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The making of a Magical Girl Lyrical Nanoha inspired RPG system

Started by Tillumni, June 27, 2009, 09:43:43 PM

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Tillumni

Allright, I tried to make a sample character, using the overhauled rules in hope that it gives a better overview of what I got so far. the number in parantese is how much a giving stat or ability cost.

not every concept on the sample character have been properly hammered out yet, but it should hopefully give an insight into some of the ideas that I'm working with

Sample Character
Name: Erran of the Scryer tribe

Basic stats:

Body 3 (6)
Will 5 (15)
Perception 7 (28)

Controll 7 (28)
Energy 2 (3)
Power 4 (10)

Offense 5 (15)
Defense 5 (15)

Total Stat point used: 120

Derivered stats:

Base melee attack modifier: Offense + Body + perception/2 = 11
Base melee defense modifier: Defense + Body + perception/2 = 11

Base ranged attack modifier: Offense + perception + body/2 = 13
Base ramged defense modifier: Defense + perception + body/2 = 13

Mana Pool: (Energy x 20) + (body X 5) = 65 (it is possible to drain beyond this, at the cost of damage to oneself)

Base Mana per round: Power + will/2 = 6

Strained Mana per round: Power + will X 1,5 = 11 (basicly more power, at the cost of ones body, possible with the body stat determining how much it can be done, or have it simple affect the body stat directly)

Base Controll Ability: Controll + will/2 = 9

Base toughness value: body + will = 8


Device Ability:

Name: Garm
Weaponry level 1 (2)
Controll Enhancer level 4 (50)
Power Enhancer level 3 (30)
A.I. level 2 (9)
Personal Barrier level 3 (6)

Spells known:

Interception flight
Maneuver level 2 (3)
Speed Level 5 (15)
Controll cost to cast: character point cost/2 : 18/2 = 9
Controll to maintain: Character point cost/6 : 18/6 = 3

Dog fight
Maneuver level 6 (21)
Speed level 2 (3)
Controll cost to cast: character point cost/2 : 24/2 = 12
Controll to maintain: Character point cost/6 : 24/6 = 4

Garms Breath
Beam type
Damage level 5 (30)
Range level 5 (15)
Width level 2 (3)
Controll cost to cast: character point cost/2 : 48/2 = 24

Garms claws
Missile Type
Damage Level 2 (3)
Range level 2 (3)
Maneuver level 5 (15)
Ability: Persisting (2)
Controll cost to cast: character point cost/2 : 23/2 = 12
Controll to maintain: Character point cost/6 : 23/6 = 4

Aegis Shield
Armour Level 4 (10)
Controll cost to cast: character point cost/2 : 10/2 = 5
Controll to maintain: Character point cost/6 : 10/6 = 2


Skill:
first number is skill level, 2.nd is cost, third is total amounth of charater point used on skills
Main Language      4/      6/ 6    
Secondary Language      3/      4/   10
Basic Math      4/      6/   16
Basic History      3/      4/   20
Basic Chemistry      3/      4/   24
Basic Biology      3/      4/   28
Football         1/      1/   29
bicycling         1/      1/   30


Total Character Point used: 250

If the equivalent of feats and racial ability is added as an option, then total character point used would probaly go up to 300.

Edit: I just realised that I'm also missing out on the equivalent of class ability, though that might just fall under the feat category

now, I understand that alot of this might be mumbo-jumbo, since some of the stuff mentioned is still in my head, so feel free to ask about anything mentioned above, and I'll answer them as far as I've managed to figure it out myself.

by the way, do anybody know any good rules for air combat that I could refer to?

Tillumni

Because I like Eberrons Action point/ Dark Heresy Faith Pint/ Mutant and Mastermind Hero point:

Resolve: mechanically then it's going to work much like in the above mentioned systems. difference being that Resolve points are gained through roleplaying and possible during character creation when the character gain an strong objective or motivation. basicly simulating how having something to fight for can make people pull amazing feats.

hadn't quiet worked out how used Resolve can be regained, so far I'm thinking that it's simple a matter of regaining them at the end of a session and/or a quest/story arc.
the max amounth of resolve points are determined by how much the character got to fight for.
A patriotic guy who live and breath for his nation might have a single resolve point, but if his nation suddenly suffer a huge defeat at the hand of someone and his desire for revenge becomes a large part, then he'll gain an additional point to use.
Meanwhile an adventuring person who have a family to feed and also seeking to prove himself to someone could have 2 points from the get go.

I figured that not having everybody having the same amounth of points would be reasonable, seeing how those with more points got more bottuns that can be pushed and it can be seen as a tangible benifit for good roleplaying.


It should probaly be a default rule though that only a maximum amounth of resolve point is possible unless ruled otherwise by the DM, to avoid any argument with rules lawyer who'll try to make a silly "this back ground should get me 10+ resolve points" character.


Xeviat

Alright, Kaptain Krunch here. At this stage, it is going to be difficult to do a review since you're utilizing untested numbers it seems (or at least they're untested to me).

Firstly, for your Attack and Defense stats, you will find it much easier to balance if there are less stats affecting each stat. As now, you have melee, body, and perception affecting melee attack, and melee, mind, and perception affecting ranged attack. This allows for a lot of min-maxing, which means the range of character power per level (or whatever system you use to gauge power) will be larger, making it harder to gauge challenges. If one character has a melee attack of +5 and another has a +20, what defense do you give the opponents?

I am under the assumption that this system will be made to only cover spellcasters? As in there will not be any player warriors who do not use magic but are on par with the casters? I'm assuming that there could be warriors who seem to be non-magical, but use enchantments and device powers to make themselves as powerful as the actual spell slingers?

I have one suggestion right now that I think will lead you down a slightly more simple path: separate the attributes into innate ability scores and functions of training. Your Body, Will, and Perception scores are innate abilities, while Attack and Defense are trained abilities. Innate abilities should influence trained abilities.

I'll talk to you in real time over AIM about some observations from the systems I've played, to see what type of end result you would like to see.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Tillumni

Quik updates on the changes and stuff me and Xeviat talked about, of which some must likely will be implementd and others are still considered.
Also, I'll soon make a new thread where I'll try to have the rules more organised, while keeping this thread for discussion.

Possible or Likely changes:


Adding a power-ranking cap: ala Mutant and Master Mind, the equivalent of levels in D&D. essentially, it puts a cap on how high a skill can go. stronger characters have a higher cap.


Moving attack and defense away from innate ability scores and into the skill cathegory.


Body, Will and Perception does not act as direct modifier to skills, but rather have 2.ndary effect on skill use.

Body determen how long a character can keep going and how much physical strenght can be putted behind a skill if applicable. (example, strength won't give a bonus to climbing, but it would determen how long a character can keep climbing without tiring out and how much he can carry while climbing)

Will determens amounth of re-rolls possible before giving up, possible also the extend of which a character can add a temporarely modifier to represent putting in extra effort, at the cost of exponential increase in how much the action tires him.

Perception determens how much feedback the player gets prior and after using a skill and also how fast he can notice a change in situation and use a skill to react to it.


Endurance Pool: use of skills uses up endurance. endurance are calculated from the Body ability score and possible feats.


The Largest possible change would be how the varius ability scores works. Currently the have stats derivered directly from them, such as mana from energy and body, Base Mana Per Round from the Power stat and so on.  another possibility is to have the derivered stats instead be based on the power-cap level, with ability scores then acting as a modifier to those stats.



Quote from: Kapn XeviatI am under the assumption that this system will be made to only cover spellcasters? As in there will not be any player warriors who do not use magic but are on par with the casters? I'm assuming that there could be warriors who seem to be non-magical, but use enchantments and device powers to make themselves as powerful as the actual spell slingers?


I have tinkered abit with a way to incorporate non spell casters, apart from warriors that uses enchantments and device powers to even the playground with spell casters.
The basic framework is the same really, with the warriors learning techniques, combat styles and spending stamina, instead of learning spells, spell casting method and spending mana.
But for now, then the focus is on getting a working system for magic users, where ever it's a spell slinger or a warrior using enchantments.