My developing RPG system 1
Posted: 2003-10-15 01:10am
Still very much in the works, but I'm looking for advice/crisicisms/recomendations. The basic mechanic is that you roll a number of six sided dice based on your skill or attribute, and compare that to the target number. If you exceed it by a certain amount, special things might happend depending on the type of check, like doing more damage or casting your spell more quickly or a less cost.
I'll try to keep the number of dice reasonable so that adding them up doesn't take that long (2D being human average for an ability). Critical failure is rolling all 1s, which is harder to do as you get more skilled. As you get more skilled your results also become more consistant, which I like.
Question #1: Roll again on 6s? I can either do a full added reroll or only count it if its a 4, 5, or 6 (adding 1, 2, or 3 to the total and rerolling again on a 6). If I do the full reroll then getting a 7 isn't any harder than getting a 6 on one die, and that might come up farily often if 2 is average, but is the modified reroll to complicated? Or should I just ignore extra rolls?
For actual record keeping I'm thinking of listing the stat as a number and dividing by 3 to get the dice rolled, while adding the remainder afterwords. I'd raise that to dividing by 4 with a full reroll, since the expected die roll on that is a 4.2 rather than a 3.5.
I'm going to use 6 stats:
Size affects how many hit points you have, and lets you use larger weapons without penalty.
Strength affects how powerful you are as normal, and influences damage. Also, your strength minus your body is going to be this thing called the speed modifier, which'll have several uses.
Coordination: How well you can dodge (modified by speed), how well you can swing a club if you're strong enough, etc.
Mental: How well you can concentrate and remember things as well as willpower. Affects your ability to resist stun damage.
Intelligence: Mental agilty and intuition. It also affects how much you percieve in an interesting situation (as opposed to guard duty, where Mental is more important). Also affects surprise.
Hit Points: Twice your body rating. You have these little check boxes, and you put a slash through them as you get injured. At 1/2 and 3/4 damage you get skill penalties. Also, if you take more than 1/4 of your HP in a single attack, the remainder (the amount that is more than 1/4) is taken as aggrivated damage, and you mark it off with a full X through the box. You get skill penalties every 1/4 for agg damage, and it heals more slowly. If you run out of hit points, you start bleeding, falling to the ground and making one of your boxes aggrivated each turn. When they're all aggrivated damage you die.
Stun Points: Spell casting, vigorous excercise, etc use up stun points. Getting hit with blunt things causes aggrivated stun damage (which still heals faster than normal HP damage). If you have any aggrivated HP damage, you're also have that much aggrivated SP damage, and they don't heal until the HP does. Skill penalties at 1/3 and 2/3 for both normal and agg.
Thats it for now. Questions and comments?
I'll try to keep the number of dice reasonable so that adding them up doesn't take that long (2D being human average for an ability). Critical failure is rolling all 1s, which is harder to do as you get more skilled. As you get more skilled your results also become more consistant, which I like.
Question #1: Roll again on 6s? I can either do a full added reroll or only count it if its a 4, 5, or 6 (adding 1, 2, or 3 to the total and rerolling again on a 6). If I do the full reroll then getting a 7 isn't any harder than getting a 6 on one die, and that might come up farily often if 2 is average, but is the modified reroll to complicated? Or should I just ignore extra rolls?
For actual record keeping I'm thinking of listing the stat as a number and dividing by 3 to get the dice rolled, while adding the remainder afterwords. I'd raise that to dividing by 4 with a full reroll, since the expected die roll on that is a 4.2 rather than a 3.5.
I'm going to use 6 stats:
Size affects how many hit points you have, and lets you use larger weapons without penalty.
Strength affects how powerful you are as normal, and influences damage. Also, your strength minus your body is going to be this thing called the speed modifier, which'll have several uses.
Coordination: How well you can dodge (modified by speed), how well you can swing a club if you're strong enough, etc.
Mental: How well you can concentrate and remember things as well as willpower. Affects your ability to resist stun damage.
Intelligence: Mental agilty and intuition. It also affects how much you percieve in an interesting situation (as opposed to guard duty, where Mental is more important). Also affects surprise.
Hit Points: Twice your body rating. You have these little check boxes, and you put a slash through them as you get injured. At 1/2 and 3/4 damage you get skill penalties. Also, if you take more than 1/4 of your HP in a single attack, the remainder (the amount that is more than 1/4) is taken as aggrivated damage, and you mark it off with a full X through the box. You get skill penalties every 1/4 for agg damage, and it heals more slowly. If you run out of hit points, you start bleeding, falling to the ground and making one of your boxes aggrivated each turn. When they're all aggrivated damage you die.
Stun Points: Spell casting, vigorous excercise, etc use up stun points. Getting hit with blunt things causes aggrivated stun damage (which still heals faster than normal HP damage). If you have any aggrivated HP damage, you're also have that much aggrivated SP damage, and they don't heal until the HP does. Skill penalties at 1/3 and 2/3 for both normal and agg.
Thats it for now. Questions and comments?