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The S3 System Rough Draft

Started by XXsiriusXX, July 12, 2008, 11:19:25 PM

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XXsiriusXX

Here is the rough draft for my purposed S3 Role Playing System.

It is currently a d20 based level less and classless system.

Please tell me what you think, and how I can make it better.

XXsiriusXX

Dice
   The System makes use of a single 20 (d20) sided die.

The Core Mechanic

Whenever a player attempts an action that has uncertain outcome, the player rolls a 20 sided die (d20). To determine the result of the action attempted do the following:
'¢ Roll a d20.
'¢ Add all relevant modifiers.
'¢ Compare the result to the difficultly challenge (DC).

The result of the dice roll determines if the action taken was a success, or failure. A successful roll meets or surpasses the actions DC, while a failure on the die roll does not.

What characters can do

Depending on the situation, your character might want to listen at a door, search an area, talk to an ally, jump across a pit, move, use an item, or attack an opponent. Characters accomplish tasks by making skill checks or ability checks using the core mechanic.

Skill Checks

Basics

Skill checks are used to determine the out come of actions that require training or education the goes beyond that of simple abilities. Skill checks include, but are not limited to, attack roles, defense rolls, crafting checks, social interaction checks, etc.

To make a skill check, roll a d20 and add your character's skill modifier (1/2 skill level or ¼ skill level depending on skill). Compare the result to the Difficulty Class (DC) of the task at hand. An unopposed skill check's success depends on your result compared to a DC set by the DM or the skill's description. An opposed skill check's success depends on your result compared to the result of the character opposing your action. The opponent's check might be made using the same skill or a different skill, as set forth in the skill's description.

Types of skills

The skills are broken into 6 categories; Physical, Combat, Defense, Mental, Social, and Magic. The player may select from any of the categories and is only limited by his imagination.

Skill abilities

Each skill grants the player special abilities and are unique to that skill. These abilities confer special attacks, bonus to damage, other skills, or to the players character. Please read the individual skill to see what abilities are gained.

Skill points and progression

In order to progress in a skill the character must increase his skill level. This is accomplished by adding skill points to that skill. To add a skill point to a core skill a character must spend 2,000 xp per point raised. In order to rise non core skill points the player must spend 3,500 xp per point raised.

Core skills

Core skills are what define a character. They allow him to converse in conversation, craft an item, or engage in combat. During character creation the player may select any 5 skills he/she whishes their character to have. The selections of these skills are in no way limited by any means. For example, if you wish to play a character the fights with a long sword and knows how to cast spells with fire magic. In most systems, this is an accomplished by taking levels in different classes. The character is only able to excel in one class (i.e. one skill) at a time.  This system has eliminated the class in favor of individual skills that the player may select to create a more unique character then class based systems will allow.

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XXsiriusXX

Ability Scores, saves, and hit points

Abilities are broken down into three categories Physical, Mental, and Social, with each category broken down into three subcategories shown below.

Physical Stats
   Strength: represents the characters physical power and strength
   Agility: represents the characters flexibility, speed, and reflexes
   Stamina: represents the characters physical health and endurance
Mental Stats
   Intelligence: represents how smart the character is, as well as his ability reason.
   Perception: represents the characters ability to perceive and understand.
   Wisdom: represents the characters ability to judge and make decisions.
Social Stats
   Allure: represents the character physical beauty and attractiveness
   Charm: represents the characters personality
   Will: represents the strength of the characters personality

Generating ability scores

The player rolls a single d20 for each of the 9 ability scores. The result of the roll is the characters ability score.

Improving ability scores

The player may improve their ability scores by spending 5,000 xp per point raised.  

Ability Checks

Ability checks are used to determine success when no skill applies.
To make an ability check, simply roll a d20, and then add your character's modifier from the appropriate ability to resolve the outcome.

Saving throws

Saving throws are broken into three categories; Body, Mind, and Soul. The type of save to be used will be listed in the spells or abilities description.

Saving throw rolls

Saving throw base + ability mod + misc mod = save roll

Body save

To be used with any ability or spell that affects the body and its movement.

Mind save

To be used with any ability or spell that affects the mind.

Soul save

To be used with any ability or spell that affects the soul or personality.

Improving Saving throws  

At the start of play the character begins with a saving throw base of 0 and may improve their ability scores by spending 3,000 xp per point raised.

Hit Points

Hit points represent the how much damage a character can stand before dying. The character starts out with 20 hit points plus his endurance and will modifiers. As the player progresses in the game he may spend 2,000 xp to gain and additional 20 hp.

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XXsiriusXX

Character Creation

1.   Develop a character concept

Developing a character concept is often the most difficult part of the creation process; it is best that you sit down with your game master and discuss the options that are available to you.
 
2.   Generate your ability scores

To generate your characters ability scores simply roll a single d20 for each ability score and then place the results of those rolls into the desired skill.
 
3.   Select your characters Core Skills

Select 5 Core skills you wish your character to have.

4.   Select your characters race
5.   Select your characters nationality (if applicable)
6.   Buy equipment
7.   Record character sheet
8.   Begin playing

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XXsiriusXX

Races/Nationality

Depending on the setting or the type of game that your game master wishes to run, you, as the player, will have the option of selecting between races, nationality, or in some cases both.

Races

Racial ability score changes

Each race has a unique set of ability score adjustments that define the strengths and weakness of the species. This system believes that race has a truly unique set of ability scores and that each ability score may under go some change. Wither that change is beneficial or detrimental is depended upon the race.
 
Racial abilities

This race has certain abilities that set it apart from other species. These abilities are explained in the race profile.

Bonus core skills

This race has a certain affinity for a particular skill and therefore by playing this race the character gains this skill as a Core Skill. It should be noted that even through the character gain this skill, he is in no way obligated to progress in this skill.

Nationality

Unlike races, Nationalities do not offer a player any type of Ability score changes or special racial abilities, but they do offer the player additional Core skills. The player is not obligated to advance in the core skills gained from a nationality.

Sample Race


Sori            
Sori have the following racial traits:
'¢   Racial Ability score changes:

 
Strength      +4
Agility      +2
Stamina      +0

Intelligence   +4
Wisdom      -2
Perception   -2

Allure      -2
Charm      -2
Will      -2
 

Racial Abilities

'¢   Medium size: as medium sized creatures, the Sori has no special bonuses or penalties due to size
'¢   the Sori has a base speed of 50ft
'¢   Non-organic: since the Sori are not organic they do not need to eat, drink, breathe, or sleep.
'¢   Hive mind: while still being an individual entity the Sori are constantly linked to every other member of Sori race. This ability bestows a +2 bonus on saves Mind effecting abilities. The bonus grated by this ability increases by 1 for every fellow Sori standing within 60ft. The hive mind also grants the player the ability to communicate over vast distances with other members of his species.
'¢   The Sori take double damage from electricity

Core Skills
   Computers
   Repair
   Navigation

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XXsiriusXX

Spells and spell casting

Casting a spell

In order for the player to cast a spell, he must have skill ranks in the particular type of magic he wants to use. After he decides the spells attributes (shape, range, area, etc.), the player must then roll a d20 and then add ½ his skill level in that magic type to gain the spells DC.

Select the spell features

Select the spells range
Select the spells shape
Select the spells area
Roll to generate the spells DC

For example the player is in combat and wishes to cast a spell at a target. The target is a group of zombies coming at him; they are 15 feet away and take up an area of 25 feet. The player has a skill rank of 10 in fire magic. At skill rank 10 the players spell has a range of up to 25 feet and an area of up to 15 feet. Since the zombies are close together the player decides to shape his spell into a burst to try and hit all of them. Now the group of zombies is well with in his spell range, but his skill is not high enough to encompass all of them in the spells area. The maximum area the players spell can be is 15 first 3 zombies with the spell, he now rolls a d20 and adds ½ his skill level to the roll to generate the spells DC. The out come of the d20 roll is 10 and the player's bonus from his skill level is 5, for a total DC of 15. The 3 zombies in the spells area must make a body save of 15 or take 1d20 plus ¼ skill level in damage.  

Spell DC / spell crafting check

When a player rolls a DC for his spells he is setting a point for both him and his opponents to meet and beat. When a description calls for adding or subtracting from a DC it is the DC set when the player first rolls for that spell. For example a player rolls to cast a fire spell, his skill rank in fire magic is 10. the player rolls a d20 and receives a 15, he then adds ½ his skill level, which is 5, for a DC of 20.  The 20 is used by the player for targets saving throw as well as by the player is he needs to alter his spell by focusing or channeling.

Spell damage

A Spell does damage that is equal to 1d20 plus ¼ the player's skill ranks in that skill. For every 5 ranks a player has in his particular spell type his damage increases by an additional d20.    

Spell range

The rage of a players spell is dependent upon the number of skill points that he has in that skill. The player begins with a range of 5ft and gains additional 5ft for every 2 skill points he has that particular magic skill.

Spell area

The area of a players spell is depended upon the number of skill points that he has in that skill. The player begins with an area of 5ft and gains additional 5ft for every 5 skill points he has in that particular magic skill.

Spell shape

The player is able to shape the area of effect for his spells. When the player casts a spell the deals damage he may select the shape that the area effects. The area of effect is depended upon the number of ransk that the character has in that particular type of magic. The shapes that the player may select from are:

Blast, Orb, Cone, Cube, Cylinder, Line, Ray
 
Spell casting and armor

Wearing armor affects the players ability to properly cast spells. If the player decides to wear armor he must add his armor penalty to his spell craft roll.

Focusing

Focusing is a process by which the player casting a spell may forgo his normal spell damage in that round, in order to increase his damage in the next. In order for a player to focus a spell he must first succeed on a spell crafting check to cast the spell, the character may forgo unleashing the spells power on its target and continue to gather magical power.  In the next round the character must make another spell craft check with a +5 to the DC, if the character is successful on this check he may cast his spell at his target and add an additional 1d20 to the damage roll. While the player is focusing the player may not move, dodge, block, or any action that causes the player to lose focus on the spell.  The player may continue to focus on a spell for up to five rounds, for a total of 5d20 additional damage. For each round that the player focuses on the spell the DC increases by an additional 5, for a total of +25.

If the player is attacked while focusing on a spell, he must make a spell craft check equal to the damage dealt. if he succeeds on the check, then the player is able to hold onto the spell, if he fails then the spell is discharged as if it had been cast. The player square is used as the spell center and all effects of the spell, up to the point of which it was discharged, are to be used. For example if the player was casting a fire spell with a radius of 15 for 2d20 damage. If the player is attacked as he is focusing the spell for 3d20 damage, he then fails his save. The spell is discharged, the player, and all characters within 15 feet must make a Body save or suffer the effects of the spell.

Channeling

Channeling is a process by which a player may increase the duration of his spells effects without having to recast the spell. In order for a player to channel a spell he must make a successful spell craft check and cast a spell.  Immediately after the spell is cast the player must make another spell crafting check with a +1 added to the DC, if he succeeds, the spell continues to exist. The targets/target of the spell takes no additional damage in this round.  At the start of the players next round, he must make another spell craft check with a +2 added to the checks DC, if successful the spell and its effects continue, but the save DC for the spell is cut in half.  The player may continue to channel a spell for as many rounds as me may wish, but for each round past the first the increase to the spell craft DC increases exponentially, and the save DC for the spell is decreased by half, to a minimum of 1.

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XXsiriusXX

Combat and Defense skills

Combat Skills

Combat skills allow the character to engage in combat. The type of combat and the weaponry used is dependent upon the skill.

Number of attacks

The character begins play with one attack and as he progresses through the game he gains additional attacks. These additional attacks are dependent the number of skill points the player has in a particular combat skill. The player gains an additional attack for every 6 skill points he has in his combat skill.

 [spoiler=example skill]Boxing
   
Skill Level Ability
2   Foot work
4   Master strike (daze)
6   Combination / resistance to daze
8   Master strike (stun)
10   Resistance to stun
12   Master Strike (knock out)
14   Hard skin / Resistance to knockout
16   Master Strike (kill)
18   
20   

Combination: The character gains the ability to make a rapid series of strikes. As a full round action the character may make an extra attack for every 5 skill points they have in this skill. Each extra attack may be made at the characters highest base attack bonus, but this attack suffers a -5, as does each other attack made in that round. This attack can only be done with an unarmed strike and wearing light armor or less.

Foot work: The character learns how to better move his feet and body in order to dodge on coming attacks. The character gains a bonus to his dodge bonus equal to ½ his boxing skill level. The character loses this bonus if he wears any type of armor or uses a shield.

Hard Skin: The character has endured so many strikes that his nerves have dulled allowing him to withstand extreme pain. The character gains damage reduction (bludgeoning) equal to ¼ his skill level.

Master strikes: The character has master exactly where to land his strikes so they produce the desired effect. The character gains the ability to imbue his strikes with disabling effects. The type of effect that the character can imbue into his punch is depended upon his skill level. Only one master strike can be used per round and the character has a number of master strikes equal to (X).

Resistance *: the character gains a +5 bonus to body saves in order to resist the effect.
[/spoiler]

Damage rolls  

If the characters attack is successful he may roll damage.

1d20 + ¼ skill level + weapon properties + misc modifiers = damage dealt

Defense Rolls

During combat the character has the two options when it comes to defending himself, he may either dodge the attack or he may try to block it. See the individual descriptions.

Dodge

During combat the character may attempt to dodge out of the way of the on coming attack. In order to accomplish this, the character must make a dodge roll. A dodge roll is a counter roll against the oncoming attack roll. If the dodge roll excides the on coming attack roll, then the character dodges out of the way of the attack and into an adjacent 5 foot square, taking no damage. If the out come of the defense roll is less then or equal to the attack roll the then character is hit and takes damage. If dodging an attack moves the character into the weapons reach of another opponent, that opponent may make an attack of opportunity on the character. The player may attempt to dodge that attack as well, but he may only use half of his dodge bonus (rounded down) to this check. The bonus continues to reduce itself by ½ (rounded down)(minimum of 1) each time the player moves into the weapons reach of other opponents.  

d20 + dexterity mod + dodge level + armor and/or shield penalty + misc modifiers = dodge score

Dodge roll and armor

If a character chooses to wear armor he must except that armors dodge penalty. The penalty to the characters dodge roll is depended upon the type of armor he wears and the properties that it has.

Block

During combat the character may attempt to block an on coming attack, with another weapon, a shield, or even their bare hands. In order to accomplish this, the character must make a block roll. A block roll is a counter roll against the oncoming attack roll. If the block roll excides the on coming attack roll then the attack is blocked. If the block roll is less then or equal to the attack roll then the attack is successful and the player takes damage. If the players block roll excides the opponents attack roll by 10 or more the player may make an immediate counter attack at ¼ his attack bonus (minimum of 1). The opponent may make an attempt to block or dodge your counter attack but at ½ of their respective checks.

d20 + strength modifier + block level + weapon or shield bonus + misc modifiers = block score

Block roll and weapons

Weapons offer a bonus to the players block score. The bonus is depended upon the type of weapon and the properties that it has.
 
Block roll and shields

Shields offer a bonus to the players block score. The bonus added is depended upon the type of shield used and the properties it has.
 [spoiler=shield tabe]being worked on[/spoiler]

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XXsiriusXX

Item crafting / creation
There are many factors that affect the abilities of items, weapons and armor, these include level of craftsmanship, the type of material it is constructed from, and the modifications it has added to it.

Level of craftsmanship

The level of craftsmanship referrers to the quality of the item and how many magic slots that it can contain. The lower the items quality the less magic it can contain. The higher the items quality the more magic it can contain. The 5 crafting levels are: crude, rough, mundane, expert, and master

Crude: 1 magic slot (1 '" 5 skill ranks)
Rough: 2 magic slots (6 '" 10 skill ranks)
Mundane: 3 magic slots (11 '" 15 skill ranks)
Expert: 4 magic slots (16 '" 20 skill ranks)
Master: 5 magic slots (21 '" 25 skill ranks)

Race Craft (20 + skill ranks)

Race craft imbues an extremely rare and unique property on an item. This feature can only be crafted by a master crafter of that race.
Material

The type of material that a weapon armor or item is created out of imbues that item with special properties. These properties can grant a myriad of bonuses or penalties that are dependent upon the materials description.

Example (Adamantine)

This ultra hard metal adds to the quality of a weapon or suit of armor.

Special qualities

Increased weight: adamantine is an extremely dense metal and roughly weights twice that of common steel. All items crated out of adamantine weight twice their listed description. This also confers a -5 to dodge checks and reduces the player's base speed by 10ft.

Any armor or weapon crafted out of adamantine can not be sundered

Grants DR 15 / - to any armor that it is crafted into. This bonus is stackable with the damage reduction that is offered by the base armor.

Grants any weapon crafted a +10 bonus to damage.

+10,000 to cost
+3 weeks to craft

Modifications

A modification adds a single unique attribute to a weapon or armor. This attribute may include, but are not limited to a bonus to damage, attack, block, dodge, or a reduction in weight

Example (Fuller)

A fuller is a rounded or beveled groove on the flat side of a blade, such as a sword, knife, or bayonet. The purpose is to strengthen or lighten the blade, rather than to allow blood to flow from a stabbed person.

A fuller reduces the weight of a weapon by 5 lbs.

+100 to cost
+0 craft time

XXsiriusXX

I am currently looking into the possibility of changing from a d20 based system to something else. the only real RPG experience I have is with D&D (1-4) and WoD, and I was wondering if any one could suggest some non-d20, non-WoD sources for me to look at.

XXsiriusXX

Armor and Weapons

Armor

Armor allows the player to reduce the amount of damage that he receives in combat. The amount of damage and type of damage reduced is dependent upon the type of armor and the armors properties.

Armor types

There are 6 types of armor cloth, leather, chain, scale, plate, and exotic. Each type of armor provides differing amounts of protection from various damage sources. The material from which the armor is crafted and the way it is constructed imbues the armor with special qualities.

Cloth
Damage reduction suggestion?

Leather
Damage reduction suggestion?

Chain
Damage reduction suggestion?

Scale
Damage reduction suggestion?

Plate
Damage reduction suggestion?

Exotic
Varies depending upon the armors description

Armor and dodging

A player wearing armor must accept a penalty to his dodge check. The penalty incurred s dependent upon the type of armor and the properties that it has.  

Weapons

Weapon types

There is three main weapon types melee, ranged, and hybrid.

Melee
 
Melee weapons are classified into two types edged and blunt.

Ranged

Ranged weapons are classified into projectile and energy

Hybrid

Hybrid weapons are the joining of ranged and melee weapons and are classified into range dominant and melee dominant

Range dominant: the hybrid is predominately used for ranged combat but can be switched to a melee role.

Melee dominant: the hybrid is predominately used for melee combat but can be switched to a ranged role.

Weapon damage

All weapons do the same amount of base damage, 1d20. The amount of extra damage that is produced is dependent upon the weapons characteristics, his skill level with that weapon, as well as the players strength. The formula below will help to illustrate how damage is calculated.

1d20 + ¼ skill level + players strength mod + weapon bonus + magic bonus + misc bonus

Weapon damage types

Since a weapons damage is always a single d20 plus bonuses, the true factor to differentiate between weapons is by the type of damage they inflict. There are three classes of damage types conventional, material, and magical.  

Conventional damage types

Slashing
Piercing
Bludgeoning

Material damage types

Adamantine
Sliver
Etc.

Magical damage types

Fire
Water
Earth
Wind
Ice
Lighting

Weapons and blocking

Weapons provide you with a bonus to your block score. The bonus added is depended upon the type of weapon and the properties that it has.  In most cases the larger the weapon the higher the bonus to block and vice versa.