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The CBG System (discussions)

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

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beejazz

We should sticky the basics thread, the links thread, and the number crunch thread. Further proposals in sep'rate threads, with discussion followed by voting. Just a thought.
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QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

So... if and when we finish this (or has everyone else lost interest but me?)... we're going to have to make a PDF.

My suggestion, for layout...

1: Intro

2: Character creation and advancement (character points, buying features, earning more points, etc.)

3: Playing the game (combat, skills, adventure points, movement)

4: Skills index (index of skills, uses, and appropriate difficulties)

5: Different time periods and technology levels (depending on the time period, weapon groups and money systems and other gear may vary accordingly).

6: Rules for handling genres (scifi, fantasy, horror)

7: Rules for varying character archetypes (superhero... are there any others? anyway, unless we can get three we can nix this chapter)
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QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Xathan

Wow, I missed a big thing here. Can someone fill me in on what's going on? I'm not sure where to start and where to go.
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beejazz

well, I think this started with a discussion on whether magic could be balanced and ended up with a project for a new RPG... so far we've decided point-buy character creation and d6 dicepools... that's just so far, though.
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QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

snakefing

Speaking of which - hopefully soon I'll have a chance to return to the number-crunching thread and do some analysis. Hopefully then we can put together an actual proposal for an up-or-down vote.
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And no, I don't understand it.

beejazz

What does everyone think of having a section on variants, once we get done with the dice-crunching? Like UA for CBG, but included in the book?

I was thinking hit locations (torso for one or two successes, arm for three successes, leg for four successes, and headshot for five)... tiered damage (superficial for one or two, moderate for three, vital for three, instakill for five)... and melee strikes (there being a diference between "stab" "thrust" or "swing").

Anyway, hit locations would mostly be disarm (for arm shot) or trip (for leg shot) as opposed to keeping track of penalties. Tiers of damage would have progressive penalties to action points (so you can't move or fight as well if you get hit vitally as if you were only hit superficially). Melee strikes would just be a matter of each move having a diferent action point cost... maybe a die bonus/penalty to hit or damage.

Also, these variants (some of them) would mean that armor might be handled as straight DR, as opposed to a "number of success" thing. Again, not in the standard rules... but for variants.

Just some thoughts. Any other ideas?
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QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

SA

I don't know if this has been mentioned before, but I'd just like to say that we'd better make sure this ain't some GURPS clone.  I'm looking forward to the finished product (and may even make it the default system for Dystopia), but I already use GURPS and there's no point in transitioning from one relatively generic system to another.

beejazz

Well... I myself would like for the system to be versatile. By no means does that mean that it needs to be generic or dull. Chapters specific to specific genres may be appropriate (none of this crap where GURPS Lite is free... but entirely lacking in EVERYTHING). Likewise, none of that "roll low" bullshit.
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 Beejazz's Homebrew Discussion

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

SA

Haha.  Well put.  I loooove GURPS but I hate rolling low.  I absolutely hate it.  If it didn't otherwise cater to my every roleplaying desire, I'd can it.

snakefing

Ha! I cut my teeth on % systems, so rolling low is only natural to me.
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And no, I don't understand it.

CYMRO

Quote from: snakefingHa! I cut my teeth on % systems, so rolling low is only natural to me.

I find rolling low, as in %, intuitive.

beejazz

Yeah... I learned from DnD, so I'm of the high-roller philosophy. Besides that, it has taken a WHILE to get dicepools remotely workable. Seriously, if we suddenly switch over to roll-low percentiles, I'd probably turn all green and house-sized.

"BEEJAZZ SMASH PUNY INTERNET FORUMS"
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: beejazzSeriously, if we suddenly switch over to roll-low percentiles, I'd probably turn all green and house-sized.


They have a pill for that now...



SilvercatMoonpaw

Hmmm, there's been a lot of work since I've been out of it (oooo, look at the pretty colorsâ,¬Â¦Ã¢,¬Â¦Ã¢,¬Â¦Ã¢,¬Â¦Ã¢,¬Â¦).   I'm still confused on the more recent discussion about damage and combat:

Damage is still a number rolled on dice subtracted from VP/WP?
How do VP/WP get increased?
Coordination is added as a number of die to hit in combat?
Is this system using a fixed number for AC or a defense roll?

I think the next thing to vote on is a rolling low vs. rolling high system.  Having seen how BESM uses rolling low, if feel that rolling high is easier to understand because adding/postitive numbers comtribute to success.
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beejazz

Um... we've done ridiculous amounts of math already on the assumption that we were rolling high. Read up on the D10 Dicepools thread. Then ask questions here. I'll explain as best I can.
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QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?