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New system design: Ashkhar RPG
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<blockquote data-quote="doghead" data-source="post: 6168166" data-attributes="member: 8243"><p>Mind ... Okay 5+</p><p>Body ... Great 3+</p><p>Spirit . Good 4+</p><p></p><p>Control (Magic) 1D6</p><p>Influence ..... 1D6</p><p>Knowledge ..... 1D6</p><p>Melee Combat .. 1D6 + 4D6</p><p>Movement ...... 1D6 + 1D6 + 1D6</p><p>Perception .... 1D6 + 1D6</p><p>Ranged Combat . 1D6 + 1D6</p><p>Resistance .... 1D6 + 3D6</p><p>Stealth ....... 1D6 </p><p></p><p>Grohlkin Warrior</p><p>Vitality 7</p><p>Health 7</p><p>Attacks Melee 5D6 </p><p>Attacks Range 2D6 </p><p>Defence 5D6 </p><p>Base Resist 4D6</p><p></p><p>Traits</p><p>Combo Attack (second attack penalty reduced by 1d6)</p><p>***</p><p></p><p>Equipment</p><p>Basic Melee Weapon (5D6, +1 Damage)</p><p>Unarmed Melee (6d6, +0 Dam)</p><p>Basic Range Weapon (2d6, +1 damage, 30 feet range)</p><p>Basic Armour (+1 damage reduction)</p><p></p><p>So</p><p></p><p>A bunch of random notes, not particularly cohesive, nor in any particular order. What you have here is very similar to they type of stuff I worked on. So there are a lot of old ideas and unresolved questions rattling around in my head which jumped at the chance to see the light of day again. Hopefully they are of some use to you.</p><p></p><p>Character generation is nice and fast and it looks like it would play that way as well. I would be interested to see how it runs. </p><p></p><p>I found myself getting a bit confused by the Attacks and Defends in the Maths section. It took me a while to work out that this is simply the number of dice - the character doesn't have 5 attacks, but one attack with a dice pool of 5. Similarly, the Defence Expertise (the penalty to defends while wielding a weapon is reduced by 1) left me a bit confused until I realised the reduction was again to the penalty on number of dice rolled for attack. So reduced by 1d6 rather than 1. Perturb (Make an Influence vs Resist attack. Each success over the resist value makes the target suffer a -1 penalty on their next attack or defend) is another example; is it a -1 penalty to the value of all dice rolled, or a -1d6 penalty to the pool.</p><p></p><p>When designing games I always tried to use generic rules as much as possible to reduce bloat (3rd Editions 1001 feats all offering the same basic mechanical advantage for example). Some of the Advanced Manoeuvres look like they could be incorporated into a generic rule; Burn 1 Fatigue to reduce a penalty by 1d6 for example. This could streamline things a lot and help keep it simple. And I love simple. That been said, I really like the Manoeuvres like command that allowed characters to aid one another. Here I think that minimum requirements are appropriate as they imply a level of skill or experience. </p><p></p><p>With the weapons, all of the modifications add something to the weapon, except for Offence and Defence, which combine a bonus with a penalty. I would be inclined to separate the two - one goes to purpose (ie, this type of weapon is better for defence than that type of weapon) and the other goes to enhancements (ie: this weapon is more does more damage than other weapons like it).</p><p></p><p>I like to combine attack and defence into one combat roll. The roll doesn't represent one strike, parry or thrust, but the sum total of all of those actions. The character with the higher value has effectively taken the initiative and controlled the engagement, the other forced onto the back foot. This does create some difficulties in allowing for Attack vs Defence bonuses. But this can be overcome. If my character rolls better, then his Attack and Damage bonuses come into play. If not, his Defensive bonuses come into play.</p><p></p><p>What is the value of the Grohlkin regeneration ability in game terms? The value of the Anduin immunity to mental manipulation by control, or the Koht immunity to critical hits is fairly obvious. </p><p></p><p>I would be inclined to drop the distinction between Attack actions and other Actions. A character can make two Actions per turn without penalty unless both Actions are Attack, in which case there is a 3D6 penalty to the second. Why not have a open ended number of actions possible, with each successive one after the first incurring a cumulative 3d6 penalty. Or alternatively, allow characters to split their dice pools.</p><p></p><p></p><p></p><p>"Say yes or roll the dice." I think that I picked this up from 2d6 Feet In a Random Direction podcast. In my experience, its a really powerful tool for changing the way you think as a DM.</p><p></p><p>Cheers</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 6168166, member: 8243"] Mind ... Okay 5+ Body ... Great 3+ Spirit . Good 4+ Control (Magic) 1D6 Influence ..... 1D6 Knowledge ..... 1D6 Melee Combat .. 1D6 + 4D6 Movement ...... 1D6 + 1D6 + 1D6 Perception .... 1D6 + 1D6 Ranged Combat . 1D6 + 1D6 Resistance .... 1D6 + 3D6 Stealth ....... 1D6 Grohlkin Warrior Vitality 7 Health 7 Attacks Melee 5D6 Attacks Range 2D6 Defence 5D6 Base Resist 4D6 Traits Combo Attack (second attack penalty reduced by 1d6) *** Equipment Basic Melee Weapon (5D6, +1 Damage) Unarmed Melee (6d6, +0 Dam) Basic Range Weapon (2d6, +1 damage, 30 feet range) Basic Armour (+1 damage reduction) So A bunch of random notes, not particularly cohesive, nor in any particular order. What you have here is very similar to they type of stuff I worked on. So there are a lot of old ideas and unresolved questions rattling around in my head which jumped at the chance to see the light of day again. Hopefully they are of some use to you. Character generation is nice and fast and it looks like it would play that way as well. I would be interested to see how it runs. I found myself getting a bit confused by the Attacks and Defends in the Maths section. It took me a while to work out that this is simply the number of dice - the character doesn't have 5 attacks, but one attack with a dice pool of 5. Similarly, the Defence Expertise (the penalty to defends while wielding a weapon is reduced by 1) left me a bit confused until I realised the reduction was again to the penalty on number of dice rolled for attack. So reduced by 1d6 rather than 1. Perturb (Make an Influence vs Resist attack. Each success over the resist value makes the target suffer a -1 penalty on their next attack or defend) is another example; is it a -1 penalty to the value of all dice rolled, or a -1d6 penalty to the pool. When designing games I always tried to use generic rules as much as possible to reduce bloat (3rd Editions 1001 feats all offering the same basic mechanical advantage for example). Some of the Advanced Manoeuvres look like they could be incorporated into a generic rule; Burn 1 Fatigue to reduce a penalty by 1d6 for example. This could streamline things a lot and help keep it simple. And I love simple. That been said, I really like the Manoeuvres like command that allowed characters to aid one another. Here I think that minimum requirements are appropriate as they imply a level of skill or experience. With the weapons, all of the modifications add something to the weapon, except for Offence and Defence, which combine a bonus with a penalty. I would be inclined to separate the two - one goes to purpose (ie, this type of weapon is better for defence than that type of weapon) and the other goes to enhancements (ie: this weapon is more does more damage than other weapons like it). I like to combine attack and defence into one combat roll. The roll doesn't represent one strike, parry or thrust, but the sum total of all of those actions. The character with the higher value has effectively taken the initiative and controlled the engagement, the other forced onto the back foot. This does create some difficulties in allowing for Attack vs Defence bonuses. But this can be overcome. If my character rolls better, then his Attack and Damage bonuses come into play. If not, his Defensive bonuses come into play. What is the value of the Grohlkin regeneration ability in game terms? The value of the Anduin immunity to mental manipulation by control, or the Koht immunity to critical hits is fairly obvious. I would be inclined to drop the distinction between Attack actions and other Actions. A character can make two Actions per turn without penalty unless both Actions are Attack, in which case there is a 3D6 penalty to the second. Why not have a open ended number of actions possible, with each successive one after the first incurring a cumulative 3d6 penalty. Or alternatively, allow characters to split their dice pools. "Say yes or roll the dice." I think that I picked this up from 2d6 Feet In a Random Direction podcast. In my experience, its a really powerful tool for changing the way you think as a DM. Cheers thotd [/QUOTE]
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