HoboTheOriginal
First Post
Hi everybody!
So, a homebrew project went horribly awry and now I find myself building a PnP RPG because I is GEEK! Anyway, was hoping I could get some feedback from you amazing folk and more experienced gamers.
This whole project is like a love letter to all my favourite RPG's and fantasy tropes. It is not intended to make money or get published. In fact, should I reach a finished product, I would simply be happy that people would want to just try it out
Okay...
Resolution of conflict is the important part of most RPGs, right? What I need is help in that regard. With that in mind, I'm just presenting the bare bones mechanics without any of the fluff.
What I've got so far:
- D100 system. Abilities are rated on a score of 1-100. Rolling under your ability score results in a success for whatever you're trying to do. Your ability score is modified by the difficulty of the task(positively or negatively) in increments of 10. One always succeeds, 100 always fails. This is only used in a situation where there are consequences to failure or constraints of time. All other conflict should be role played.
- Opposed checks are preformed by the PC rolling under the relevant ability with a modifier based on the opponent's relevant score in increments of 10. Thus a PC with a stat of 52 opposing an NPC with a stat of 28 would get a +20 boost and need to roll under a 72%.
- Combat is resolved in a different manner. It is broken down into steps.
1) Draw: Draw and ready weapons. If there is someone within striking distance, you may strike them in a surprise attack. Likewise, any combatants that were ambushing resolve actions now. Everyone involved in combat right now is treated as having a THREAT of 0.
2) Assessment: This phase is skipped if blood was drawn in the Draw phase.This is the chance for attackers to look around and assess threats, slowly circling each other. Last chance for words, be it taunting, intimidating or negotiating.
3) Movement: Combatants can either tactically move positions, withdraw from combat or close distance with the enemy. Initiative is determined at this stage as a group. PCs and NPCs. All movement is declared by one side, then the other and then movement is resolved. To safely close the distance with the enemy, you must have a higher APPROACH stat compared to their THREAT stat. A higher THREAT will allow the defender a chance to harm the attacker as he closes the gap. Any consolidation from the previous round of combat happens here.
4) Clash: Combatants trade blows and parry in this phase. Within each clash is an attacker(s) and defender(s). The PC rolls a percentile, aiming to score under his COMBAT SKILL stat, while factoring in the difference of his/her opponent in units of 10(positively or negatively). By each unit of 10 that the roll succeeds the PC's stat, the PC is given a success token.
Ex: PC COMBAT SKILL is 63 against an NPC of 48. The PC has one unit of 10 higher skill, so his target number becomes 73. The PC rolls a 32. This has four units of 10 difference from his target number, thus he gets 4 success tokens.
Once a clash is won, the winner buys a result on a chart to apply to the clash.
-There is an ATTACKER, DEFENDER, NON-LETHAL(trips, grapples, disarms, etc.) and PROJECTILE chart. Each chart has 10 levels with 10 being "carry success tokens over into next clash" and each level there after, being a more severe wound until reaching level 1 as a "mortal wound". Additional success tokens are granted due to STRENGTH or DEXTERITY depending on weapons, while the opponent may bump the results back up levels on the chart based on ARMOUR or CONSTITUTION. No opponent can ever bump past level 10, therefore the minimum result is an advantage in the next clash.
After all clashes have been resolved, the conflict enters a new movement phase.
- Stamina is a function of WILL and CONSTITUTION. Stamina points may be spent to give a plus 10 bonus to anything physical, including skill checks, combat rolls and trading them in for success tokens. Spending too much stamina can make you winded or gassed, though.
- Debates will be resolved in the same manner as combat, albeit with different terminology and different abilities - but the concept will be the same. Debates may be utilized in the Assessment phase as a means to avoid physical combat.
Trying to avoid a giant text block, so let me know if anything needs more clarification or detail. Thoughts? Questions? Helpful advice/tips/hints/cheat codes? All criticisms will be greatly appreciated!!!
So, a homebrew project went horribly awry and now I find myself building a PnP RPG because I is GEEK! Anyway, was hoping I could get some feedback from you amazing folk and more experienced gamers.
This whole project is like a love letter to all my favourite RPG's and fantasy tropes. It is not intended to make money or get published. In fact, should I reach a finished product, I would simply be happy that people would want to just try it out

Okay...
Resolution of conflict is the important part of most RPGs, right? What I need is help in that regard. With that in mind, I'm just presenting the bare bones mechanics without any of the fluff.
What I've got so far:
- D100 system. Abilities are rated on a score of 1-100. Rolling under your ability score results in a success for whatever you're trying to do. Your ability score is modified by the difficulty of the task(positively or negatively) in increments of 10. One always succeeds, 100 always fails. This is only used in a situation where there are consequences to failure or constraints of time. All other conflict should be role played.
- Opposed checks are preformed by the PC rolling under the relevant ability with a modifier based on the opponent's relevant score in increments of 10. Thus a PC with a stat of 52 opposing an NPC with a stat of 28 would get a +20 boost and need to roll under a 72%.
- Combat is resolved in a different manner. It is broken down into steps.
1) Draw: Draw and ready weapons. If there is someone within striking distance, you may strike them in a surprise attack. Likewise, any combatants that were ambushing resolve actions now. Everyone involved in combat right now is treated as having a THREAT of 0.
2) Assessment: This phase is skipped if blood was drawn in the Draw phase.This is the chance for attackers to look around and assess threats, slowly circling each other. Last chance for words, be it taunting, intimidating or negotiating.
3) Movement: Combatants can either tactically move positions, withdraw from combat or close distance with the enemy. Initiative is determined at this stage as a group. PCs and NPCs. All movement is declared by one side, then the other and then movement is resolved. To safely close the distance with the enemy, you must have a higher APPROACH stat compared to their THREAT stat. A higher THREAT will allow the defender a chance to harm the attacker as he closes the gap. Any consolidation from the previous round of combat happens here.
4) Clash: Combatants trade blows and parry in this phase. Within each clash is an attacker(s) and defender(s). The PC rolls a percentile, aiming to score under his COMBAT SKILL stat, while factoring in the difference of his/her opponent in units of 10(positively or negatively). By each unit of 10 that the roll succeeds the PC's stat, the PC is given a success token.
Ex: PC COMBAT SKILL is 63 against an NPC of 48. The PC has one unit of 10 higher skill, so his target number becomes 73. The PC rolls a 32. This has four units of 10 difference from his target number, thus he gets 4 success tokens.
Once a clash is won, the winner buys a result on a chart to apply to the clash.
-There is an ATTACKER, DEFENDER, NON-LETHAL(trips, grapples, disarms, etc.) and PROJECTILE chart. Each chart has 10 levels with 10 being "carry success tokens over into next clash" and each level there after, being a more severe wound until reaching level 1 as a "mortal wound". Additional success tokens are granted due to STRENGTH or DEXTERITY depending on weapons, while the opponent may bump the results back up levels on the chart based on ARMOUR or CONSTITUTION. No opponent can ever bump past level 10, therefore the minimum result is an advantage in the next clash.
After all clashes have been resolved, the conflict enters a new movement phase.
- Stamina is a function of WILL and CONSTITUTION. Stamina points may be spent to give a plus 10 bonus to anything physical, including skill checks, combat rolls and trading them in for success tokens. Spending too much stamina can make you winded or gassed, though.
- Debates will be resolved in the same manner as combat, albeit with different terminology and different abilities - but the concept will be the same. Debates may be utilized in the Assessment phase as a means to avoid physical combat.
Trying to avoid a giant text block, so let me know if anything needs more clarification or detail. Thoughts? Questions? Helpful advice/tips/hints/cheat codes? All criticisms will be greatly appreciated!!!