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Ideas for a new system

Started by XXsiriusXX, July 07, 2007, 06:14:09 PM

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XXsiriusXX

Quote from: Haphazzard
Quote from:  6) or do you have to actually roll that die to get your health?

Thanks for listening to my suggestions.  It's nice to see my opinions making a difference in a world.  Even if that world only exists on paper and in our minds.
[/quote
hmm I like that idea for the techniques, but my question is, would there be a technique tree for it (going from tech 1 to 2 to 3, and so on) or is the idea you have more of the way I have done spells (where is you get the really basic ability and then just buy the techniques you want? (I really hope what I just wrote made sense.)

as for hit die, spending that XP allows you to roll that sided die, and you take the result of that roll plus your con mod, which when I get done with my new stating system will be stamina.

Your comments, along with everyone else's, are always welcome in any of my posts, if you ever need anyone to review any of your stuff let me know.

XXsiriusXX

Ok, so I have been doing more thinking about the system. So far this is what I have come up with.

Stats

For stats I am going to be sticking with the system I have outlined in a previous post, but I have decided that I am going to be adding sanity to the mental sub-category.

Skills

Like I said before I am going to be reorganizing my skill system, and I wanted to run a few of my ideas on the boards and see what you people thought of it.

Senses
Sight=intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina

Athletics (I decided to combine tumble and balance into one skill for this skill set)
Running= stamina
Jump= agility
Climbing= strength
Swimming= strength
Tumbling= agility

Persuasion
Bluff=intelligence
Diplomacy=wisdom
Intimidate=force of will
Seduction=allure

Craft (Still trying to figure out rules for crafting).

EDUCATION

Unchanged

COMMERCE

Appraise=intelligence
Haggling=force of will

HEAL

Under construction

LEGERDEMAIN

Palming Items=agility
Pick A Pocket =agility
Pick Lock=intelligence
Escape Bonds=strength
Holdout=wisdom

PERFORM

Under construction

Ride and Pilot

No change

STEALTH

Move silently=agility
Hide=intelligence
Shadowing=stamina

Now I still have more sub skills to add to this list, but it is a good idea of where I am going with my idea. As for skill points, I was thinking that I would have player be able to buy a skill point and have that point applied to all sub-skills with in that skill. Or I could have the player buy access to the skill and then by skill points for each sub-skill. I'm not sure on what way I want to go at this time.

Combat techniques

I think I am going to rework my combat skills so they are more like my spells. Where as you by access to the combat technique and then you may by upgrades for it. I'm still trying to work it all out, as soon as I have something more I will post it.

Armor and shields.

I liked Haphazzard's idea about having armors damage reduction stack, so I will be adding that to my system.

Also I have come up for an idea about shields. In my system shields will not provide any bonus to armor, instead they will allow a character to perform a counter attack. A counter attack is when the character uses the shield to deflect the on coming attack and is able to make a single attack on his attacker. I think it will be a simple attack roll with a dc equal to the attackers roll (I really hope that made sense). Also, I think the type of shield will depend on how many times a player may make a counter attack. For example a buckler will let the character perform one counter attack around, a small shield, will allow two, a large shield, three. Also I was thinking that I would offer this ability to characters that use two weapons or dual ended weapons.  

LordVreeg

[blockquote=xxSIRIUSxx]Go ahead and forget about that. Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things. But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.[/blockquote]
I like the idea, personally.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

XXsiriusXX

Quote from: LordVreeg[blockquote=xxSIRIUSxx]Go ahead and forget about that. Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things. But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.[/blockquote]
I like the idea, personally.

it seems like a good idea, but i don't like the thought of giving XP for casting spells. to me it would be like giving extra XP for fighting with a weapon.

LordVreeg

Ah.  SO, paradoxically, I agree with your issue, but went the other way.
I run a skill based system.
I give experience in spell skills when they are cast.
And in weapon skills when they are used, and in HP when a character gets hit.
(why should a PC get better at picking locks by killing something?  Forget the silliness of it 'representing' the time spent practicing the other skills.)

But you are correct, once you start doing this, it is somewhat necessary to take it to the logical level.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

XXsiriusXX

Quote from: LordVreegAh.  SO, paradoxically, I agree with your issue, but went the other way.
I run a skill based system.
I give experience in spell skills when they are cast.
And in weapon skills when they are used, and in HP when a character gets hit.
(why should a PC get better at picking locks by killing something?  Forget the silliness of it 'representing' the time spent practicing the other skills.)

But you are correct, once you start doing this, it is somewhat necessary to take it to the logical level.



so how exactly does your system work?

LordVreeg

Stream-of-consiousness-disaster
That links you to the thread that describes it best.  I will offer a brief synopsis in case it is useful, but I don't want to contaminate your thread.
The problem I was trying to solve was how to reward people for using their abilities, and to make the characters evolve into what they should be, not to have thieves get better at pickpocketting by killing things.  I know that it is a game mechanic to simulate time spent training, etc, but allowing a character to pick a skill to improve that they haven't even used is something to avoid in my book.
So set up a system that works diferently, in many areas.  I the areas of experience annd skills, we keep experience in each skill seperately, but every skill has an experience modifier that determines how many real experience is gained.  The Experience modifier is affected most by what school or guild teaches the skill, then by attributes.  Rare skills ahve lower exp modifiers, easy skills have higher ones.  Look at the HP skill example on the first post.  
I hope this is useful to you, and your excellent pursuit of the right system for your game.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

XXsiriusXX

Quote from: LordVreegStream-of-consiousness-disaster
That links you to the thread that describes it best.  I will offer a brief synopsis in case it is useful, but I don't want to contaminate your thread.
The problem I was trying to solve was how to reward people for using their abilities, and to make the characters evolve into what they should be, not to have thieves get better at pickpocketting by killing things.  I know that it is a game mechanic to simulate time spent training, etc, but allowing a character to pick a skill to improve that they haven't even used is something to avoid in my book.
So set up a system that works diferently, in many areas.  I the areas of experience annd skills, we keep experience in each skill seperately, but every skill has an experience modifier that determines how many real experience is gained.  The Experience modifier is affected most by what school or guild teaches the skill, then by attributes.  Rare skills ahve lower exp modifiers, easy skills have higher ones.  Look at the HP skill example on the first post.  
I hope this is useful to you, and your excellent pursuit of the right system for your game.



Thanks for the link to your system. It is rather interesting, and it has given me some insight on my own system.

Haphazzard

Quote from: intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina
[/quote
I like sight and listen, but I'm not sure when I'd ever use smell, touch, or taste as a DM except in some sort of murder mystery campeign.  Also, why would smell and taste be linked to strength and stamina and not wisdom?
Thrice I've searched the forest of sanity, but have yet to find a single tree.

Belkar: We have a goal?
Roy: Sure, why do you think we're here?
Belkar: Well, I just figured we'd wander around, kill some sentient creatures because they had green skin and fangs and we don't, and then take their stuff.

Cantus

Quote from: XXsiriusXXSight=intelligence

And here I was thinking that there was always an inherently negative correlation between eyesight and intelligence.  Aren't the crazy geniuses always as blind as a bat, with glasses the size of coke bottles on their faces?  ;)

XXsiriusXX

Quote from: Haphazzard
Quote from: intelligence
Listen=wisdom
Smell=strength
Touch=agility
Taste=stamina
[/quote
Well I linked taste to stamina for the characters ability to withstand the flavor of what he tastes. As for smell I gave it to strength for the characters ability to handle extremely strong smells. I guess I should have given it to stamina as well. I don't know I might not keep the sense skill at all; you do bring up a good point, how often would a character use the taste and smell skills.

Quote from: Cantus
Quote from: XXsiriusXXSight=intelligence

And here I was thinking that there was always an inherently negative correlation between eyesight and intelligence.  Aren't the crazy geniuses always as blind as a bat, with glasses the size of coke bottles on their faces?  ;)

the best ones are.

XXsiriusXX

In the PDF below is a rough idea how I want my stats to work, but I am running into some problems. Well, at least I think they are problems.
 
Here is an example of how everything works. Let's say your character has a -6 Agility score. Your characters base speed would be 15ft (3 squares) a round with 2 attacks. Each ranged attack would have a -3 to hit, and your character would have a -3 to AC. as for any skills that have agility as their dominant ability would also take a -3 penalty.

Now does anyone see a problem with linking the characters base speed and the number of attacks with their agility score?

File: 1188763999_369_FT33872_microsoft_word__agility.pdf