spells, environment, etc. The player may choose what ever DV he/she wishes to attempt, the higher the DV the greater the damage reduction. Note that armour has a minimum DV that must be achieved to be used at all. Some example armour:
Name | Abilities | Min DV | Min Reduction | Improvement |
Leather | Str, Dex, Con | 10 | 1d6 | +7 / +1d6 |
Studded Leather | Str, Dex, Rea | 15 | 2d6 | +5 / +1d6 |
Plate | Str, Dex, Rea | 15 | 3d6 | +7 / +1d6 |
Full-plate | Str, Dex, Rea | 20 | 4d6 | +3 / +1d6 |
Buckler | Str, Dex, Con | 5 | 1d6 | +10 / +1d6 |
Wood Shield | Str, Dex, Rea | 13 | 2d6 | +6 / +1d6 |
Steel Shield | Str, Dex, Rea | 17 | 3d6 | +4 / +1d6 |
[/spoiler]
[spoiler=Spells]
SpellsLike weapons, the player may choose what ever DV he/she wishes to attempt, the higher the DV the greater the spell's effect. Note that spells have a minimum DV that must be achieved to be used at all. The
Improvement column states how much the DV must be increased in order to increase the damage, range, radius, etc. of the spell. Some example spells:
Name | Abilities | Min DV | Min Effect | Improvement |
Acid Arrow | Str, Dex, Rea | 10 | 1d6 acid damage; within 20 ft. | +5 / +1d6 damage; +3 / +10 ft. |
Cure | Rea, Pre, Con | 10 | restore 1d6 HP; within 5 ft. | +5 / +1d6 restore; +3 / +5 ft. |
Inferno | Str, Rea, Con | 20 | 2d6 fire damage, 15 ft. radius; target within 30 ft. | +5 / +1d6 damage; +7 / +10 ft. radius; +5 / +10 ft. range |
[/spoiler]
Learning & TrainingExperience points (XP) are periodically earned during adventures and can be "spent" to learn new skills, train in known skills (gain skill points), or improve ability scores. Every skill and ability has an amount of XP associated with it which indicates the amount of progress toward its improvement. Once the required amount of XP to improve a character aspect (see table below) has been reached the award is earned and the related XP resets to 0 (or the remainder of XP).
Award | XP Required |
New Skill | 50 XP |
Skill Point | 75 XP |
Ability Point | 200 XP |
Learning SkillsA skill can not be used unless it has first been learned (with the exception of Basic skills). The GM could allow players to learn any skill available, however a more rich world could be created by limiting their access. Items such as scrolls, books, and mentours could all be used to provide players means to learn unique skills. Once a skill is known, it can then be used and further trained in.
Self-TrainingThe GM may wish to allow players to teach themselves new skills through experimentation and determination. The player would periodically practice the new skill (even though they don't truly "know" it yet) during her adventures to earn XP for it. Once the required 75 XP for learning the skill has been reached the player has completed her initial training and can now focus on refining the skill (skill points).
MentoursApprenticeship would likely be the primary means for players to learn skills, and would also allow them to train in those skills more quickly. An hour with a mentour earns the character a certain amount of XP which is then assigned to the skill of interest. The
Mentour skill of the mentour dictates the rate at which he or she can train an individual.
For example, the mentour below can train player's in the use of Great Swords, Handaxes, and Battleaxes. Note however that his ability to train others is not the same for each of those skills.
Skill | XP / hour |
Mentour (Great Sword) | 3 XP |
Mentour (Handaxe) | 2 XP |
Mentour (Battleaxe) | 1 XP |
For a character to learn how to effectively use a Great Sword from this mentour, he would need to spend 25 hours (75 XP / 3 XP/h) with him. This time would not need to be contiguous though, the player could periodically visit his mentour when convenient (for both).
Basic Skills
Placeholder, coming soon
Trade Skills[spoiler=Craft]
CraftThe Craft skill allows characters to create items, assuming they have the necessary training. Every type of item (or perhaps groups of similar items) has a specialized form of the Craft skill (see table below). Each specialization is treated as a unique skill and is learned and trained in separately from other specializations.
Every item has an inherent "crafting time" that represents how many hours of work is required to create that item from scratch. Performing a Craft check has the character spend a day working on the item. However crafting time is stated in terms of an expert creating the item and therefore the average character will often take longer. As such, although the player may spend 8 hours a day on the item, he or she may actually only accomplished 2 hours worth of an expert's time.
As an example, say you want to create a healing potion that has a crafting time of 10 hours. A
Craft Potion (healing) check (see table below) of DV 15 will allow you complete 4 hours of work per day for three days. However if you have more advanced training and can achieve a DV 18 (+1 / +2h * 3 = 6 additional hours) you can create the potion in a single day.
Craft SpecializationsSome example specializations:
Name | Abilities | Min DV / Hours | Improvement | Failure | Types |
Item | Str, Dex, Rea | 10 / 2h | +1 / +2h | Time spent is lost, but the item remains intact | Basket, Glassware, etc. |
Potion | Dex, Rea, Con | 15 / 4h | +1 / +2h | Becomes unusable, raw materials lost | Poison, Healing, etc. |
Metalwork | Str, Dex, Rea | 15 / 4h | +1 / +2h | Item is damaged, repeat time to fix | Horseshoes, nails, etc. |
Weapon | Str, Dex, Con | 15 / 2h | +1 / +1h | Item is damaged, repeat time to fix | Dagger, Long Sword, etc. |
Armour | Str, Dex, Con | 15 / 2h | +1 / +1h | Item is damaged, repeat time to fix | Chainmain, Plate, etc. |
Leatherwork | Str, Dex, Rea | 15 / 2h | +1 / +2h | Item is damaged, repeat time to fix | Saddles, Reigns, etc. |
Crafting TimeSome example craft times:
Name | Hours |
Healing, minor | 10 |
Healing, major | 30 |
Saddle | 10 |
Long Sword | 60 |
Chainmail | 150 |
Full-plate | 300 |
[/spoiler]
[spoiler=Mentour]
MentourThe Mentour skill allows you to train another in a single skill that you know (separate Mentour specializations for each skill). Spending an hour with your apprentice allows you to impart a specific amount of knowledge (XP) depending on your adeptness at teaching that skill. The higher the DV of the Mentour skill achieved, the more XP per hour that the apprentice earns.
DV | Effect |
10 | Apprentice gains 1 XP per hour |
+5 | Increase hourly rate by 1 XP |
A failed mentour check results in no productive hours. There is no loss of existing knowledge (the apprentice does not become confused), but the time spent together was not fruitful.
As time is spent with the mentour, the apprentice will earn XP leading to new skills and skill points. However, the mentour can not impart more knowledge (skill points) for a given skill than he has himself. For example, if the mentour has 4 skill points in the Great Sword skill, the apprentice can earn up to a maximum of 4 skill points from that mentour.
[/spoiler]
WeaponsDetailed descriptions of various weapon skills.
Description FormatAbilities: The three abilities required to use the weapon
Area of Influence: The reach or range of the weapon
Description: A description of the type, style, and appearance of the weapon
Effects: The various effects possible with the weapon (e.g. damage caused) and the difficulty adjustments for each
DV | Effect |
Minimum DV required | Basic effect |
Increase to DV | Improved effect |
... | ... |
Example Weapons[spoiler=Details]
Long SwordAbilities: Str, Dex, Rea
Area of Influence: 5 ft.
Description: Long swords are much heavier and more difficult to wield than short swords, but are capable of causing more damage.
Effects:DV | Effect |
15 | 3d6 damage to the target |
+5 | Wield the sword off-handed |
+5 | Increase the damage caused by an additional 1d6 |
ShortbowAbilities: Str, Dex, Rea
Area of Influence: 30 ft.
Description: A short range bow in which the range and amount of damage caused by an arrow can be adjusted based on the amount of tension placed on the bow's string.
Effects:DV | Effect |
10 | 2d6 damage to the target |
+3 | Increase the attack range (AOI) by 10 ft. |
+9 | Increase the damage caused by an additional 1d6 |
[/spoiler]
ArmourDetailed descriptions of various armour skills.
Description FormatAbilities: The three abilities required to use the armour
Description: A description of the type, style, and appearance of the armour
Effects: The various effects possible with the armour (e.g. damage reduction) and the difficulty adjustments for each
DV | Effect |
Minimum DV required | Basic effect |
Increase to DV | Improved effect |
... | ... |
Example Armour[spoiler=Details]
LeatherAbilities: Str, Dex, Con
Description: Although more constraining than regular clothing, leather armour provides more protection with only a some loss of mobility.
Effects:DV | Effect |
10 | Reduce damage by 1d6 |
+7 | Increase the damage reduction by an additional 1d6 |
PlateAbilities: Str, Dex, Rea
Description: Half-plate armour is much lighter than chainmail, but the wearer must be careful to avoid attacks aimed at weak points of the armour.
Effects:DV | Effect |
15 | Reduce damage by 3d6 |
+7 | Increase the damage reduction by an additional 1d6 |
Full-PlateAbilities: Str, Dex, Rea
Description: A more extensive form of half-plate mail; the entire body from head to foot is covered in armour. Very heavy and difficult to manuover with. Full plate armour ideally should be fitted to the individual, but with some effort you can wear any of an appropriate size.
Effects:DV | Effect |
20 | Reduce damage by 4d6 |
+3 | Increase the damage reduction by an additional 1d6 |
+7 | Done armour when not properly fitted for the individual |
[/spoiler]
SpellsDetailed descriptions of various spell skills.
Description FormatAbilities: The three abilities required to invoke the spell.
Range: The maximum distance to the target creature or area.
Casting Time: The amount of time required to cast the spell. The spell does not take effect until this period has lapsed.
Maintainable: States whether the spell may be maintained for multiple rounds.
Counter: Lists any skills that may be used to counter or reduce the spell effect.
Description: Describes the basic effects of the spell.
Effects: The various effects possible with the spell and the difficulty adjustments for each
DV | Effect |
Minimum DV required | Basic effect |
Increase to DV | Improved effect |
... | ... |
Example Spells[spoiler=Details]
Acid ArrowAbilities: Str, Dex, Rea
Range: 20 ft.
Casting Time: Instantaneous
Maintainable: No
Counter: Any Armour check reduces damage
Description: A shot of acid leaves your fingers and strikes a single target of your choice.
Effects:DV | Effect |
10 | Cause 1d6 acid damage to the target |
+3 | Increase the range of the spell by 10 ft. |
+5 | Increase the acid damage by 1d6 |
CureAbilities: Rea, Pre, Con
Range: 5 ft.
Casting Time: Instantaneous
Maintainable: No
Counter: Will Power negates
Description: Restores HP of the targeted creature. Can not repair significant body damage such as dismemberment.
Effects:DV | Effect |
10 | Restores 1d6 HP to the targeted creature |
+3 | Increase the range of the spell by 5 ft. |
+5 | Increase the HP restoration by 1d6 |
InfernoAbilities: Str, Rea, Con
Range: 30 ft.
Casting Time: Instantaneous
Maintainable: No
Counter: Any Armour check reduces damage
Description: A rain of fire falls from above, all creatures in the area take fire damage.
Effects:DV | Effect |
20 | Cause 2d6 fire damage to all targets within a 15 ft. radius of the targeted area |
+5 | Increase the range of the spell by 10 ft. |
+5 | Increase the fire damage by 1d6 |
+7 | Increase the radius of the effect by 10 ft. |
[/spoiler]