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The Archives => Meta (Archived) => Topic started by: Nomadic on November 06, 2008, 01:26:17 AM

Title: Quick Play RPG System
Post by: Nomadic on November 06, 2008, 01:26:17 AM
What this is is my attempt to design a quick play rules system. I want to have something that lets the players get started within minutes instead of the half an hour to hour plus required for the average character. It does mean that in-depth realism is thrown out the window, but sometimes you just want to play and don't feel like waiting. So here is the first draft. Please review honestly. I would like constructive criticism on how to make this work. Just a heads up though, don't recommend any systems that already exist unless you can legally get me the rules in full for them. I sadly cannot afford anything right now. Anyhow, to the matter at hand...

Ideas on what to point out to me:
- Necessary things I am missing
- Unnecessary things I have
- Ideas for making things quicker/smoother
- Anything else you feel is important

The below has been broken up into sections for your convenience. Thank you for the time taken to read this and comment fairly on what you think and any ideas you may have.

Quote from: modifiers
0-1 = -5
2-3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5

And so on

Skills encompass areas that determine how good a player is at doing specified things. Picking a lock, hacking a computer, fashioning a good disguise, these all are based on skills. The types of skills you will have depend upon the game type you are playing. During character creation, the players pick 3-6 skills to be proficient in (how many is up to the DM and depends somewhat on how large the total skill list is) Those skills get an extra 'trained' bonus to their rolls (+5 is probably a good bonus). When using a skill a player rolls 1d20 and adds their trained bonus (if any) as well as their modifier bonus (the mod of the attribute attached to the skill) the total is then compared to the difficulty of the feat (5: super-easy; 10: easy; 15: normal; 20: hard; 25: very hard; 30: heroic; 35: legendary). Using the below list then a person with 16 mobility trained in acrobatics who is trying to accomplish a normal feat of acrobatics (such as a back flip or a handstand) would have to roll at least a 12 (5+3+12=20).

Quote
Example Skills List:
Acrobatics (mob)
Athletics (pow)
Concentration (res)
Healing (int)
Knowledge (int)
Perception (int)
Stealth (mob)
Etc...

Combat has several phases as well as areas within those phases that determine how things play out. In combat certain scores affect certain rolls in determining things such as damage, hits, and defense. Note that a sprung trap counts as combat in which the trap gets a surprise round.

Important Static Scores:
Defense: 10 + Resistance or Mobility + Armor (armor mods don't count if the attack is magical)
Hitpoints: (level + 1) * (6 + resistance mod)
Initiative: 1d20 + Mobility or Intellect

Important Dynamic Scores:
Attack: 1d20 + Power or Mobility
Damage: weapon damage dice + power mod

The phases are as follows:
Surprise: If either group has their opponents in an attackable position and their opponents do not know they are there or are otherwise incapable of defending themselves before the strike, a surprise round happens. During a surprise round the characters being surprised lose the mobility modifier bonus to their defense score (if this mod is negative it remains at its current penalty amount).
Initiative: All characters involved roll their initiative scores. This determines their position in the attack order.
Combat: In order of highest to lowest initiative (with tied initiatives considered as happening at the same time) everyone makes their decisions within the limits of what can occur during a round.

Can be done during a combat round:
- Move up to 25 feet [5 squares] (must be done in no more then two move sequences; so you could move 25 feet in one go or 10 feet do an action and then move 15 more feet but not 5 feet 10 feet and 10 feet).
Plus one of the following:
- Attack someone
- Cast a spell that takes one round or less to attempt
- Do anything else that can be done within the span of one round (roughly five seconds)

Quote
Movement: Moving over difficult terrain requires you to slow down. For each square moved, you use up two squares of movement while moving over difficult terrain. You cannot move over it if you do not have enough movement left (10 or more feet). Difficult terrain includes things such as ice, rubble, or anything else that would force you to slow down. You may also charge during a round provided the ground you are charging over is not difficult terrain and you move in a straight line. During a charge, you may move up to 50 feet but you must do so in one movement. Charging uses up your entire round.
Attacking: During a melee or ranged attack the player chooses an enemy within range of the attack and rolls their attack roll (1d20+ MOB mod). If their roll is greater than the Defense score of the defender, they score a hit. Roll the appropriate damage dice to see how much damage is done.
Other: The player may also choose during a round to do some other action that takes five seconds or less. This includes casting quick magic spells or drinking a potion. Depending on the action the DM may require a roll to see if you manage to do it depending on how hard it is to achieve during combat. To do this roll 1d20 and see if it is higher then the difficulty score. Difficulty score depends upon how hard the task is to do. Five for easy, ten for average, fifteen for hard.
Resolution: Victory, defeat, or something else causes combat to end. Tally up experience (note that even losing a battle will earn some experience provided they survive it; if the party loses a battle give them a quarter of the experience they would have earned had they won).

Any player can cast magic if they have a positive INT modifier and have taken the Tap Aether ability. Casting magic requires the player to draw Aether from their inner energy. A player's max Aether is calculated as their intellect mod times ten. By spending points of Aether, the user can cast spells. Each spell shows how much it costs as well as how long it takes to cast and its possible effects and targets. Once the spell is cast, the player subtracts its cost from their total points, regardless of if it failed or succeeded. To regain these points certain items may be used. Aether also restores naturally over time (INT mod per hour; this becomes INT mod * 2 during sleep). Players however cannot cast any spell they wish. They must first learn them. After taking the Tap Aether ability the player learns one utility and one combat spell. Combat spells are focused on defeating opponents through damage or other means. Utility spells are centered on making life easier. A combat spell might cause an explosion that burns everyone in the room. Meanwhile, a utility spell might create a light source or decipher a scroll. The player gains a utility spell and a combat spell at every level provided they have the Tap Aether ability. Below is an example spell. The type determines if it is combat or utility and what level it is. Casting cost shows how much mana it uses while casting time determines how long it takes to cast.

Quote
Ice Dart
Type: Combat - Level 1
Casting Cost: 2
Casting Time: Instant
Description: You launch a thin shard of ice, which impacts the target at high speed.
Result: Roll to determine if you hit (1d20 + intellect mod). On a hit, deal 1d20-15 damage (minimum 1).
(http:///../e107_files/public/1225953436_438_FT57092_quickplay.png)

I also reserve the right to award the gold trim badge to any truly helpful posters:

(http:///../e107_files/public/1225953436_438_FT57092_quickplayfull.png)

Thanks to all of you who have helped me out with this.
Title: Quick Play RPG System
Post by: Steerpike on November 06, 2008, 01:41:07 AM
No idea if you've seen  this (http://www.fudgerpg.com/files/pdf/fudge_1995.pdf) before - the FUDGE roleplaying system, a very quick and dirty, customizable, "rules light system," whose basic elements remind me of what you're doing.  Salacious Angel/Vermillion is into it quite a bit I believe, I found it from a link he posted somewhere.
Title: Quick Play RPG System
Post by: Nomadic on November 06, 2008, 01:52:06 AM
That is very awesome. I think its a bit too much reading for this (I want something short enough that a new player can read up on the rules in a few minutes). So probably 5-15 pages. Nevertheless I really like it and will have to save it for later. Great find, thank you very much for that. :)
Title: Quick Play RPG System
Post by: Ra-Tiel on November 06, 2008, 07:26:07 AM
Looks very neat. :) But there's one thing that sort of bothers me...

...this:
Quote from: Nomadic Dwarf[...]
Experience Chart:
Level 1 - 0
Level 2 - 100
Level 3 - 200
Level 4 - 400
Level 5 - 800
Level 6 - 1600
Level 7 - 3200
Level 8 - 6400
Level 9 - 12800
Level 10 - 25600
Level 11 - 51200
Level 12 - 102400

And so on'¦
[...]
Exponential XP requirements/gains are imho a bad idea.

(My following comments are based on the assumption, that the numbers represent the total amount of XPs to be accumulated in order to advance a level - similar to how the system in DnD works - and not the incremental amount needed in addition to the already gained XPs.)

For one, the numbers explode after a certain point. For example, to reach level 20 a character would have to gain 26,214,400 XPs. Each monster would have to be worth 1/5th of that according to your suggestion, which would be 5,242,880 XPs. To reach level 30 a total of 26,843,545,600 XPs is required. And so on. Additionally, it makes tracking XPs and recording them a PITA. ;)

Another point is that you'd have to make absolutely sure that a character/party cannot possibly defeat monsters of a higher level. Imagine a level 6 character who somehow defeats a level 9 monster. The character needs only 1600 XPs more to reach the next level, but the monster is worth 2,560 XPs. By defeating a single monster, he'd skip at least one level.

Are these things intended?
Title: Quick Play RPG System
Post by: Ninja D! on November 06, 2008, 12:36:03 PM
I've read a little bit of this only, so far, but this looks like something similar to ideas I had for my own system.  When I have a bit more time, you can bet I will be back to give you my full thoughts on this.  It looks nice.
Title: Quick Play RPG System
Post by: Llum on November 06, 2008, 12:53:50 PM
Quote from:  -5
2-3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5

and so on...
[/quote
Skills encompass areas that determine how good a player is at doing specified things. Picking a lock, hacking a computer, fashioning a good disguise, these all are based on skills. The types of skills you will have depend upon the game type you are playing but below is a possible setup for a fantasy game. During character creation the players pick X skills to be proficient in. Those skills get an extra 'trained' bonus to their rolls.

Example Skills List:
Acrobatics
Athletics
Healing
Knowledge
Perception
Stealth
Etc...
Combat has several phases as well as areas within those phases that determine how things play out. In combat certain scores affect certain rolls in determining things such as damage, hits, and defense. Note that a sprung trap counts as combat in which the trap gets a surprise round.

Important Static Scores:
Defense: 10 + resistance mod + mobility mod + armor mods
Hitpoints: (level + 1) * (6 + resistance mod)
Initiative: 1d20 + mobility mod

Important Dynamic Scores:
Attack: 1d20 + mobility mod
Damage: weapon damage dice + power mod

The phases are as follows:
Surprise: If either group has their opponents in an attackable position and their opponents do not know they are there or are otherwise incapable of defending themselves before the strike, a surprise round happens. During a surprise round the characters being surprised lose the mobility modifier bonus to their defense score (if this mod is negative it remains at its current penalty amount).
Initiative: All characters involved roll their initiative scores. This determines their position in the attack order.
Combat: In order of highest to lowest initiative (with tied initiatives considered as happening at the same time) everyone makes their decisions within the limits of what can occur during a round.

Can be done during a combat round:
- Move up to 25 feet [5 squares] (must be done in no more then two move sequences; so you could move 25 feet in one go or 10 feet do an action and then move 15 more feet but not 5 feet 10 feet and 10 feet).
- Attack someone
- Cast a spell that takes one round or less to attempt
- Do anything else that can be done within the span of one round (roughly five seconds)

Resolution: Victory, defeat, or something else causes combat to end. Tally up experience (note that even losing a battle will earn some experience provided they survive it; if the party loses a battle give them a quarter of the experience they would have earned had they won).
[/quote]
Characters level up by gaining enough experience. To get to the first level requires 100 experience, each subsequent level requires double the amount of experience. Experience is gained by battling enemies, overcoming obstacles, and otherwise doing things that would enable the character to learn. Low level encounters give less experience. For example, killing a rat or sneaking past a peasant might earn 5-10 experience while taking down a giant could earn much more. Encounters should be tailored to the characters levels when possible (a good rule of thumb being 5 encounters per level; or roughly 20 experience per encounter at level 1).

Experience Chart:
Level 1 - 0
Level 2 - 100
Level 3 - 200
Level 4 - 400
Level 5 - 800
Level 6 - 1600
Level 7 - 3200
Level 8 - 6400
Level 9 - 12800
Level 10 - 25600
Level 11 - 51200
Level 12 - 102400

And so on'¦
[/quote]

I agree with Ra-Tiel on exponential XP systems being not so great, and his reasons cover everything mentioned. However you mention a static 5 encouters to level up, no matter the level. Now if you have this, why even bother with XP at all? Just award a basic 4 XP per victory, and 1XP for defeat and level up every 20 XP, thats essentially your system, but simpler and easier to keep track of (like Ra-Tiel mentioned).
Title: Quick Play RPG System
Post by: Nomadic on November 06, 2008, 04:38:43 PM
Thanks Ra-Tiel, that is probably not something I want. To be honest I wasn't sure what I wanted so I based it off another system I once played. I really like Llum's idea about switching it to a more basic system. I like to go by 10s since it gives a bit more oomph (dunno if that makes sense). Here let me give it a try.

[ic]
Defeated: 50 xp
Easy Encounter/Task: 100 xp
Normal Encounter/Task: 200 xp
Hard Encounter/Task: 300 xp

Level Up At: 1000 xp
[/ic]

This still begs the question of how to determine what is easy, normal, and hard for an encounter. For this I am thinking that normal will just be a level appropriate encounter while hard will be above normal up to just before things become impossible. Meanwhile easy will be below normal down to a certain level. I am not sure how to calculate those points though. Any ideas?

On another note...

Attributes: Yes I am thinking that levels will be comparable to DnD. So I need to get a point base that gives me the right number of points per area for each attribute.

Skills: I haven't really set a hardened amount for number of skills. That would be up to the DM to decide. If you have a list of your own to put forward feel free to do so. I will probably post it up (be sure to say what genre it is for and perhaps tell what the skills do; heck I should probably do that myself).

Combat: Thanks! I forgot to split that up. It should be that you can do a total of 25 feet of movement in up to 2 separate steps and one other thing (attack, cast a spell, drink a potion, etc). Speaking of potions I should probably have something on how certain items work. I do of course want to be able to have magical and otherwise special items.

Thanks everyone (I shall look forward to your post ninja d!).

To Llum and Ra-Tiel: Thanks for the awesome help, please accept a gold trimmed award for not only reading but putting forth excellent ideas and commentary on the system.

(http://www.thecbg.org/e107_files/public/1225953436_438_FT57092_quickplayfull.png)
Title: Quick Play RPG System
Post by: Nomadic on November 07, 2008, 04:28:20 AM
Have taken everything into consideration and updated the system (plus added a few more things). So give it a look over and tell me what you think.

Updates:
- Added in actual number amounts for various points per level
- Added an example ability to the abilities section
- Added some notes into the combat area to clarify things
- Changed the leveling up system
- Added a section on magic
Title: Quick Play RPG System
Post by: Loch Belthadd on November 07, 2008, 08:12:20 AM
I tried it with some players and it does work out fairly well.
Title: Quick Play RPG System
Post by: SDragon on November 07, 2008, 09:33:55 AM
Have you ever seen OPIGS (One Page GamIng System) (http://www.homebrew.net/games/opigs.html)? It might have some good ideas for you to consider.
Title: Quick Play RPG System
Post by: Nomadic on November 07, 2008, 04:17:35 PM
@Loch are you serious? Cause if you are that is completely awesome.

@Sdragon Thanks man I will look that over, it does follow a similar idea I had to this one. :)
Title: Quick Play RPG System
Post by: Llum on November 08, 2008, 04:05:10 PM
For the attributes, 44 points gives an average of 11 per stat. This means no bonuses at all. Without gaining any negative bonuses, two +1 bonuses or a single +2 bonus is the max attainable.

However if I were to min/max with I could have a +5 in two stats and -5 in two stats. Or something even more ridiculous like +15 in a stat and -5 in all others. While the bonuses average out at 0, is their a cap that attributes can start at?

Also, if you wanted their to be bigger starting bonuses would you consider starting each stat at 5 and only giving 22 points to spend? Something along those lines? Or are the current possibilities outlined the way you envision the system working?

Ability wise, looks good, however having a +1 modifier at level one isn't something that's easy to get, so if players start out with four abilities they would most likely all be in the same general kind (int abilities vs end abilities for example)

For combat, you can only move 25 feet (in up to two separate movements) and make one action, could you sacrifice your second movement (lets say I'm a melee char, I don't want to run out of of melee after I attack, unless I'm maybe a rogue type but still) to take a second action?

Are their spells that take longer then a single round to cast? Could I sacrifice my movement to cast it faster?

Your new streamlined leveling system works great I think, very simple. And yes I do understand what you mean about going by 10s.

For the magic. Aether point system works good, to simplify matters you could just say that people regain their Int modifier per hour (since Max Aether is Int mod*10 and they regain 1/10 per hour, so it makes it simpler, same goes for resting, double your Int mod, I'm sure you understand the math). For acquiring new spells, is their a limit on spells known? Do some spells have a minimum level requirement? Are some spells related to Abilities?

Alright so far it keeps getting better and better good job :D
Title: Quick Play RPG System
Post by: Nomadic on November 08, 2008, 05:32:15 PM
Quote from: LlumAlso, if you wanted their to be bigger starting bonuses would you consider starting each stat at 5 and only giving 22 points to spend? Something along those lines? Or are the current possibilities outlined the way you envision the system working?

Ability wise, looks good, however having a +1 modifier at level one isn't something that's easy to get, so if players start out with four abilities they would most likely all be in the same general kind (int abilities vs end abilities for example)
Your new streamlined leveling system works great I think, very simple. And yes I do understand what you mean about going by 10s.
[/quote]
For the magic. Aether point system works good, to simplify matters you could just say that people regain their Int modifier per hour (since Max Aether is Int mod*10 and they regain 1/10 per hour, so it makes it simpler, same goes for resting, double your Int mod, I'm sure you understand the math). For acquiring new spells, is their a limit on spells known? Do some spells have a minimum level requirement? Are some spells related to Abilities?

Alright so far it keeps getting better and better good job :D
[/quote]

Thanks for catching that, can't believe I missed it. And yes spells have levels. You may notice on ice dart how it is marked as a level 1 combat spell. That means that it fulfills the combat spell slot for your two spells gained. The level 1 says what level you must be to learn it. More powerful spells will be higher leveled. For abilities though, I am not sure. Perhaps but that depends on what spells and abilities I come up with.

In fact if anyone here wants to, go ahead and list off any ideas for spells and abilities. Just try to imagine what you would find cool to be able to do in such a game and throw it my way. We can work something out with it, get it statted and everything. Oh and to all you fans of other genre's, think of this as the fantasy module. It's geared towards magic and other fantastical type abilities. I do plan on making other modules that will have abilities and areas focused on steam-punk, hard sci-fi, horror, and anything else I can think of.
Title: Quick Play RPG System
Post by: Matt Larkin (author) on November 08, 2008, 11:48:05 PM
If you're going for as simple as possible, why have attributes with negative bonuses? Or have dead level attributes?

All bonuses are relative to the bonuses of others. So for example, you could have the attributes on a scale of 1 to 10, assuming 3 is average (or 5, or whatever). Smaller numbers and no negatives. Many players may find this simpler.
Title: Quick Play RPG System
Post by: Llum on November 08, 2008, 11:55:16 PM
Something I didn't notice earlier, your Ice dart spell has a 80% chance of doing only 1 damage, and only a 20% chance of doing more then that (5% chance for each 2, 3, 4 and 5 damage).

Is this intended? Or are you looking for a different kind of dsitribution, like 1d6-1 (same damage range, but a more even spread of damages)
Title: Quick Play RPG System
Post by: Nomadic on November 09, 2008, 03:15:38 AM
@phoenix - probably cause I personally like letting players have a chance at an extra boost if they are willing to give up something else (to a limit... I'm not a huge fan of flaws outside of an RP standpoint).

@Llum - yup that's intended (for two reasons). While I don't yet have the full balance (I am thinking of changing it to 1d20-12) what I am doing here is setting it up so that as a weak spell there is a strong chance at only dealing a few damage. However there is also a chance that a lucky hit will do a bit more than is normal for that level. The other reason is that I am trying to make it so this game can be played with as few things as possible. I would love to be able to set up a game in a matter of minutes with someone who hasn't played this before with nothing more than the tiny rulebook, a d20, and a pencil and notepad. I am actually thinking of making this style of damage the norm for all attacks so that they average a certain damage range with the chance for really good rolls to do extra (think critical hits).
Title: Quick Play RPG System
Post by: Matt Larkin (author) on November 09, 2008, 08:55:57 AM
If I'm understanding you correctly, you're saying you want the incremental cost of each attribute value to be higher than 1 to 1, which is understandable. You could still achieve this result on a lower attribute scale and/or one in which your attribute itself is the bonus it applies.

For that matter, you have level ups taking 1000 XP when the math would remain the same for 100 XP, with each XP representing a 1% increase towards level-gain.

I mention it only since one of your stated goals is simplicity.

Also, did you read Rael's old minimalist game thread? You might mine an idea or two from that if you haven't already.

Where you the one, a while back that proposed a system of all skills and no stats? A system with only stats or skills is obviously simpler than one with both.
Title: Quick Play RPG System
Post by: Nomadic on November 09, 2008, 11:58:10 AM
Quote from: PhoenixIf I'm understanding you correctly, you're saying you want the incremental cost of each attribute value to be higher than 1 to 1, which is understandable. You could still achieve this result on a lower attribute scale and/or one in which your attribute itself is the bonus it applies.

For that matter, you have level ups taking 1000 XP when the math would remain the same for 100 XP, with each XP representing a 1% increase towards level-gain.

I mention it only since one of your stated goals is simplicity.

Also, did you read Rael's old minimalist game thread? You might mine an idea or two from that if you haven't already.

Where you the one, a while back that proposed a system of all skills and no stats? A system with only stats or skills is obviously simpler than one with both.

I am not quite sure what you mean about a higher than 1:1 incremental cost. If you are talking about the point buy, no that is still 1:1. Otherwise I am unsure. Your argument for the 100 xp thing though is pretty convincing, will have to think about that. It would make measurement slightly easier. As for Rail's old thread, I don't recall reading it. Do you know where I could find it? And lastly, nope I think that was xeviat. I am actually someone who strongly believes in a need for both (stats and skills that is). In fact I think I detailed that in the thread you are mentioning.
Title: Quick Play RPG System
Post by: Matt Larkin (author) on November 09, 2008, 12:55:26 PM
Mastery (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?36683.post) was Raelifin's minimalist project.

Quote from: Nomadic@phoenix - probably cause I personally like letting players have a chance at an extra boost if they are willing to give up something else (to a limit... I'm not a huge fan of flaws outside of an RP standpoint).
as[/b] the stat.


That was my reasoning, anyway.
Title: Quick Play RPG System
Post by: Loch Belthadd on November 09, 2008, 06:08:14 PM
I was serious. My players are NOOBs and D&D was too complicated for them, so this worked.
Title: Quick Play RPG System
Post by: Nomadic on November 09, 2008, 07:50:38 PM
Quote from: PhoenixMastery (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?36683.post) was Raelifin's minimalist project.

Quote from: Nomadic@phoenix - probably cause I personally like letting players have a chance at an extra boost if they are willing to give up something else (to a limit... I'm not a huge fan of flaws outside of an RP standpoint).
as[/b] the stat.


That was my reasoning, anyway.

Ok now I get what you are talking about. I am not so sure about it. However, it does have merit in simplifying things. I will toss it around in my head for a bit. Thanks.
Title: Quick Play RPG System
Post by: Llum on November 09, 2008, 07:58:48 PM
I like the idea of not having dead level for stats, something that always nagged at me, but never really came to mind until phoenix mentioned it.
Title: Quick Play RPG System
Post by: snakefing on November 10, 2008, 01:29:53 PM
It does depend a bit on who your target players are. Some people find negative numbers to be more of a turnoff than others. As Phoenix says, you can get pretty much the same results without negative numbers, if you set your "typical" score to be something above zero.

But where does this leave us in simplicity? Which one is simpler?

A) System where the "typical" roll has no modifiers, but may have either positive or negative modifiers; or

B) System where the "typical" roll has a +5 modifier, but the modifier might be either higher or lower, and the target numbers are correspondingly higher.

I don't think there is a single answer to this question. It will depend on the players, the dice rolling scheme it is being applied to, etc.

(BTW, I just don't see any advantage in avoiding negative numbers, then having to do subtraction using the target's attribute. Negative numbers and subtraction are the same thing. But maybe that's just me.)

---

On another topic, one way I've seen point buy caps implemented is a limit on (high - low) difference. That is, the difference between the points spent in your highest category minus your lowest category is capped.

For example, if the cap on the difference is 6, then if your lowest stat is -3, none of your other stats could be higher than +3. Depending how stringent your cap is, you can allow quite a bit of variability while still eliminating the most egregious min/max combinations.

The down side is that such a cap seems kind of arbitrary and artificial. But any kind of point buy has a certain arbitrariness to it; so maybe that's not such a big deal.
Title: Quick Play RPG System
Post by: snakefing on November 10, 2008, 01:40:58 PM
Also, I have a question on the Abilities section.

Is the idea that players can come up with their own abilities, based on a character concept? Or would there be a set of defined abilities? (Or something in between - some well-defined ones for non-intuitive things like magic psi?)
Title: Quick Play RPG System
Post by: Nomadic on November 10, 2008, 04:32:52 PM
Quote from: snakefingOn another topic, one way I've seen point buy caps implemented is a limit on (high - low) difference. That is, the difference between the points spent in your highest category minus your lowest category is capped.

For example, if the cap on the difference is 6, then if your lowest stat is -3, none of your other stats could be higher than +3. Depending how stringent your cap is, you can allow quite a bit of variability while still eliminating the most egregious min/max combinations.

The down side is that such a cap seems kind of arbitrary and artificial. But any kind of point buy has a certain arbitrariness to it; so maybe that's not such a big deal.
Also, I have a question on the Abilities section.

Is the idea that players can come up with their own abilities, based on a character concept? Or would there be a set of defined abilities? (Or something in between - some well-defined ones for non-intuitive things like magic psi?)
[/quote]

Well like all good systems this is of course just a base. Any DM is free to add and remove things as they choose. In regards to how I will be testing it (I have a few players interested) I will indeed allow that stuff. Part of that reason is how I function, but the other is that as a new system in testing it needs to be malleable in order to fix issues. So to be honest it is probably somewhere in between. The core rules plus the modules they are using making a stable platform and allowing the players to add in their own stuff.
Title: Quick Play RPG System
Post by: Loch Belthadd on November 11, 2008, 09:59:39 AM
One of my friends who GMs made a very simple system where there were 5 attributes and you got 12 points that you could spread between them. to do something you would roll d20 and add your score. when you leveled up you got 3 more points. It was a Pseudo-real world ,so there wasn't any magic...
Title: Quick Play RPG System
Post by: LordVreeg on November 13, 2008, 11:04:25 AM
[blockquote=His Nomadic Majesty]Well like all good systems this is of course just a base. Any DM is free to add and remove things as they choose. In regards to how I will be testing it (I have a few players interested) I will indeed allow that stuff. Part of that reason is how I function, but the other is that as a new system in testing it needs to be malleable in order to fix issues. So to be honest it is probably somewhere in between. The core rules plus the modules they are using making a stable platform and allowing the players to add in their own stuff. [/blockquote]
I think creating a template for creating skills and guidelines for same, with a few basic ideas, makes for a much more mutable game for people, even in terms of letting the GM choose game balance.  Which is, as I know you, what you want.
Title: Quick Play RPG System
Post by: Nomadic on November 24, 2008, 06:24:18 PM
Woo boy I have let this thing sit for awhile. Time to crack her back open.

Quote from: LordVreeg[blockquote=His Nomadic Majesty]Well like all good systems this is of course just a base. Any DM is free to add and remove things as they choose. In regards to how I will be testing it (I have a few players interested) I will indeed allow that stuff. Part of that reason is how I function, but the other is that as a new system in testing it needs to be malleable in order to fix issues. So to be honest it is probably somewhere in between. The core rules plus the modules they are using making a stable platform and allowing the players to add in their own stuff. [/blockquote]
I think creating a template for creating skills and guidelines for same, with a few basic ideas, makes for a much more mutable game for people, even in terms of letting the GM choose game balance.  Which is, as I know you, what you want.

Most definitely. I have always been a stickler for modularity in game systems. The DM and PCs should be able to shift things around with destroying the system (or their brains trying to figure out how to do it). Anyhow the system is sliding together nicely (and at loch, your friends system is intriguing and a bit similar to what I want). I think the hardest part is designing the lists. The hard crunch is mostly worked out (though I am still open to other ideas on optimization) and now it is time for the tedious task of coming up with spell and ability ideas. I think a base list will be fine and I can add more as my testers point out their ideas. Even that though is hard work. Thanks again to everyone (grab a badge for piping in if you haven't). I think I might start putting up spell and attribute ideas to get feedback on them here soon.
Title: Quick Play RPG System
Post by: Ninja D! on November 26, 2008, 08:32:05 AM
It has taken me far too long to finally come back to this thread.  For that, I am sorry.  But now I am here and here I go.

Attributes
1. I like that you only have four attributes.  I think that is the key to making a system easy and simple.  

2. I was wondering why you decided that 44 for was the right number of points to be assigned to attributes?  Is it this so if a player decides to make all of the attributes even, they will get no bonuses?

3. I see that characters gain points for attributes at every level.  If you were to play this very far, that would likely result in attributes becoming very high, very fast.  Is this the intent?  If so, that's fine.  Or maybe this system is not intended to be played far.  Maybe not at all beyond a one-shot or something like that?  If not, does it cost more to raise attributes beyond a certain point?  Also, will the mechanics always be focused on the attributes?

Social Interaction
I like that you keep this aspect simple. This kind of thing could easily grow very complex but keeping it focused on role playing with maybe a single die roll is great.  I wonder, though, how well would this work if an NPC tried to influence a PC in this way?  

Skills
1. Your way of handling skills in this system is simple and to the point.  I like that and it really keeps with the spirit and intent of the system.  I have one thought for you to consider here, though.  If you intend to make this system so that  people other than yourself may use it, you may want to include some idea of how many "trained" skills would be normal or how many skills would be normal.  Nothing solid, just more of an idea than you have given here.  Or, you may not want to do that.

2. Do skills have governing attributes that also make them better or worse?  Most systems include something like that and to me it makes sense.  Or, maybe, have you left that out for the sake of simplicity?

Abilities
I like this.  You keep it very simple here, which I understand is your intent.  If you want to expand this, though, including more possible abilities would be a good idea.  It seems to me that you have this set up so a player can easily learn it but there would have to be a lot of work done by the GM in advance for this game to be anything.

Combat Encounters[/u]
1. You keep this simple and easy.  I like the use of many different attribute modifiers for many different things.  This is where it is most clear that this system is based loosely on D&D.  At least to me.

2. Now I find myself wondering where the intellect modifier comes into play, if not here at all.

3.I think it is good that you allow for experience to be gained even through defeat.  This is very different from combat-centric D&D and I think it is better.  RPGs should not be strictly about fighting.  However, wouldn't a defeat often mean death anyway?

Leveling Up
I'm glad that you keep experience and leveling so simple, unlike most systems.

Magic
1. Finally intellect shows up.  Will magic be the only purpose of intellect in this system?

2. Spells are another thing that you would need more examples of if you were to make this work.  If you're including magic in this system there will have to be additional parts to it beyond the basic quick play aspect, I'm afraid.

3. A character only gains spells if they have the Tap Aether ability.  So this is not retro active at all?  If a level 20 character gains that ability, do they still know only two spells?


And that looks like everything.  You have a very strong start here.  Really, it is the core of a solid quick play system.  All you seem to really need is more examples.  

EDIT : Maybe you could run a play by post game of this here to give people a better feel for it?  From that you could also take an example leveling up procedure and example combat encounter and maybe an example social interaction?  They could be a kind of 'Part Two' thing if people still have questions after reading what you have posted here.
Title: Quick Play RPG System
Post by: Nomadic on November 26, 2008, 02:55:24 PM
Quote from: Ninja D!Attributes
1. I like that you only have four attributes.  I think that is the key to making a system easy and simple.

2. I was wondering why you decided that 44 for was the right number of points to be assigned to attributes?  Is it this so if a player decides to make all of the attributes even, they will get no bonuses?

3. I see that characters gain points for attributes at every level.  If you were to play this very far, that would likely result in attributes becoming very high, very fast.  Is this the intent?  If so, that's fine.  Or maybe this system is not intended to be played far.  Maybe not at all beyond a one-shot or something like that?  If not, does it cost more to raise attributes beyond a certain point?  Also, will the mechanics always be focused on the attributes?
Skills
1. Your way of handling skills in this system is simple and to the point.  I like that and it really keeps with the spirit and intent of the system.  I have one thought for you to consider here, though.  If you intend to make this system so that  people other than yourself may use it, you may want to include some idea of how many "trained" skills would be normal or how many skills would be normal.  Nothing solid, just more of an idea than you have given here.  Or, you may not want to do that.

2. Do skills have governing attributes that also make them better or worse?  Most systems include something like that and to me it makes sense.  Or, maybe, have you left that out for the sake of simplicity?
[/quote]
Combat Encounters[/u]
1. You keep this simple and easy.  I like the use of many different attribute modifiers for many different things.  This is where it is most clear that this system is based loosely on D&D.  At least to me.

2. Now I find myself wondering where the intellect modifier comes into play, if not here at all.

3.I think it is good that you allow for experience to be gained even through defeat.  This is very different from combat-centric D&D and I think it is better.  RPGs should not be strictly about fighting.  However, wouldn't a defeat often mean death anyway?
[/quote]
Magic
1. Finally intellect shows up.  Will magic be the only purpose of intellect in this system?

2. Spells are another thing that you would need more examples of if you were to make this work.  If you're including magic in this system there will have to be additional parts to it beyond the basic quick play aspect, I'm afraid.

3. A character only gains spells if they have the Tap Aether ability.  So this is not retro active at all?  If a level 20 character gains that ability, do they still know only two spells?
[/quote](//../../e107_files/public/1225953436_438_FT57092_quickplayfull.png)[/url]
Title: Quick Play RPG System
Post by: Elemental_Elf on November 27, 2008, 12:19:22 AM
I foresee Mobility being too powerful a stat. In your system it gives you a bonus to Attack rolls, Initiative AND Defense. I could see a lot of people gaming it to the point where Mobility is the #1 stat. Further, it's a little restrictive to players who don't necissarily want to be Mobile.

a good solution might be to allow 2 stats to govern Attack, Initiative and Defense in an 'either or, your choice at 1st level' set up. Meaning:

Attack: d20 + Power or Mobility
Defense: 10 + Resistance or Mobility + Armor
Initiative: d20 + Mobility or Intellect

Now granted people could just game the system and just use Mobility BUT it opens up the system so that people who don't want to be nimble can do so with out feeling left behind.

Other than that, I really love the system, great idea BTW. :)
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 01:11:26 AM
I like it, very 4e-ish (haha). I think that actually is a good solution for balancing the skills without enough love (INT) with the skills that were getting a bit too much (MOB).

That is exactly the kind of crunch feedback (crunchback?) that I needed. Feel free to upgrade yourself to a gold trimmed badge for that incredibly helpful insight.

Update:
- Clarified some more stuff
- Changed the system to 48 points (to fix the difficulty with magic at 1st level)
- Added a DC area to skills as well as a modifier bonus addition
- Fixed the combat system to give int and res some more lovin (and mob a little less)

Thanks again everyone.
Title: Quick Play RPG System
Post by: DakkaDakka on November 27, 2008, 01:43:03 AM
Resolution: Victory, defeat, or something else causes combat to end. Tally up experience (note that even losing a battle will earn some experience provided they survive it; if the party loses a battle give them a quarter of the experience they would have earned had they won).

I like how you reward defeat as well, it's a good way to say, "Hey, if you know your screwed... RUN! You'll still advance... and you'll live to fight another day."

Spells:

I think you should maybe make a formula for this, even if it is something simple as... allthough this list could become quite extensive...

Instant spells add +1 to cost
1 turn spells add 0 to cost.
2 turn spells subtract 1 to cost.
For every 1d6 damage a spell does, add 1 to it's cost...

Also, for the spell Ice Dart, you are likely to deal 1 damage 80% of the time, I don't know if you intended for it to deal this low amount of damage or not?

With combat against spells being basically Resistance + Mobility vs. Int, an attacking wizard is at a disadvantage in more situations... I might be wrong though. If someone goes for just Power and Resistance for a tank neglecting mobility and int to form a tank at level one, as far as armor is concerned their resistance and mobility modifiers will cancel out each other. But then again if you're the "tank" you don't need Strength. I'm not sure on a solution for it... I just know that at higher levels the gap will get worse and worse...

Right now that's all I can really see with your system. I'd say it would help if you got a PBP and told players, "Tell me what YOU want to be." If they want to be ninja's, pirates, mages, you're going to have to sit down and flesh some basic "classes" or at least the Abilities/Skills to allow players to do what they want. Maybe add a section under the skills/spells, "Recommended for people who want to be a Mage, Battlemage, Warrior, Thief, etc." You've got a pretty good foundation here.

Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 01:52:48 AM
Quote from: DakkaDakkaSpells:

I think you should maybe make a formula for this, even if it is something simple as... allthough this list could become quite extensive...

Instant spells add +1 to cost
1 turn spells add 0 to cost.
2 turn spells subtract 1 to cost.
For every 1d6 damage a spell does, add 1 to it's cost...

Also, for the spell Ice Dart, you are likely to deal 1 damage 80% of the time, I don't know if you intended for it to deal this low amount of damage or not?
Right now that's all I can really see with your system. I'd say it would help if you got a PBP and told players, "Tell me what YOU want to be." If they want to be ninja's, pirates, mages, you're going to have to sit down and flesh some basic "classes" or at least the Abilities/Skills to allow players to do what they want. Maybe add a section under the skills/spells, "Recommended for people who want to be a Mage, Battlemage, Warrior, Thief, etc." You've got a pretty good foundation here.
[/quote]

I tend to be an anti-class person. I might normally allow them but in this case they would add alot of pages. However, I am not against writing class templates. Things a player can pick if they don't want to spend the time coming up with a custom build. So yes a "class" section for that sort of stuff is fine.

Thanks for the contribution though, help yourself to a badge. :)
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 02:57:48 AM
You know on second thought that magic system has merit. In fact if i can think something up I might just make a basic chart which lets players create their own spells by using up more mana. That would save me so much work and add to the modularity. Time to put on my thinking cap.
Title: Quick Play RPG System
Post by: Elemental_Elf on November 27, 2008, 03:34:24 AM
Quote from: NomadicYou know on second thought that magic system has merit. In fact if i can think something up I might just make a basic chart which lets players create their own spells by using up more mana. That would save me so much work and add to the modularity. Time to put on my thinking cap.

You know, it might be better to just write up a few flavorless 'template spells' that players can feel free to modify with their own unique flavor. These spells should also scale with Level (so there's less writing involved).

So something like...

Ranged Attack Spell  
Type: Combat - Level 1
Casting Cost: 2
Casting Time: Instant
Result: Roll to determine if you hit (1d20 + intellect mod). On a hit, deal 1d20-15 damage (minimum 1).
Scale: For every 2 character levels above 1st, subtract 1 from the negative damage modifier (i.e at 5th level the spell deals 1d20-13 Damage)
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 03:56:09 AM
Quote from: Elemental_Elf
Quote from: NomadicYou know on second thought that magic system has merit. In fact if i can think something up I might just make a basic chart which lets players create their own spells by using up more mana. That would save me so much work and add to the modularity. Time to put on my thinking cap.

You know, it might be better to just write up a few flavorless 'template spells' that players can feel free to modify with their own unique flavor. These spells should also scale with Level (so there's less writing involved).

So something like...

Ranged Attack Spell  
Type: Combat - Level 1
Casting Cost: 2
Casting Time: Instant
Result: Roll to determine if you hit (1d20 + intellect mod). On a hit, deal 1d20-15 damage (minimum 1).
Scale: For every 2 character levels above 1st, subtract 1 from the negative damage modifier (i.e at 5th level the spell deals 1d20-13 Damage)

That is most certainly a possibility I will have to think on. For now though I do have a rough template. Perhaps people can tell me what they think and perhaps give suggestions on how many points would be good (remember that the base 12 12 12 12 gives 10 points to a level 1 while someone who optimizes as a magician 18 10 10 10 gets 40 points).

[ic]
The below is a possible formula for combat spells. Utility spells will work slightly different.

Amount:
X points for every d4 of damage.
Time:
Minus X points for every round it takes to cast.
Lasts:
X points for every round that it lasts beyond the first.
Range:
X points for every 25 feet away the target is (touch attacks cost 0 while anything farther than a touch but less than 25 feet counts as 1).
Targets:
X points for each additional target beyond the first.
Effects:
- Blind/Deafen
Blind or deafen the target for one round per X points.
- Charm
Compel the target to avoid harming you for one round per X points.
- Confuse
Cause the target to attack a random reachable creature for one round per X points.
- Cure
Heal the target of 1 point of damage per X points or Cure the target of a poison for X points.
- Daze
Force the target to be unable to do anything but move slowly (5 feet per round) for one round per X points.
- Move
Move the target 5 feet per X points.
- Paralyze
Cause the target to be unable to move for one round per X points.
[/ic]
Title: Quick Play RPG System
Post by: Elemental_Elf on November 27, 2008, 04:37:46 AM
Its a bit powerful unless you cap the number of points you can use at the character's level (or maybe level +1). Imagine A Mage at level 1 Blinding the BBEG for 10 Rounds! That would get excessive very quickly. If you capped it, I could see the system working, though spells that cause continual harm (Charm, Blindness, Paralyze, etc.) should cost more to increase than spells that just hit for a butt load of damage since they affect the battle in more ways than mere damage can.

Of course, that aspect could be eliminated if you had a system of saving throws... Say:

Physical Saving Throw: d20 + Mobility or Resistance
Will Saving Throw: d20 + Resistance or Intelligence

The DC for a saving throw is the enemy's Attack Roll that caused the effect.

Ex. The 4th-level Wizard casts 'Blindness' on the Troll and modifies the spell to last 3 Rounds. The wizard's attack roll is 14+4=18 (i.e. 1d20 + INT Modifier). A Hit! During the Troll's turn he is allowed a Will Saving Throw equal equal to 1d20+3 (1d20 + Resistance Mod), the DC is set to 18. The Troll rolls a 12+3=15, not enough! The Troll continues to be blinded!
Title: Quick Play RPG System
Post by: DakkaDakka on November 27, 2008, 04:54:42 AM
That's not a bad starting setup. A 1d4 damage, move and then shoot spell would cost 2 mp every time... though for effects, there are some that you might want to last longer without eating up the points... such as:

A ranged fireball that I sit there for a round and cast would cost 1 mp for 25 yards. It would seem that everything balances out neatly.
    [table=More effects][tr][td]
Poison. This poison effects a player's stats, endurance, power, etc. Maybe make poisons that last a day take 1 point per day. And for each -1 to a stat cost an additional point. However poison that does immediate damage should just be treated like the regular "amount."

Sleep. Target falls asleep for X rounds if fails to resist. [/td][/tr][/table]  
I'm trying to think of any other damage spells, because the other things I'm thinking of such as buffs are more utility than anything else.

I agree with Elemental_Elf's point that raising the points for effects, maybe doubling them will work, 2 per round and then add the resistance mechanics. It's something you'd have to play with. Sleep can be extremely powerful, put the enemy to sleep means you can instakill him with a sword in his sleep.
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 05:10:42 AM
@EE - Another brilliant idea. Saving throws were something I was thinking about. That will probably help a great deal. So then effect spells allow a saving throw to avoid the effect (damage still happens if the attack roll gets past their defense).

@DD - I was thinking about poison but I realized that with lasting round effects for damage there was no need. I don't want it to do anything else like damage attributes since then you have to have rules on how to deal with attribute changes. In fact for now I won't have anything that modifies attributes (I might have things though that give boosts to a skills, attack rolls, etc). Once I have run a few games and have a feel for balance, then maybe I can look at attribute modifying. It should be noted though that the magic system is 100% crunch. The names are just labels. A player could tack on paralyze and call it a sleep effect. The effect happens, they just get to choose what it looks like. And yes sleep/paralyze is very powerful. It will likely be impossible to cast at level 1 even with maxed aether points.
Title: Quick Play RPG System
Post by: Ninja D! on November 27, 2008, 07:46:26 AM
Quote from: Nomadic2. Good point. I know some stuff it comes into play for. Firstly magic and other extraordinary abilities (psionics, superpowers, etc). Also since you pointed it out to me it will get alot more love in the skills section. Though if you have an idea for it in combat that won't break the game, go ahead and throw it my way.
That's a possibility. Perhaps once I am happy with this iteration I can organize everything and do just that. It would also help me get a feel for what needs to be fixed. Thanks for all the helpful advice. Help yourself to a yummy gold badge.[/quote]Yay, a gold badge!  

If you ever do run that game here, count me in.  Also, once you have more examples of what you're going for with abilities and spells and whatnot, if you want some help there I could probably pitch in a bit.
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 02:48:20 PM
Quote from: Ninja D!
Quote from: Nomadic2. Good point. I know some stuff it comes into play for. Firstly magic and other extraordinary abilities (psionics, superpowers, etc). Also since you pointed it out to me it will get alot more love in the skills section. Though if you have an idea for it in combat that won't break the game, go ahead and throw it my way.
That's a possibility. Perhaps once I am happy with this iteration I can organize everything and do just that. It would also help me get a feel for what needs to be fixed. Thanks for all the helpful advice. Help yourself to a yummy gold badge.

1. Awesome, let me know how it goes.

2. Well my worry there is with the people that don't have a good int. On second thought, it would make sense that someone with a strong/quick mind (a magicians mind) would be better able to deal with a mental focused attack (magic). So I can see that working. What does everyone else think about that, changing defense to 10 + Resistance or Mobility + Armor (for physical) or Intellect (for arcane)? So someone with 10 10 18 10 (a tank) would have a defense of 14(physical) and 14(arcane). Meanwhile someone with 10 10 10 18 (a magician) would have a defense of 10(physical) and 14(arcane). You might even have different armors to choose from. A tank might get +5 worth of plate armor for 19(physical) 14(arcane). A wizard on the other hand might get +5 of enchanted robes for 10(physical) 19(arcane). The balance isn't quite even until you remember that wizards can cast defensive spells to bring that gap about even.

3. Yes smart alek, but the section that actually talks about experience itself is not. :P

4. I will keep you in mind for that. As to the abilities, once I have this magic system fleshed out I will start working on those. That's something that has to be done by hand (though I might have a basic guide to help balance them). When that happens I will certainly throw something your way.
Title: Quick Play RPG System
Post by: Nomadic on November 27, 2008, 11:28:23 PM
Well here is an updated version of the combat magic system. Feel free to tear into it as best as you can. I need honest reviews and critique in order to help me balance this (since the current numbers are just educated guesswork). One thing I notice right off the bat is that I am a little on the light side for aether. I think perhaps doubling the max per point (20 per +1 instead of 10) might help slightly. Any thoughts on that would be welcome.

---

When casting a spell the caster chooses how they will shape the spell they are casting. The more advanced the spell the more Aether they have to use to cast it. In addition to standard damage attacks, special effects may be added at extra cost. These effects last a certain number of rounds (depending on how much aether is spent in the casting). The round counts for reoccurring damage and effects start on the turn the spell is cast and count down from there. The spell must be decided on and the cost of the spell committed at the time of casting. Hitting a target requires an attack roll (1d20+INT) which beats the targets defense (10+MOB or RES+INT). If the spell fails to hit or is otherwise lost, the aether is still used up. Note that the order of operations is:

Addition then Multiplication then Subtraction. Thus a spell that costs 20 + 10 that lasts 2 rounds but takes a round to cost would look like: ((20+10)*2)-5

Saving Throw:
If the effects of the spell last longer than one round then on each subsequent round during the targets turn they get a saving throw to shake off the effects. A failed roll means the effects continue working while a success causes them to immediately cease. The roll is against the attack roll the caster rolled. So if the caster rolls a 16 and hits, the target must roll a 16 or greater to overcome the effect. Each effect is rolled for individually (the roller chooses what they are rolling for before each roll). Each success nullifies that effect while each failure means that the effect is in place till next turn.

Saving Throw: 1d20 + Resistance or Intelligence

Amount:
Spells default to 0 damage. To add damage you may spend 10 points for 1d4 damage. Adding additional points is as simple as adding on 10 more points per d4.

- 1d4: 10 points
- 2d4: 20 points
- 3d4: 30 points
- 4d4: 40 points
- 5d4: 50 points
- etc...

Time:
You may reduce the cost of casting by taking extra time to cast a spell. While this time is being taken to cast you may do nothing during each round except take a 5 foot move. Anything more than this will break concentration and lose the spell (while still using up the aether points). The spell fires on the casters turn after the requisite rounds have gone by. The number of extra rounds that can be taken is limited to 3.

- Instantly: 0 points
- 1 extra round: -5 points
- 2 extra rounds: -10 points
- 3 extra rounds: -15 points

Lingering:
A spell normally inflicts its damage instantly and can cause an effect that lasts until the start of the casters next turn. By spending additional points the caster can force the spell to linger for a number of extra turns. When a spell lingers, its effects last that many additional rounds. Additionally, any damage that the spell does happens again at the start of the casters turn. During each of the targets turns they get a chance to overcome the damage via saving throws (see above). A saving throw must be made separately for each extra effect (for the purpose of determining throw numbers, lingering damage counts as an effect). To make a spell linger the caster may spend the spells cost times the number of rounds that it will linger.

Range:
Spells default to touch attacks (the caster must be adjacent to the target to hit them). However, additional range may be added to strike targets that are farther away. The target must be within line of sight regardless of distance.

- Touch: 0 points
- Up to 25 feet: 5 points
- For each additional 25 feet: +5 points

Targets:
A spell defaults to one target. The target may be an unattended object or an unoccupied square (which gets no saving throw and has a defense of 5), an attended object (something on a creature aware of you which gets the creature's saving throw), or a creature (which again gets its saving throw). If the caster wishes they may target additional targets. Each target requires a seperate attack roll (you may not target the same target twice). To strike multiple targets the caster must spend the spells cost times the number of targets.

Effects:
Blind/Deafen:
Blind or deafen the target for one round for 10 points.
Charm:
Compel the target to avoid harming you for one round for 20 points.
Confuse:
Cause the target to attack a random reachable creature for one round for 20 points.
Cure:
Heal the target of 1 point of damage per 2 points.
Daze:
Force the target to be unable to do anything but move slowly (5 feet per round) for one round for 40 points.
Move:
Move the target 5 feet per 10 points.
Paralyze:
Cause the target to be unable to move for one round for 50 points.

---

Example spells:

Soothing Balm:
Cost: 20 points (heal 10(20) = 20)
The caster places their hands on the target, healing them of 10 damage.

Ice Dart:
Cost: 25 points (range 25(5) + 1d4 damage(10) * number of rounds(2) - 1 round casting time(5) = 25)
After a round of focus the caster flings a shard of ice at a target up to 25 feet away for 1d4 damage. The biting cold lingers for 1 additional round, dealing another 1d4 on the casters next turn.

Fireball:
Cost: 40 points (range 50(10) + 2d4 damage (20) + blind (10) = 40)
The caster gestures at a target within 50 feet, sending a ball of flames hurtling towards them. On a hit the ball bursts in a flaring explosion dealing 2d4 damage and blinding the target for 1 round.

Turtle Strike:
Cost: 100 points (3d4 damage(30) + confusion(20) * multiple targets(2) = 100)
The caster thrusts forth their hand and a rain of turtles pummels two separate targets. On a successful hit the targets take 3d4 damage and are confused for 1 round.
Title: Quick Play RPG System
Post by: Llum on November 28, 2008, 09:37:07 AM
Just want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Title: Quick Play RPG System
Post by: Ninja D! on November 28, 2008, 12:11:23 PM
Quote from: LlumJust want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Llum brings up a good point.  Its something that I had also thought of.  The trouble is, I can't really see any way around it and if you took this route, you probably couldn't, either.
Title: Quick Play RPG System
Post by: Llum on November 28, 2008, 12:16:22 PM
Quote from: Ninja D!
Quote from: LlumJust want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Llum brings up a good point.  Its something that I had also thought of.  The trouble is, I can't really see any way around it and if you took this route, you probably couldn't, either.

Well, d20-16 = 1d4, so d20-12 = 2d4 (roughly) etc.. so each 10 points could change the modifier by 4 points (a d4 equivalent). This isn't particularly elegant, but it's the simplest I could think of.

Eventually you could also end up having a positive modifer, like d20+4. This would potentially make higher level spells (more expensive) better because they would have a higher minimum damage.
Title: Quick Play RPG System
Post by: Ninja D! on November 28, 2008, 12:33:16 PM
Quote from: Llum
Quote from: Ninja D!
Quote from: LlumJust want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Llum brings up a good point.  Its something that I had also thought of.  The trouble is, I can't really see any way around it and if you took this route, you probably couldn't, either.

Well, d20-16 = 1d4, so d20-12 = 2d4 (roughly) etc.. so each 10 points could change the modifier by 4 points (a d4 equivalent). This isn't particularly elegant, but it's the simplest I could think of.

Eventually you could also end up having a positive modifer, like d20+4. This would potentially make higher level spells (more expensive) better because they would have a higher minimum damage.
There is a problem with your system.  The lowest you can roll with it is -13, instead of 1.
Title: Quick Play RPG System
Post by: Llum on November 28, 2008, 12:40:14 PM
Well I believe that in the case of 0 or lower it would be changed to 1 damage :P
Title: Quick Play RPG System
Post by: Ninja D! on November 28, 2008, 12:46:34 PM
EDIT : Nevermind, brain stopped working and did math wrong.  Bed time now.
Title: Quick Play RPG System
Post by: LordVreeg on November 28, 2008, 02:18:25 PM
Nomadic, I have some range and damage problems, though i enjoy the modular nature of the system.  To make sure I am getting a handle on this, compared to the experience growth, how commonly do you expect that caster's will be able to use the excellent 'Turtle Strike' spell?  
Title: Quick Play RPG System
Post by: Nomadic on November 28, 2008, 03:28:57 PM
Quote from: LordVreeg the NiceNomadic, I have some range and damage problems, though i enjoy the modular nature of the system. To make sure I am getting a handle on this, compared to the experience growth, how commonly do you expect that caster's will be able to use the excellent 'Turtle Strike' spell?

What exactly were the range and damage problems you had? Perhaps we can use those to help balance things out. I am suspecting it had to do with lack of enough aether. The turtle strike spell was sort of a joke designed to be an example of a high level caster spell.

Anyhow back to the matter of lack of aether I was thinking perhaps of a different formula. On the basis of each level being 5 normal encounters (fighting something your level, overcoming a level appropriate trap, etc) and encounters generally averaging at about 3 a day (from my experience at least) then the magician needs enough to contribute to the encounters each day. At level 1 the average combat encounter would probably have about 48 hitpoints spread between all its members. So then lets say that a level 1 pure magician should be able to deal at least 12 damage per encounter or its equivalent. That would be 4d4 (to make the chance viable instead of the rare perfect roll) or 40 points. However this is a touch attach and wizards have trouble with those. So lets add on some range ability and make it 60 points (or 180 points daily). This lets them play around a bit without getting too strong. At level 5 the average opponent hp becomes 60 (opponents add 1 to res and 1 to their main stat at each level; so (level 5 + 1) * (6 + 4 mod) = 60) so we want that to be the target. That gives us 15d4 (or 3d12 to make rolls go faster...might add a rule about that since that does change the range). 15d4 is 150 points and if we take the earlier average in order to give it a boost we add about a half onto it which gives it +75 (we'll say 70). So then that's 660 points at level 5 (3 encounters daily). Note that points are recovered at 1/10th total per hour (1/5th when sleeping) so that because encounters are spaced up a bit we could generally get away with a bit lower of a total point amount to help curb munchkins. What are people's thoughts on this stuff? Is it logically sound? Do you have any formula ideas? Etc.

Oh and while we're at it, the new dice formula I was talking about.

Damage:
You can add an additional d4 onto the spell damage for 10 points each. Your total must be rolled with the lowest number of dice.

1d4=1d4
2d4=1d8
3d4=1d12
4d4=1d12+1d4

and so on...
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 02:52:47 AM
Ok well to get back on track here I think I should write out what I need to make this work and what has been done so far.

Core System:
Task Success/Failure System: I think that this one is pretty much done. I could possibly add some example lists of exact skills into the modules later on. For now though it is at a level that can be tested. The attributes system is set up and the skill system has its steady base. Whatever happens next with this will have to happen after testing, once I know what needs tinkering. The only other thing is the social system and that one is pretty straight forward. I am pretty confident it already works (since I have used something similar before).
Combat System: The general design is finished. However, this could do with a bit more polishing. Most of it is clarification and editing (I need to get the traps aspect all laid out as well).
Leveling: Pretty straight forward, I don't think there is much else to do with this one.

Modules:
(Fantasy) Magic System: This one is being tinkered with. However, I think it is at a point that I could start play testing it to figure out how I can get it balanced out.
(Fantasy) Special Abilities: I have an idea of where I want to go with the feats and the like but I haven't really started on it yet. This one is hard as it is something that has to be done by hand. No crunch system can really make up for it alone.
(Fantasy) NPC Stats: Another thing I haven't even started. I think that NPCs will be statted out similar to PCs (with some differences of course). I do have some ideas on how to do this but that's for a later date. For now I can wing enemy stats if I have to.
(Fantasy) Items: Another thing to do later on which can also be winged for now. I will probably save this one for once I have the system all cleaned up.

Wow it's farther along then I thought. Though  I might be missing some necessary things (please tell me if you can think of them). I think that once the magic system is up (and the other stuff is fixed up a bit) I will start on some base abilities (pulling inspiration from wherever I can). Hopefully I can create enough that I can then take this to play testing here. If you are interested in helping me play test let me know.
Title: Quick Play RPG System
Post by: Elemental_Elf on December 01, 2008, 03:12:36 AM
For the (Fantasy) Special Abilities, what kind of special abilities are you looking for?

As for the NPC's, that's easy enough, develop 3 arrays - the Mook, the Boos and the BBEG - if the system is easy for PCs, why not make the Dm's life easy?
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 03:28:25 AM
Special abilities is just a fancy way of saying feats. I am looking for fantasy appropriate feats (the 3e feat list is probably a good place to start).

The array system sounds good. If anything it would serve as an effective template for custom NPCs. There will probably be a few more types, but not that many more. An example list might be:

Boss - Any powerful enemy that is a challenge for a full group to take down. Bosses are often protected by their own elites and soldiers.
Examples: Lich, Dragon, Demon
Elite - More powerful than a soldier, the elite has access to abilities that make them much more dangerous to face. An elite is a challenging opponent vs several players.
Examples: Wurm, Drake, Master Wizard
Soldier - Anything that is capable of holding its own in a fight. Soldiers can be easy to face or a challenge to take down. Most will go down in a one on one fight with a player. However soldiers often come in large groups that can challenge the players far more than a single soldier alone.
Examples: Swordsman, Giant, Wolf
Civilian - Civilians avoid fighting and are generally better capable of holding a non-combat trade. However a civilian is not totally helpless and in some situations can prove dangerous.
Examples: Baker, Blacksmith, Peon
Title: Quick Play RPG System
Post by: Elemental_Elf on December 01, 2008, 04:15:19 AM
Quote from: NomadicSpecial abilities is just a fancy way of saying feats. I am looking for fantasy appropriate feats (the 3e feat list is probably a good place to start).

The array system sounds good. If anything it would serve as an effective template for custom NPCs. There will probably be a few more types, but not that many more. An example list might be:

Boss - Any powerful enemy that is a challenge for a full group to take down. Bosses are often protected by their own elites and soldiers.
Examples: Lich, Dragon, Demon
Elite - More powerful than a soldier, the elite has access to abilities that make them much more dangerous to face. An elite is a challenging opponent vs several players.
Examples: Wurm, Drake, Master Wizard
Soldier - Anything that is capable of holding its own in a fight. Soldiers can be easy to face or a challenge to take down. Most will go down in a one on one fight with a player. However soldiers often come in large groups that can challenge the players far more than a single soldier alone.
Examples: Swordsman, Giant, Wolf
Civilian - Civilians avoid fighting and are generally better capable of holding a non-combat trade. However a civilian is not totally helpless and in some situations can prove dangerous.
Examples: Baker, Blacksmith, Peon

Very shag, though I think Dragons should be in a class by their lonesome. To me, Dragons epitomize the ultimate Boos Battle, they should be even more powerful than the standard Lich & Evil wizard combined! (but that's my opinion).

As for Feats, what style of feat are you going for? Are you shooting for the blasé +x to Y stat/skill or more along the lines of things that make the game more interesting (2WF, Cleave, Dual Wand Wielder)? Personally, I would avoid too many of the static 'you get +x to Y' feats and focus in on the cooler, more cinematic feats (less book keeping, more playing, IMO).  
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 05:36:06 AM
I am going almost exclusively for the fancy fun feats like spring attack, two weapon fighting, etc.
Title: Quick Play RPG System
Post by: Ninja D! on December 01, 2008, 07:31:47 AM
I meant to mention this before but hadn't gotten to it...

If you're using a die other than d20, why is it d4?  That makes carrying the game in your pocket more difficult.  A d4 could put a hole in your pocket (or you if you're particularly unlucky).
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 03:19:24 PM
Quote from: Ninja D!I meant to mention this before but hadn't gotten to it...

If you're using a die other than d20, why is it d4?  That makes carrying the game in your pocket more difficult.  A d4 could put a hole in your pocket (or you if you're particularly unlucky).

I dropped the d20 only thing when I realized it would cause more trouble than it was worth. I was concerned about it until I looked at my old dice carrying pouch and realized that you could easily carry an entire set in your pocket (or in a binder) with room to spare. I chose the d4 because of the damage level I wanted for magic.
Title: Quick Play RPG System
Post by: Elemental_Elf on December 01, 2008, 07:27:08 PM
Quote from: NomadicI am going almost exclusively for the fancy fun feats like spring attack, two weapon fighting, etc.

Just from the SRD these would be the spells I find most cinematic and/or feats that enable Cinematic coolness

Brew Potion
Cleave
Craft Staff
Craft Wand
Deflect Arrows
Empower Spell
Enlarge Spell
Extend Spell
Great Cleave
Greater Two-Weapon Fighting
Heighten Spell
Leadership
Many Shot
Maximize Spell
Mounted Archery
Mounted Combat
Power Attack
Precise Shot
Quick Draw
Quicken Spell
Rapid Reload
Rapid Shot
Ride-By Attack
Scribe Scroll
Widen Spell
Shot on the Run
Snatch Arrows
Spirited Charge
Spring Attack
Stunning Fist
Track
Two-Weapon Fighting
Whirlwind Attack

Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 08:08:45 PM
Yea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.
Title: Quick Play RPG System
Post by: Elemental_Elf on December 01, 2008, 08:40:08 PM
Quote from: NomadicYea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.

In a way your system sounds vaguely like Psionics. Maybe's there's a feat feats you could pilfer! :)
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 11:09:39 PM
Quote from: Elemental_Elf
Quote from: NomadicYea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.

In a way your system sounds vaguely like Psionics. Maybe's there's a feat feats you could pilfer! :)

Perhaps. I have never used psionics though. It always seemed out of place in fantasy.
Title: Quick Play RPG System
Post by: Elemental_Elf on December 01, 2008, 11:17:36 PM
Quote from: Nomadic
Quote from: Elemental_Elf
Quote from: NomadicYea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.

In a way your system sounds vaguely like Psionics. Maybe's there's a feat feats you could pilfer! :)

I always liked the mechanic of Psionics, much more fantasy than Vancian Casting but the flavor was definitely un-fantasy.
Perhaps. I have never used psionics though. It always seemed out of place in fantasy.
Title: Quick Play RPG System
Post by: Nomadic on December 01, 2008, 11:22:41 PM
Quote from: Elemental_Elf
Quote from: Nomadic
Quote from: Elemental_Elf
Quote from: NomadicYea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.

In a way your system sounds vaguely like Psionics. Maybe's there's a feat feats you could pilfer! :)

I always liked the mechanic of Psionics, much more fantasy than Vancian Casting but the flavor was definitely un-fantasy.
Perhaps. I have never used psionics though. It always seemed out of place in fantasy.
I am a very silly person who likes to misquote people for my own amusement.
:P
Title: Quick Play RPG System
Post by: Nomadic on January 19, 2009, 07:23:51 PM
It's been awhile but I have totally revamped the system. It was getting a bit too complex and the whole point was to avoid complexity. Here is the new version. It is feat based so a DM can modify it however they want by adding in feats. I will also be writing up some feat ideas for any interested DMs to pull from.

Quote from:  10
Defense = Best Feat Bonus + Armor Bonus + 1d20
Attack = Best Feat Bonus + 1d20
Damage = Attack Bonus + Best Feat Bonus + 1d20/10 (rounded to nearest)

Leveling
- Every 3-5 encounters the player goes up one level.
- At each level after one you get the following:
[i
+2 hitpoints
1 new feat[/i]

Feats
- These are special abilities that let you do things that others cannot.
- Feats are tiered so you need the level 1 version to get the level 2 version and so on. Some also have certain minimum level requirements.
- Example Feats:
Brutal Fighter 1: You gain a +2 to all attack rolls but take a -4 penalty to all defense rolls.
Brutal Fighter 2 (level 3): Your penalty to defense rolls is decreased to -2.


Success Failure Skills
- Roll 1d20.
- Success if roll is greater than or equal to difficulty level.
[/i]easy level - 5
medium level - 10
hard level - 15
epic level - 20

Combat
- Roll 1d20 for initiative.
- Success if greater than or equal to enemy difficulty level.
- Attack Round (lasts 5 seconds):
any movement (up to 25ft per round; each 5ft shift uses up 1 second)
attack (roll attack; a standard attack uses up 2 seconds)
special (anything else that can be done within the remaining time)

- Enemy Round:
enemy movement
enemy attack (player rolls defense vs enemy attack difficulty; success = miss - failure = hit for enemy damage)
enemy special


Social
- Roll 1d20 + Influence Bonus.
- Success if the roll is greater than or equal to NPC social difficulty level.
Easy (5): something the NPC agrees with
Medium (10): something the NPC is neutral towards
Hard (15): something the NPC disagrees with
Epic (20): something the NPC is fervently against

- Certain things can also give small bonuses or penalties to the roll
NPC is on good terms with player: +2
NPC is on bad terms with player: -2
Suggestion is profitable for NPC: +2
Suggestion is dangerous to NPC: -2
Other: depends on situation

- Anything that is impossible should not be allowed (for example you will never convince a priest that you are god).
- An NPC can attempt to do the same to you. In that case though you and the DM both roll 1d20 to determine the winner (any ties are rerolled).
Title: Quick Play RPG System
Post by: Nomadic on January 19, 2009, 08:47:06 PM
I am beginning to hammer out some basic feats. Note that I have not tested these yet. Me and a couple friends will be playtesting my system in the next couple days and I hope to use that to find some balance.

Quote from: FeatsAcrobatic:
Level 5 - Requires: Agile
The bonus from agile increases to +2 and you gain a +1 bonus to attempt an acrobatic maneuver.

Agile:
Level 2
You gain a +1 dodge bonus to defense rolls.

Berserker:
Level 5 - Requires: Skilled Attacker
Your bonus to attack rolls from brutal fighter increases to +4.

Brutal Fighter:
Level 1
You gain a +2 to all melee attack rolls but take a -4 penalty to all defense rolls.

Eagle Eye:
Level 3 - Requires: Farsighted
Your bonus from Farsighted increases to +2.

Farsighted:
Level 1
You gain a +1 bonus to ranged attack rolls.

Mighty Strike:
Level 2
You gain a +1 bonus to damage rolls.

Penetrating Strike:
Level 4 - Requires: Mighty Strike
Your bonus from mighty strike increases to +2.

Quick On Your Feet:
Level 1
You gain a +2 bonus to your initiative rolls in combat.

Quick Strike:
Level 5 - Requires: Quick On Your Feet
Your time per attack decreases to 1.5 seconds but you take a -1 penalty to damage.

Skilled Attacker:
Level 3 - Requires: Brutal Fighter
Your penalty to defense rolls from brutal fighter is decreased to -2.

Skilled Diplomat:
Level 3 - Requires: Smooth Talker
Your bonus from smooth talker increases to +2.

Smooth Talker:
Level 1
You gain a +1 bonus to rolls to influence someone with social.

Sniper:
Level 5 - Requires: Eagle Eye
Your bonus from eagle eye increases to +3.

Sweeping Attack:
Level 4
You may hit multiple enemies adjacent to you with each attack. However, each one you hit beyond the first enables the previously hit foe to counterattack against you at a +2 attack bonus.

Trained Perception:
Level 2
You gain a +1 bonus to perceive something

Trapfinder:
Level 5 - Requires: Trained Perception
Your bonus from trained perception increases to +2 and in addition you gain a +1 bonus to disable traps.
Title: Quick Play RPG System
Post by: Xeviat on January 19, 2009, 09:37:46 PM
You know me and my love of simulationist games, but I do think this works if your group cares more about the story and less about gameplay.

I definitely advise you to put a "combat advantage" mechanic into combat, a way to get a flat +2 to your combat roll to represent times when you're at an advantage; when you have someone flanked, when you've got someone on the ground, when someone's stunned ...

As for your feats, I'll go through them in depth when I'm more awake. Since the system is simplistic, it should be very easy to find a baseline power level in the feats.
Title: Quick Play RPG System
Post by: Xeviat on January 25, 2009, 03:43:59 AM
As promised, here's my input on the feats.

First off, since you're dealing with a d20 for most everything, you have a window of available bonuses. With the standard being DC 10, getting a +5 bonus on something is going to bring you to a 80% success rate instead of the standard 55% success rate; that's huge. So +5 is probably the highest you'll want things to go.

Big things like attack rolls should only get +1 per feat (max +2). Smaller things like D&D skills could get +2 per feat (max +4). Some circumstantial things could get +2 or +5 from a feat (like +2 to attack an opponent who attacked you and missed in the previous round, or +5 to a specific use of a skill); I'd max these at just the one feat, but let them stack with other things.

As for your feats specifically, there's only a couple I don't like. Mainly I don't like your attack feats scaling all the way to +3 (it might be fine), and I don't like Sweeping Attack (it's complicated). I also think that some of the feats are "boring"; for instance, spending a 3rd feat to get +3 to attack is effective, but it's bland next to your skill feats that give a bonus and another bonus to something related. I'd do that with the 2nd or 3rd attack feat and you're in business.

I only don't like sweeping attack because I'm unsure how it works. I'd simply have a -2 attack penalty for each target attacked past the first (if you attack 3 targets, you take -4 to attack on each target). This is because in the damage system I've been discussing with you, getting two attacks is similar to getting +2 damage to one attack, and since damage and attack are interchangable, taking -2 attack to get an additional target works.
Title: Quick Play RPG System
Post by: Nomadic on January 26, 2009, 05:40:42 AM
Ok, after much helpful talk with the illustrious Kapn I have made some mods to the system. So far all I have is the combat system, here it is.

QuoteCombat Rounds
Combat begins by determining initiative. Initiative is a roll of one 20-sided dice plus any bonuses a player has. In the case of a tie the person with the higher bonus goes first (if neither has a higher bonus then both roll a tiebreaker). Once all rolls are decided the turns then begin with the highest rollers going first. If anyone is caught unawares by the combat they don't get to participate in the first turn, however they still roll initiative for next turn.

A turn constitutes five seconds during which the person may do certain actions. Different actions take different amounts of time and the combined total of these actions cannot exceed the turn time. During the turn the participant may:

- Attack an opponent within range (taking 3 seconds).
- Move 5 feet (taking 1 second).
- Move 10 feet (taking 1 second and a -2 penalty to defense until your next turn).
- Partake in any other action that can be done within the allotted time.

Attacking
When you attack a foe you first roll to hit vs. their defense. You roll one 20-sided dice and add on any attack bonuses given by the weapon you are using as well as any feats you have. If this roll is greater than your opponents defense roll, you hit them and deal damage. The type of weapon being used determines attack and damage bonuses.

Light weapons constitute things such as daggers, hand crossbows, pistols, and the like. Light weapons have an attack bonus of +2 and a damage penalty of -2. Heavy weapons meanwhile are things that require two hands to use such as rifles, great swords, longbows, and so forth. Heavy weapons have a +2 bonus to damage and a -2 penalty to attack. Medium weapons have no bonus and fall in between. These constitute the centerline, things like carbines, long swords, crossbows, etc.

Defending
If you are attacked by a foe, you must roll for defense. Defense determines whether or not you dodge the attack. For this you roll one 20-sided dice and add on any defense bonuses you have from armor or feats. If your roll is equal to or greater than your opponents attack roll, you successfully dodge the attack. Armor, like weapons, has certain bonuses and penalties based on type that can affect defense and resistance rolls.

Light armor such as leather gives a +2 bonus to defense and a -2 penalty to resistance. Heavy armor such as plate mail gives +2 to resistance and -2 to defense. Unlike weapons there is no medium armor. The equivalent to medium (+0/+0) is unarmored. Additionally a person with a free hand may equip either a light (+1 resistance -1 defense) or heavy (+2 resistance -2 defense) shield.

Being Dealt Damage
When you are hit by an enemy attack that deals damage you must roll a 20-sided die. The score you get (added to any resistance bonuses you have) determines your resistance score. If your score is equal to or greater than 15 plus the damage bonus of the enemy, you shrug off the attack without ill effect. Failing to meet or exceed this score results in certain penalties.

- On any fail you receive an injury (-1 to resistance checks, this stacks with other injuries)
- Failing by 10 or more dazes you (lose 3 seconds of time during your turn)
- Failing by 20 or more is a knock out as well as a wound (-2 to resistance checks)

Knocked Out
Being knocked out constitutes taking enough of a blow to be unable to fight. When this happens you are considered to be dying. While you are in this state, once per turn, you must make a moderate physical check. Three successful checks means you are stable and can get up again, three failures though means death. Additionally the trauma of the event wounds the person. Anyone who is knocked out takes a wound penalty (-2 to resistance rolls). This penalty stacks with other wound penalties. Wound penalties can be removed by a full nights sleep. Each night of full rest you get removes one wound penalty until they are all gone.

Healing
You may attempt a heal check on a knocked out person. When doing so you roll a hard mental check. This requires you to spend at least 3 seconds stabilizing them. On a success they are cured of one resistance penalty and are no longer knocked out. Additionally a person may, during combat, remove a single resistance penalty by taking 3 seconds to catch their breath. Doing so requires succeeding on a medium physical check. Outside of combat, a full minute of rest removes all injuries, and a full night's rest removes 1 wound.
Title: Quick Play RPG System
Post by: Nomadic on March 01, 2009, 10:56:16 PM
[spoiler=Just leaving this here so I can access it from any computer]
Quick Play RPG System

What is Quick Play RPG?
QpRPG is a game system built around on the fly style gameplay. Its purpose is to be there when a more complex system cannot. It is designed to be easy to learn and carry around so that you can pull it out and run a quick game anywhere. If you forget your books, or even just find your group bored as you wait for your plane to arrive at the terminal, QpRPG can help smooth things over when it is inconvenient or impossible to use a full fledged system.

What Quick Play RPG is not'¦
QpRPG is not a realistic or otherwise simulationist game. Its purpose is to serve as a set of foundational rules that a Game Handler can work with, not to handle any conceived situation. As a foundation it is up to the Game Handler to be able to build on it if necessary. QpRPG covers the standard situations you might come across, but if you find yourself in an odd situation just remember to use common sense. An on the spot rule will probably go over fine (and where bonuses and penalties are concerned +2 and -2 are good rules of thumb).

What is needed to play with Quick Play RPG?
There is only two must haves for QpRPG: a 20-sided dice & these rules. Anything else is extra. Certainly there are things that will be most useful, a pencil and some paper for example. However, those two are the only things necessary to play. This enables the Game Handler to easily carry everything in their pocket. As a side note a useful thing for the Game Handler to carry around might be a sheet with a pre-created adventure ready to go and possibly stats written up for prepared player characters and NPCs.

Creating a Character

Characters are arguably the most important part of any game. Both the player characters that interact with and explore the world, as well as the non-player characters that make up that world. Both are necessary and in the case of QpRPG both work the same way.

Skills
Each character has three skill attributes. Each one handles a variety of sub-skills with any bonus to it applying to any sub-skill within its area. To use a skill a player simply states what they intend to do and then rolls based on the difficulty level the Game Handler gives. If their roll plus any bonuses is greater than the difficulty the player succeeds, otherwise it is a failure (with the results determined by the DM and depending on how badly the player failed the roll).

Physical '" Physical skills are those that relate to the exertion and control of the body. Example sub-skills would be things like running, jumping, and climbing.
Mental '" Mental skills are those that deal with the strength and training of the mind. Example sub-skills include things such as searching, studying, and focusing.
Social '" Social skills are those that relate to influencing and outwitting others. Example sub-skills would include things like persuasion, motivation, and the uncovering of lies.

In addition to the bonus to the overall skill, players may choose abilities that give bonuses to individual sub-skills (such as getting a larger bonus to jumping instead of a small bonus to physical). Note that there are several sub-skills that have no primary skill. These are Attack, Defense, Resistance, and Initiative which all fall under the combat rules.

Abilities
Abilities are special traits that players choose which add certain bonuses, penalties, and special effects to their character. A starting character gets 3 slots to use for these abilities. Abilities are not pre-designed items; instead they are crafted at the time of creation by choosing from a list of effects.

- List coming soon'¦
- List coming soon'¦
- List coming soon'¦

Character Growth
As characters experience more encounters they grow in their capabilities. Abilities represent this growth. Every 5 encounters the character may create a new ability to learn. This will largely affect how fast your game progresses. If you want a faster game you can give out abilities more often. For a slower game simply do the opposite. It is all up to what the group wants.

Combat

Combat Rounds
Combat begins by determining initiative. Initiative is a roll of one 20-sided dice plus any bonuses a player has. In the case of a tie the person with the higher bonus goes first (if neither has a higher bonus then both roll a tiebreaker). Once all rolls are decided the turns then begin with the highest rollers going first. If anyone is caught unawares by the combat they don't get to participate in the first turn, however they still roll initiative for next turn.

A turn constitutes five seconds during which the person may do certain actions. Different actions take different amounts of time and the combined total of these actions cannot exceed the turn time. During the turn the participant may:

- Attack an opponent within range (taking 3 seconds).
- Move (taking 1 second per 5 ft or 1 second per 10 ft with a -2 attack penalty to their next strike)
- Partake in any other action that can be done within the allotted time.

Attacking
When you attack a foe you first roll to hit vs. their defense. You roll one 20-sided dice and add on any attack bonuses given by the weapon you are using as well as any feats you have. If this roll is greater than your opponents defense roll, you hit them and deal damage. The type of weapon being used determines attack and damage bonuses.

Light weapons constitute things such as daggers, hand crossbows, pistols, and the like. Light weapons have an attack bonus of +2 and a damage penalty of -2. Heavy weapons meanwhile are things that require two hands to use such as rifles, great swords, longbows, and so forth. Heavy weapons have a +2 bonus to damage and a -2 penalty to attack. Medium weapons have no bonus and fall in between. These constitute the centerline, things like carbines, long swords, crossbows, etc.

Defending
If you are attacked by a foe, you must roll for defense. Defense determines whether or not you dodge the attack. For this you roll one 20-sided dice and add on any defense bonuses you have from armor or feats. If your roll is equal to or greater than your opponents attack roll, you successfully dodge the attack. Armor, like weapons, has certain bonuses and penalties based on type that can affect defense and resistance rolls.

Light armor such as leather gives a +2 bonus to defense and a -2 penalty to resistance. Heavy armor such as plate mail gives +2 to resistance and -2 to defense. Unlike weapons there is no medium armor. The equivalent to medium (+0/+0) is unarmored. Additionally a person with a free hand may equip either a light (+1 resistance -1 defense) or heavy (+2 resistance -2 defense) shield.

Being Dealt Damage
When you are hit by an enemy attack that deals damage you must roll a 20-sided die. The score you get (added to any resistance bonuses you have) determines your resistance score. If your score is equal to or greater than 15 plus the damage bonus of the enemy, you shrug off the attack without ill effect. Failing to meet or exceed this score results in certain penalties.

- On any fail you receive an injury (-1 to resistance checks, this stacks with other injuries)
- Failing by 10 or more dazes you (lose 3 seconds of time during your turn)
- Failing by 20 or more is a knock out as well as a wound (-2 to resistance checks)

Knocked Out
Being knocked out constitutes taking enough of a blow to be unable to fight. When this happens you are considered to be dying. While you are in this state, once per turn, you must make a moderate physical check. Three successful checks means you are stable and can get up again, three failures though means death. Additionally the trauma of the event wounds the person. Anyone who is knocked out takes a wound penalty (-2 to resistance rolls). This penalty stacks with other wound penalties. Wound penalties can be removed by a full nights sleep. Each night of full rest you get removes one wound penalty until they are all gone.

Healing
You may attempt a heal check on a knocked out person. When doing so you roll a hard mental check. This requires you to spend at least 3 seconds stabilizing them. On a success they are cured of one resistance penalty and are no longer knocked out. Additionally a person may, during combat, remove a single resistance penalty by taking 3 seconds to catch their breath. Doing so requires succeeding on a medium physical check. Outside of combat, a full minute of rest removes all injuries, and a full night's rest removes 1 wound.

Notes for the Game Handler

-coming soon

Placeholder for credits and legalese
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Title: Quick Play RPG System
Post by: Ninja D! on March 06, 2010, 11:53:33 AM
Did this ever become 100% finished, stamp of finished-ness and all?
Title: Quick Play RPG System
Post by: Nomadic on March 06, 2010, 03:27:21 PM
The concept largely yes, the individual skills and such no. Though that was a much more time consuming thing. I may come back to this and make a finalized version once I have more time this summer.
Title: Quick Play RPG System
Post by: Ninja D! on March 07, 2010, 10:35:16 AM
Cool. I hope to see that some day.
Title: Quick Play RPG System
Post by: Elemental_Elf on March 07, 2010, 02:50:47 PM
Quote from: NomadicI [will] come back to this and make a finalized version once I have more time this summer.

I can't wait!
Title: Quick Play RPG System
Post by: SamuraiChicken on March 11, 2010, 04:01:10 PM
Looks like a fun system, sort of 'D&D lite.' I like the idea that most rolls are d20 + highest feat bonus + (other modifier). This is a much simpler version than D&D's 'only one type of bonus' and then carries on with feat bonuses, deflection bonuses, circumstance bonuses, etc. This version is much more elegant.

I also find it funny that in this thread alone there are about 3 different versions of the same system, tough each one has had so many changes from the former that they seem like three completely different games (an technically, they are). While I know this is a common occurrence when constructing a roleplaying game, I find it a little funny that each edition of the game has it's own page.  :D

The spell creation reminds me of one of my old projects. Back when I played D&D 3e (before the release of 4e), I almost completed a set of rules for crafting your own spells because I had this crazy idea that while wizards study magic, sorcerers create magic. After reading your system, I think you accomplished what I had dreamed of. (which is awesome).  :cool:

On the idea of dealing damage: while you got rid of Hit Points and rolling for damage in the latest edition, have you considered making damage a static number? Instead of 1d4 + modifier damage, it would be 2 + modifier damage. This way there is less rolling involved: attacking would consist only of an attack roll, did it hit? If so, it deals this much damage. No extra rolls involved. If you are going for simplicity, try to have as little rolling as possible (typically one roll per action).
I don't know how helpful this idea is after you changed how attacks, damage, and health works, but it might be something to consider.

Idea for an ability or feat: You can cast a spell that takes more than one round to cast and move more than 5 feet in the same turn, however you treat normal terrain as difficult terrain (and difficult terrain is treated as impassable terrain).

Leveling up: instead of gaining a level every 3-5 encounters, why not say 'every 5 encounters', but have a boss fight be equal to completing 2 encounters? For example: fighting a band of goblins is a simple/normal encounter, so that counts as 1 encounter. Fighting a dragon, on the other hand, counts as 2 encounters.