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Design Challenge: prison-playable RPG rules
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<blockquote data-quote="Janx" data-source="post: 5069834" data-attributes="member: 8835"><p>continuing on with random rule ideas....</p><p></p><p>I'd try to reduce dice rolling, give how tedious it might be (not as simple as pick up 5d6 and roll a fireball).</p><p></p><p>so with that in mind, I might try the following for an attack with damage included mechanic:</p><p></p><p>Written assuming a d6 for all dice rolls, though really, it doesn't matter. I also assume stats range from 1 to 6 (or whatever die size we're using)</p><p></p><p>AC = targets DEXx2</p><p></p><p>attacker rolls 1d6 + modifier (modifer is STR for melee, DEX for ranged)</p><p></p><p>if result > AC, it's a hit. Damage = result - AC</p><p></p><p>This could generate a fairly high damage level, though at most, it should be no more than 10 (AC 2 - 12 result (rolled 6 + 6 modifier)</p><p></p><p>Assuming stats are allowed to go higher at higher levels, you'd also assume AC would scale up as well for level appropriate challenges</p><p></p><p>One might also make weapons interesting, by making them give a bonus to damage, or to-hit, rather than having a specific damage dice</p><p></p><p>thus, small weapons might be +0 damage, medium would be +1 damage, etc.</p><p></p><p>By not making equipment be too important, we reduce the documentation needed. No pages of equipment needed with varying weights and damages...</p><p></p><p>I'm also putting emphasis on the DEX stat (which is really the AC stat) that a PC is hard to hit, because they put points in it. Not because of the gear they bought.</p><p></p><p>I reckon I could make it so armor does damage reduction (and weapons do damage increase), but stats directly affect AC to to-hit</p><p></p><p>At this stage, I think a PC could have stats, HP, AC and be able to fight a monster with 1 attack per round. I think he'd get better as he advanced in levels, being harder to hit, doing more damage, or taking more hits (just like D&D). In simple terms, plain combat is done.</p><p></p><p>I think all the sneaky stuff would be handled by DEX checks set against a DC (similar to current D&D). 11=hard, 9=tough, 6= average, 3=easy for DCs might be a good starting point. Pretty much any "skill" or "Stat" challenge would be handled this way.</p><p></p><p>Next on the list is magic...</p><p></p><p>Magic is the toughest, because it usually calls for more complex effects. Designing a simple math formula for damage inflicting spells would be fairly simple, and easy to remember how those type spells work. What's harder is the "weird" stuff that can be quite varied, as magic gets used to solve lots of problems.</p><p></p><p>Since fighter types can do damage every round, I have no problem with wizards doing similar. Since magic usually can affect multiple targets, I might just specify that wizards get to divide their damage result across all their targets. Thus, they don't do "more" per round, but they can hit more people. Or at be able to build up over a couple of rounds, for a bigger effect.</p><p></p><p>I have a tendency to design the comabt mechanics first, with an eye towards other uses. Then I create out the other parts, following the same pattern combat fleshed out. So I suspect I'm going to ponder damage-inflicting spells and casting next...</p></blockquote><p></p>
[QUOTE="Janx, post: 5069834, member: 8835"] continuing on with random rule ideas.... I'd try to reduce dice rolling, give how tedious it might be (not as simple as pick up 5d6 and roll a fireball). so with that in mind, I might try the following for an attack with damage included mechanic: Written assuming a d6 for all dice rolls, though really, it doesn't matter. I also assume stats range from 1 to 6 (or whatever die size we're using) AC = targets DEXx2 attacker rolls 1d6 + modifier (modifer is STR for melee, DEX for ranged) if result > AC, it's a hit. Damage = result - AC This could generate a fairly high damage level, though at most, it should be no more than 10 (AC 2 - 12 result (rolled 6 + 6 modifier) Assuming stats are allowed to go higher at higher levels, you'd also assume AC would scale up as well for level appropriate challenges One might also make weapons interesting, by making them give a bonus to damage, or to-hit, rather than having a specific damage dice thus, small weapons might be +0 damage, medium would be +1 damage, etc. By not making equipment be too important, we reduce the documentation needed. No pages of equipment needed with varying weights and damages... I'm also putting emphasis on the DEX stat (which is really the AC stat) that a PC is hard to hit, because they put points in it. Not because of the gear they bought. I reckon I could make it so armor does damage reduction (and weapons do damage increase), but stats directly affect AC to to-hit At this stage, I think a PC could have stats, HP, AC and be able to fight a monster with 1 attack per round. I think he'd get better as he advanced in levels, being harder to hit, doing more damage, or taking more hits (just like D&D). In simple terms, plain combat is done. I think all the sneaky stuff would be handled by DEX checks set against a DC (similar to current D&D). 11=hard, 9=tough, 6= average, 3=easy for DCs might be a good starting point. Pretty much any "skill" or "Stat" challenge would be handled this way. Next on the list is magic... Magic is the toughest, because it usually calls for more complex effects. Designing a simple math formula for damage inflicting spells would be fairly simple, and easy to remember how those type spells work. What's harder is the "weird" stuff that can be quite varied, as magic gets used to solve lots of problems. Since fighter types can do damage every round, I have no problem with wizards doing similar. Since magic usually can affect multiple targets, I might just specify that wizards get to divide their damage result across all their targets. Thus, they don't do "more" per round, but they can hit more people. Or at be able to build up over a couple of rounds, for a bigger effect. I have a tendency to design the comabt mechanics first, with an eye towards other uses. Then I create out the other parts, following the same pattern combat fleshed out. So I suspect I'm going to ponder damage-inflicting spells and casting next... [/QUOTE]
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Design Challenge: prison-playable RPG rules
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