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General Tabletop Discussion
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Homebrew resolution system critique
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<blockquote data-quote="HoboTheOriginal" data-source="post: 6340937" data-attributes="member: 6777730"><p>Thanks for taking the time to help out, I greatly appreciate any input that comes my way!</p><p></p><p>Ha! you know what's funny? Almost all my experience in gaming has been around a D20... I didn't even know D100 systems existed until I saw Warhammer Fantasy RPG. Never actually got a chance to check it out,even though I'm a huge fan of the tabletop war games - both universes.</p><p></p><p>In any event, I actually wanted to try and simplify combat by breaking it down into a single roll. Basically, the opposed Combat Skill roll is the only roll you need to make, and the success points you get as a result determine the effects on the appropriate chart. The rest of the phases of combat are strictly role playing in nature, which will help to break up the minutia of combat - well, hopefully ;-)</p><p></p><p>Hmmm... I actually really like your idea! My first draft originally called for deducting the opposing Combat Skill from the PC's skill, but I scrapped it to make it more math friendly. I realize the current draft still has some math, but I hopefully have it much more palatable by dealing with simpler increments of 10, rather than subtracting 28 from 52 etc.</p><p> The only problem is that I need to be able to generate success points reliably so that PC's can trounce minions, have a reasonably timed duel against equally skilled opponents and they should have strong reservations about going up against a higher skilled individual. I think the current system accomplishes this, but you're right... it feels clunky. I would like it to feel more streamlined...</p><p></p><p>Again, great idea. A wise man once told me that a game should only be developed in one of two ways. Either an exceptionally simple set of core mechanics which can be altered by side rules and exceptions, OR an extremely complicated system of core rules, but no way to modify or create exceptions to a rule. Pretty much what you just said... So, the general idea is to have this system as the simple core with skills, maneuvers, feats and the like providing the exceptions to the rule <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Thanks again for the awesome reply!</p></blockquote><p></p>
[QUOTE="HoboTheOriginal, post: 6340937, member: 6777730"] Thanks for taking the time to help out, I greatly appreciate any input that comes my way! Ha! you know what's funny? Almost all my experience in gaming has been around a D20... I didn't even know D100 systems existed until I saw Warhammer Fantasy RPG. Never actually got a chance to check it out,even though I'm a huge fan of the tabletop war games - both universes. In any event, I actually wanted to try and simplify combat by breaking it down into a single roll. Basically, the opposed Combat Skill roll is the only roll you need to make, and the success points you get as a result determine the effects on the appropriate chart. The rest of the phases of combat are strictly role playing in nature, which will help to break up the minutia of combat - well, hopefully ;-) Hmmm... I actually really like your idea! My first draft originally called for deducting the opposing Combat Skill from the PC's skill, but I scrapped it to make it more math friendly. I realize the current draft still has some math, but I hopefully have it much more palatable by dealing with simpler increments of 10, rather than subtracting 28 from 52 etc. The only problem is that I need to be able to generate success points reliably so that PC's can trounce minions, have a reasonably timed duel against equally skilled opponents and they should have strong reservations about going up against a higher skilled individual. I think the current system accomplishes this, but you're right... it feels clunky. I would like it to feel more streamlined... Again, great idea. A wise man once told me that a game should only be developed in one of two ways. Either an exceptionally simple set of core mechanics which can be altered by side rules and exceptions, OR an extremely complicated system of core rules, but no way to modify or create exceptions to a rule. Pretty much what you just said... So, the general idea is to have this system as the simple core with skills, maneuvers, feats and the like providing the exceptions to the rule :-) Thanks again for the awesome reply! [/QUOTE]
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