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Quick Play RPG System

Started by Nomadic, November 06, 2008, 01:26:17 AM

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Llum

Quote from: Ninja D!
Quote from: LlumJust want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Llum brings up a good point.  Its something that I had also thought of.  The trouble is, I can't really see any way around it and if you took this route, you probably couldn't, either.

Well, d20-16 = 1d4, so d20-12 = 2d4 (roughly) etc.. so each 10 points could change the modifier by 4 points (a d4 equivalent). This isn't particularly elegant, but it's the simplest I could think of.

Eventually you could also end up having a positive modifer, like d20+4. This would potentially make higher level spells (more expensive) better because they would have a higher minimum damage.

Ninja D!

Quote from: Llum
Quote from: Ninja D!
Quote from: LlumJust want to point out the inclusion of d4 damage dice removes the only having to have a d20 component of the game.
Llum brings up a good point.  Its something that I had also thought of.  The trouble is, I can't really see any way around it and if you took this route, you probably couldn't, either.

Well, d20-16 = 1d4, so d20-12 = 2d4 (roughly) etc.. so each 10 points could change the modifier by 4 points (a d4 equivalent). This isn't particularly elegant, but it's the simplest I could think of.

Eventually you could also end up having a positive modifer, like d20+4. This would potentially make higher level spells (more expensive) better because they would have a higher minimum damage.
There is a problem with your system.  The lowest you can roll with it is -13, instead of 1.

Llum

Well I believe that in the case of 0 or lower it would be changed to 1 damage :P


LordVreeg

Nomadic, I have some range and damage problems, though i enjoy the modular nature of the system.  To make sure I am getting a handle on this, compared to the experience growth, how commonly do you expect that caster's will be able to use the excellent 'Turtle Strike' spell?  
VerkonenVreeg, The Nice.Celtricia, World of Factions

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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

Nomadic

Quote from: LordVreeg the NiceNomadic, I have some range and damage problems, though i enjoy the modular nature of the system. To make sure I am getting a handle on this, compared to the experience growth, how commonly do you expect that caster's will be able to use the excellent 'Turtle Strike' spell?

What exactly were the range and damage problems you had? Perhaps we can use those to help balance things out. I am suspecting it had to do with lack of enough aether. The turtle strike spell was sort of a joke designed to be an example of a high level caster spell.

Anyhow back to the matter of lack of aether I was thinking perhaps of a different formula. On the basis of each level being 5 normal encounters (fighting something your level, overcoming a level appropriate trap, etc) and encounters generally averaging at about 3 a day (from my experience at least) then the magician needs enough to contribute to the encounters each day. At level 1 the average combat encounter would probably have about 48 hitpoints spread between all its members. So then lets say that a level 1 pure magician should be able to deal at least 12 damage per encounter or its equivalent. That would be 4d4 (to make the chance viable instead of the rare perfect roll) or 40 points. However this is a touch attach and wizards have trouble with those. So lets add on some range ability and make it 60 points (or 180 points daily). This lets them play around a bit without getting too strong. At level 5 the average opponent hp becomes 60 (opponents add 1 to res and 1 to their main stat at each level; so (level 5 + 1) * (6 + 4 mod) = 60) so we want that to be the target. That gives us 15d4 (or 3d12 to make rolls go faster...might add a rule about that since that does change the range). 15d4 is 150 points and if we take the earlier average in order to give it a boost we add about a half onto it which gives it +75 (we'll say 70). So then that's 660 points at level 5 (3 encounters daily). Note that points are recovered at 1/10th total per hour (1/5th when sleeping) so that because encounters are spaced up a bit we could generally get away with a bit lower of a total point amount to help curb munchkins. What are people's thoughts on this stuff? Is it logically sound? Do you have any formula ideas? Etc.

Oh and while we're at it, the new dice formula I was talking about.

Damage:
You can add an additional d4 onto the spell damage for 10 points each. Your total must be rolled with the lowest number of dice.

1d4=1d4
2d4=1d8
3d4=1d12
4d4=1d12+1d4

and so on...

Nomadic

Ok well to get back on track here I think I should write out what I need to make this work and what has been done so far.

Core System:
Task Success/Failure System: I think that this one is pretty much done. I could possibly add some example lists of exact skills into the modules later on. For now though it is at a level that can be tested. The attributes system is set up and the skill system has its steady base. Whatever happens next with this will have to happen after testing, once I know what needs tinkering. The only other thing is the social system and that one is pretty straight forward. I am pretty confident it already works (since I have used something similar before).
Combat System: The general design is finished. However, this could do with a bit more polishing. Most of it is clarification and editing (I need to get the traps aspect all laid out as well).
Leveling: Pretty straight forward, I don't think there is much else to do with this one.

Modules:
(Fantasy) Magic System: This one is being tinkered with. However, I think it is at a point that I could start play testing it to figure out how I can get it balanced out.
(Fantasy) Special Abilities: I have an idea of where I want to go with the feats and the like but I haven't really started on it yet. This one is hard as it is something that has to be done by hand. No crunch system can really make up for it alone.
(Fantasy) NPC Stats: Another thing I haven't even started. I think that NPCs will be statted out similar to PCs (with some differences of course). I do have some ideas on how to do this but that's for a later date. For now I can wing enemy stats if I have to.
(Fantasy) Items: Another thing to do later on which can also be winged for now. I will probably save this one for once I have the system all cleaned up.

Wow it's farther along then I thought. Though  I might be missing some necessary things (please tell me if you can think of them). I think that once the magic system is up (and the other stuff is fixed up a bit) I will start on some base abilities (pulling inspiration from wherever I can). Hopefully I can create enough that I can then take this to play testing here. If you are interested in helping me play test let me know.

Elemental_Elf

For the (Fantasy) Special Abilities, what kind of special abilities are you looking for?

As for the NPC's, that's easy enough, develop 3 arrays - the Mook, the Boos and the BBEG - if the system is easy for PCs, why not make the Dm's life easy?

Nomadic

Special abilities is just a fancy way of saying feats. I am looking for fantasy appropriate feats (the 3e feat list is probably a good place to start).

The array system sounds good. If anything it would serve as an effective template for custom NPCs. There will probably be a few more types, but not that many more. An example list might be:

Boss - Any powerful enemy that is a challenge for a full group to take down. Bosses are often protected by their own elites and soldiers.
Examples: Lich, Dragon, Demon
Elite - More powerful than a soldier, the elite has access to abilities that make them much more dangerous to face. An elite is a challenging opponent vs several players.
Examples: Wurm, Drake, Master Wizard
Soldier - Anything that is capable of holding its own in a fight. Soldiers can be easy to face or a challenge to take down. Most will go down in a one on one fight with a player. However soldiers often come in large groups that can challenge the players far more than a single soldier alone.
Examples: Swordsman, Giant, Wolf
Civilian - Civilians avoid fighting and are generally better capable of holding a non-combat trade. However a civilian is not totally helpless and in some situations can prove dangerous.
Examples: Baker, Blacksmith, Peon

Elemental_Elf

Quote from: NomadicSpecial abilities is just a fancy way of saying feats. I am looking for fantasy appropriate feats (the 3e feat list is probably a good place to start).

The array system sounds good. If anything it would serve as an effective template for custom NPCs. There will probably be a few more types, but not that many more. An example list might be:

Boss - Any powerful enemy that is a challenge for a full group to take down. Bosses are often protected by their own elites and soldiers.
Examples: Lich, Dragon, Demon
Elite - More powerful than a soldier, the elite has access to abilities that make them much more dangerous to face. An elite is a challenging opponent vs several players.
Examples: Wurm, Drake, Master Wizard
Soldier - Anything that is capable of holding its own in a fight. Soldiers can be easy to face or a challenge to take down. Most will go down in a one on one fight with a player. However soldiers often come in large groups that can challenge the players far more than a single soldier alone.
Examples: Swordsman, Giant, Wolf
Civilian - Civilians avoid fighting and are generally better capable of holding a non-combat trade. However a civilian is not totally helpless and in some situations can prove dangerous.
Examples: Baker, Blacksmith, Peon

Very shag, though I think Dragons should be in a class by their lonesome. To me, Dragons epitomize the ultimate Boos Battle, they should be even more powerful than the standard Lich & Evil wizard combined! (but that's my opinion).

As for Feats, what style of feat are you going for? Are you shooting for the blasé +x to Y stat/skill or more along the lines of things that make the game more interesting (2WF, Cleave, Dual Wand Wielder)? Personally, I would avoid too many of the static 'you get +x to Y' feats and focus in on the cooler, more cinematic feats (less book keeping, more playing, IMO).  

Nomadic

I am going almost exclusively for the fancy fun feats like spring attack, two weapon fighting, etc.

Ninja D!

I meant to mention this before but hadn't gotten to it...

If you're using a die other than d20, why is it d4?  That makes carrying the game in your pocket more difficult.  A d4 could put a hole in your pocket (or you if you're particularly unlucky).

Nomadic

Quote from: Ninja D!I meant to mention this before but hadn't gotten to it...

If you're using a die other than d20, why is it d4?  That makes carrying the game in your pocket more difficult.  A d4 could put a hole in your pocket (or you if you're particularly unlucky).

I dropped the d20 only thing when I realized it would cause more trouble than it was worth. I was concerned about it until I looked at my old dice carrying pouch and realized that you could easily carry an entire set in your pocket (or in a binder) with room to spare. I chose the d4 because of the damage level I wanted for magic.

Elemental_Elf

Quote from: NomadicI am going almost exclusively for the fancy fun feats like spring attack, two weapon fighting, etc.

Just from the SRD these would be the spells I find most cinematic and/or feats that enable Cinematic coolness

Brew Potion
Cleave
Craft Staff
Craft Wand
Deflect Arrows
Empower Spell
Enlarge Spell
Extend Spell
Great Cleave
Greater Two-Weapon Fighting
Heighten Spell
Leadership
Many Shot
Maximize Spell
Mounted Archery
Mounted Combat
Power Attack
Precise Shot
Quick Draw
Quicken Spell
Rapid Reload
Rapid Shot
Ride-By Attack
Scribe Scroll
Widen Spell
Shot on the Run
Snatch Arrows
Spirited Charge
Spring Attack
Stunning Fist
Track
Two-Weapon Fighting
Whirlwind Attack


Nomadic

Yea I was thinking of looking it over for stuff like that and come up with my own take on it. Then I could come up with tiers and prerequisites. Of course things like empower spell and that are all included in the spell system and based on how much aether you spend. Things like silent and still spell though are possible abilities.