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The Tri20 system

Started by Ra-Tiel, September 29, 2007, 09:09:31 PM

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~Kalin~

Are you still working on this at all? Cause i think this could be a great system. Well if you are i would like to know how you would go about finding a stealthy character, as in normal DnD it would be opposed skill checks, but you dont have any skills to do so with(eg: spot listen), instead a Perception stat, so would it just be a stealth check against a Perception check, because i can see a lot of failed perception checks.

Also have you tied anything else to the Soul stats so that players will think twice before skimping on them?
Lurking on the CBG boards since May 24 2006.


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Ra-Tiel

Quote from: ~Kalin~Are you still working on this at all?
Recently I had lots of things to do, so it was laying on ice, so to speak. But I'm definitively keeping it in memory. ;)

Quote from: ~Kalin~Cause i think this could be a great system.
Well, thanks. :D

Quote from: ~Kalin~Well if you are i would like to know how you would go about finding a stealthy character, as in normal DnD it would be opposed skill checks, but you dont have any skills to do so with(eg: spot listen), instead a Perception stat, so would it just be a stealth check against a Perception check, because i can see a lot of failed perception checks.
In Tri20 skill checks would not work directly from the result, but rather from an "action value". If you look at page 2 in the linked PDF I posted above, you'll see it explained. The action value for a skill check is the skill check result - 10, and then limited by the amount of skill ranks the character has in that skill. On the other hand, action values for attribute checks are always equal to the check result and are not limited.

[spoiler=Example]
Let's say Alice tries to sneak past Bob. Alice has Con 3 and Per 4 (which gives her a +10 on Sneak checks), and has 6 ranks in Sneak. Bob has Per 2.

Alice makes her skill check, rolling a 14, which results in a total check result of 24 (her roll 14 + her skill modifier 10) and gives her an action value of 10 (her check result 24 - 10 = 14, capped to 10 due to her ranks).

Now Bob makes his Perception check. He rolls a 8, and adds his Per 2 which gives him a total result of 10 which is also his action value.

In this case it is a tie, and Alice remains unnoticed as in Tri20 the active character always gets the advantage on a tie. If Bob had rolled a 9 or higher, he would have scored an action value higher than Alice and thus would have noticed her.
[/spoiler]
I hope this explains it a little. I know that in this system you need to be quite good (regarding skill ranks) in a certain area to have an obvious advantage over others. I did this on intend, as otherwise you'd end with a system similar to DnD, where the level 7 halfling rogue is more or less virtually undetectable to the level 14 fighter. :-/

Quote from: ~Kalin~Also have you tied anything else to the Soul stats so that players will think twice before skimping on them?
I'm still undecided how (if at all) I tie spellcasting and other "supernatural" abilities into the system. My first idea was to base that stuff all off of Soul stats, but I'm not sure about it. Another appealing idea would be to make spellcasting independent from stats and make it only dependable on skills alone, perhaps with certain advantages required (similar to the magic system in Shadowrun).

Anyways, if players decide to dump Soul stats they'll very quickly feel the pain of it. For example, I plan on integrating skill checks for navigating a city's authorities, or getting along with your comrades in a military campaign. Also, unlike in DnD, you have actually ranks in your languages. And having a low modifier in addition to moderate ranks in a language most likely results in you "making funny noises" instead of expressing yourself eloquently. :P