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The CBG System (discussions)

Started by Wensleydale, September 06, 2006, 06:54:45 AM

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beejazz

My magic vote is to extend development.
Differing settings to use differing systems.
I actually have my own ideas about using recharge magic in my own setting, including the division of different magics as a major flavor element.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

SilvercatMoonpaw

I agree with beejazz in that magic shouldn't be voted on, but instead left up to the individual designing the system.  If there has to be a vote, however, I think that beejazz's is the simplest and therefore gets mine.

Also starting ability scores should be bought with starting character creation points.  No separate buy for ability scores.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

CYMRO

Quote from: beejazzABILITY BUY PROPOSAL:
Start with two each buy with five.
Minimum two.
Average three.
Maximum seven.

I am fine with that so long as there is a feat mechanic to break the 7 limit(and greatly increase the per point cost.)


QuoteDICE POOL PROPOSAL:
Starting dice pool is better of 2d6.

I guess we can vote again once the current vote is done.
Shouldn't you vote, BTW, for in the magic system vote? :-p




QuoteCharacters have 7 Vitality, 3 Wounds.

???
What?

CYMRO

Quote from: SilvercatMoonpawI agree with beejazz in that magic shouldn't be voted on, but instead left up to the individual designing the system.

I thought we, as a group, were designing the system...


QuoteAlso starting ability scores should be bought with starting character creation points.  No separate buy for ability scores.

So, using my previous examples, for argument sake, instead of a 6 point buy, plus 15,000 starting xp package, you propose,
All scores start at 2, per Beejazz, and using the 15,000(or whatever number is eventualy decided) to buy any stat upgrades?
I can live with that.

beejazz

Sorry if it seems a bit sudden to have a complete (almost) combat system all of the sudden, but I've been away from the computer for a while, and had plenty time to think.

As far as the ideas themselves, consider them as a whole. For example, the arbitrary vitality/wound values come from the fact that here, toughness is how you *resist* damage, and doesn't need to figure in a second time. Furthermore, note the smaller, more infrequent rate of damaging (and the bigger deal it makes in scale) and so on and so forth. We can fudge armor values to our liking, and likewise for hit points, but...

Just consider the whole before you start with the critique.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Quote from: CYMRO
Quote from: SilvercatMoonpawI agree with beejazz in that magic shouldn't be voted on, but instead left up to the individual designing the system.

I thought we, as a group, were designing the system...


QuoteAlso starting ability scores should be bought with starting character creation points.  No separate buy for ability scores.

So, using my previous examples, for argument sake, instead of a 6 point buy, plus 15,000 starting xp package, you propose,
All scores start at 2, per Beejazz, and using the 15,000(or whatever number is eventualy decided) to buy any stat upgrades?
I can live with that.
As for magic, we're still there to support each other on each individual mechanic. It's still a group thing. Even if it does go to one system, that system must be developed along side the rest of the system before its merits are decided.

As for abilities, I'd say #^2*100xp per additional point.

For dice, #^2*10xp?

I don't know.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

snakefing

As far as the magic goes, I think all three proposals have some merit. Each one still needs further development - any of them could turn out broken or improve greatly as details of the magical ability tree are folded in.

So overall I'd be in favor of working on them all. There might be an argument in favor of focusing on one at a time, though. On the other hand, working on several might provide some creative spark.

****
If people are interested enough in beejazz's combat proposal, I can start a thread to do some probability analysis. There are three reasons to do this:

1. If we don't, you know the min/maxer in your group will anyway.

2. It will help to determine how much each combat option should cost in XP, at least relative to each other.

3. It will help answer some basic questions, like how many successes should be needed, how good armor needs to be, how to design monsters to provide challenges of varying difficulty, how often will people actually be hit, etc.

For reference, here's an online dice pool calculator for Shadowrun. Shadowrun rules are not quite the same, but you can see some similarity.
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

beejazz

Quote from: snakefingAs far as the magic goes, I think all three proposals have some merit. Each one still needs further development - any of them could turn out broken or improve greatly as details of the magical ability tree are folded in.

So overall I'd be in favor of working on them all. There might be an argument in favor of focusing on one at a time, though. On the other hand, working on several might provide some creative spark.

****
If people are interested enough in beejazz's combat proposal, I can start a thread to do some probability analysis. There are three reasons to do this:

1. If we don't, you know the min/maxer in your group will anyway.

2. It will help to determine how much each combat option should cost in XP, at least relative to each other.

3. It will help answer some basic questions, like how many successes should be needed, how good armor needs to be, how to design monsters to provide challenges of varying difficulty, how often will people actually be hit, etc.

For reference, here's an online dice pool calculator for Shadowrun. Shadowrun rules are not quite the same, but you can see some similarity.
Um... I am okay with balancing shiz once I know things like how often things succeed, and I have to admit I've had minimal experience with pooling. A game balance thread would be good for this, if everyone agrees on this being our tenative starting point. So... what is the formula once we bring in the "Best of" factor?

(By the way, that's a "yes" vote on the "balance" thread)
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

So we table magic at the moment in favor of more development...

Snakefing, do your probability "fing."







beejazz

Quote from: CYMROSo we table magic at the moment in favor of more development...

Snakefing, do your probability "fing."

QuoteCOMBAT PROPOSAL:
Pool+Coordination vs. Reaction+Armor to attack. Weapons have minimum numbers of success for a crit (3 for fists, truncheons, saps, whips, etc. 2 for swords, arrows, axes, etc., 1 for guns, lasers, and other more instantly deadly weapons.)

Pool+Strength vs. Toughness+Armor to damage. Number of successes equals damage inflicted.

So, even if I hit, maybe even crit, I might not do damage?
That sucks.





Well, that's armor for you!
And not hurting at all is extremely unlikely if you've invested in extra dice.
Though... this is a legitimate concern.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Wensleydale


beejazz

On the note of my combat system, weapons might have a fixed number of dice. Like one to five or something. Lots of dice. To minimize the no-damage possibility.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

Quote from: beejazzOn the note of my combat system, weapons might have a fixed number of dice. Like one to five or something. Lots of dice. To minimize the no-damage possibility.


That might help.
effectively giving everything DR is unnerving...

beejazz

Quote from: CYMRO
Quote from: beejazzOn the note of my combat system, weapons might have a fixed number of dice. Like one to five or something. Lots of dice. To minimize the no-damage possibility.


That might help.
effectively giving everything DR is unnerving...
Well, that's dice-pool damage for ya. XD.
Anyways, there's something just cool about shooting someone for 5d6. You actually feel like you're shooting them. In teh face!
At the same time, the "damage-per-success" allows for hp to not have to scale (remember my earlier concerns about classless/levelless?) or if it does need to scale we can add whole dice to the equation. Just a thought.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?