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Modos 2 - free demo
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<blockquote data-quote="GMMichael" data-source="post: 7275679" data-attributes="member: 6685730"><p><strong>A Glimpse into Modding</strong></p><p></p><p>My Skyrim game will be starting soon, and the rules module for it is taking shape. Here's a look at what's involved in writing a mod.</p><p></p><p>The first step was to decide what makes Skyrim feel like Skyrim. So I picked out different elements in combat, looked at the way armor adds up to provide a total bonus, perks, how magic works, and more.</p><p></p><p>Then I had to look at the base Modos 2 game and ask: which elements differ enough to require new rules to support them? Which rules should be removed or changed?</p><p></p><p>This brought me to where I am now. I have a list of discussion points that I want to make on how to use the new rules, and a list of the new rules themselves. They'll take some refining, but the major points are in place. Next I'll flesh out the discussion, make the rules crispy-clear, and attempt to make a decent pdf out of it so I can post it on the Modos unofficial website.</p><p></p><p>Here's the rough discussion outline (apologies for the formatting):</p><p>[sblock]Intro</p><p></p><p>Player-characters</p><p> Level=square root of skill points</p><p> Suggested racial perks</p><p> Altmer, mana</p><p> Argonian, water breathing</p><p> Bosmer, poison resist 2, disease resist +4</p><p> Breton, -1 magic damage</p><p> Dunmer, d4 fire resistance</p><p> Imperial, d8 bonus septims</p><p> Khajiit, weapon training (natural)</p><p> Nord, d4 cold resistance</p><p> Orsimer, martial artist</p><p> Redguard, poison resist 2</p><p>Skills</p><p> New list</p><p> Gained from rolling, skill books, training, misc</p><p>Perks</p><p> List – example conversions, removed perks</p><p> Max damage perks</p><p> Tough</p><p> Endurance</p><p> Mana</p><p> (other perks)</p><p> Remove attribute point, skill point, rename Stubborn</p><p>Gear</p><p> Carrying capacity</p><p> Armor rule</p><p> Scrolls, skill books, potions, alchemy</p><p> Enchantment – enchanting tables – gear enchantments can raise above level limit</p><p> Shrines</p><p> Standing Stones</p><p>Magic</p><p> Spell durations</p><p> Magicka (and max magicka)</p><p> Magic resistance</p><p> Fire damage</p><p> Cold damage</p><p> Electrical damage</p><p> Ward spells last for 1 round</p><p>NPCs</p><p> Scaling</p><p> Sample NPCs</p><p>Conflict</p><p> Bartering (non-extended)</p><p> Picking pockets: 1st roll- were you detected, 2nd roll, were you successful (quality contest?)</p><p> Extended conflict</p><p> General</p><p> Initiative – weapon speeds (magic already has an action cost)</p><p> Lockpicking</p><p> d8 vs. Lock max progress (10 per lock level)</p><p> Persuading</p><p> </p><p> Physical </p><p> Actions table (attack, defend, change posture, cast novice spell, drink potion, sheathe/draw weapon, use scroll, use staff, apply poison)</p><p> Power attacks: special move perk becomes rule, but the number adds Stamina damage</p><p> Power attack breaks a block: blocked power attack does stamina damage instead of health damage (on a Pro, the power attack broke through)</p><p> Sprinting and Climbing</p><p> Mental</p><p> </p><p> Metaphysical</p><p> </p><p>Guidance</p><p> Scaling – five degrees, two per Modos level. 1 modos level <> 4 Skyrim levels</p><p> Distributing skill points</p><p> Vendor stock and cash</p><p> Werewolves</p><p> Vampires[/sblock]</p><p></p><p>And the rules catalog that grew with it:[sblock]</p><table style='width: 100%'><tr><td>Rule</td><td>Name</td><td>Description and Dependencies</td></tr><tr><td>100</td><td>Encumbered</td><td>Characters cannot exceed walking speed when weight carried > 10 x P score</td></tr><tr><td>100</td><td>Locked Skills</td><td>(removed)</td></tr><tr><td>100</td><td>Level up</td><td>Gain damage pool perk, perk, and attribute point. First standard perk must be racial perk.</td></tr><tr><td>100</td><td>Skill up</td><td>Roll 20 for combat, 19-20 non-combat...</td></tr><tr><td>100</td><td>Level </td><td>Equals root of skill points</td></tr><tr><td>200</td><td>Sprinting & Climbing</td><td>Use stamina (d8) to measure progress and count toward a limit</td></tr><tr><td>300</td><td>Helmet modifier</td><td>A helmet that is one step better or worse than worn armor grants +1 or -1 to the protection roll. A helmet two steps away (or missing) changes the protection die by one type. Depends: scaling</td></tr><tr><td>300</td><td>Disabled</td><td>Only mostly dead. Stamina and magicka just result in Cons</td></tr><tr><td>300</td><td>Natural healing (regeneration)</td><td>Proceeds in steps: day, hour, 4 minutes, 1 minute, round, action</td></tr><tr><td>300</td><td>Poison damage</td><td>Poison damage ignores physical protection, causes vision penalty (-2), and does 1 extra point of damage for X rounds.</td></tr><tr><td>300</td><td>Critical strike</td><td>Roll d4 extra damage. Perks to increase.</td></tr><tr><td>300</td><td>Poison resistance</td><td>Poison resistance reduces the level of a poison, but not below 0.</td></tr><tr><td>300</td><td>Paralysis</td><td>Free non-action to resist, or X actions must be used as defenses</td></tr><tr><td>300</td><td>Disease</td><td>Non-action to resist AFTER COMBAT</td></tr><tr><td>300</td><td>Damage, elemental</td><td>Elemental damage ignores general physical protection</td></tr><tr><td>300</td><td>Stagger</td><td>Non-action to resist, or lose 1 action</td></tr><tr><td>300</td><td>Max damage</td><td>equals attribute score plus max damage perks</td></tr><tr><td>400</td><td>Magic Durations</td><td>day, hour, 4 min, min, round, action (immediate)</td></tr><tr><td>400</td><td>magic resistance</td><td>number indicates damage reduction or defense bonus (can reduce to zero)</td></tr><tr><td>300</td><td>Power attack</td><td>All character can use Special Move perk, but must spend amount on Stamina as well. Cannot exceed Stamina max damage.</td></tr></table><p>[/sblock]</p><p></p><p>20-ish rules is relatively lightweight (compared to about 80 rules in the base game). I'm hoping the full mod will hit about 10 pages. Until then, happy gaming!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7275679, member: 6685730"] [b]A Glimpse into Modding[/b] My Skyrim game will be starting soon, and the rules module for it is taking shape. Here's a look at what's involved in writing a mod. The first step was to decide what makes Skyrim feel like Skyrim. So I picked out different elements in combat, looked at the way armor adds up to provide a total bonus, perks, how magic works, and more. Then I had to look at the base Modos 2 game and ask: which elements differ enough to require new rules to support them? Which rules should be removed or changed? This brought me to where I am now. I have a list of discussion points that I want to make on how to use the new rules, and a list of the new rules themselves. They'll take some refining, but the major points are in place. Next I'll flesh out the discussion, make the rules crispy-clear, and attempt to make a decent pdf out of it so I can post it on the Modos unofficial website. Here's the rough discussion outline (apologies for the formatting): [sblock]Intro Player-characters Level=square root of skill points Suggested racial perks Altmer, mana Argonian, water breathing Bosmer, poison resist 2, disease resist +4 Breton, -1 magic damage Dunmer, d4 fire resistance Imperial, d8 bonus septims Khajiit, weapon training (natural) Nord, d4 cold resistance Orsimer, martial artist Redguard, poison resist 2 Skills New list Gained from rolling, skill books, training, misc Perks List – example conversions, removed perks Max damage perks Tough Endurance Mana (other perks) Remove attribute point, skill point, rename Stubborn Gear Carrying capacity Armor rule Scrolls, skill books, potions, alchemy Enchantment – enchanting tables – gear enchantments can raise above level limit Shrines Standing Stones Magic Spell durations Magicka (and max magicka) Magic resistance Fire damage Cold damage Electrical damage Ward spells last for 1 round NPCs Scaling Sample NPCs Conflict Bartering (non-extended) Picking pockets: 1st roll- were you detected, 2nd roll, were you successful (quality contest?) Extended conflict General Initiative – weapon speeds (magic already has an action cost) Lockpicking d8 vs. Lock max progress (10 per lock level) Persuading Physical Actions table (attack, defend, change posture, cast novice spell, drink potion, sheathe/draw weapon, use scroll, use staff, apply poison) Power attacks: special move perk becomes rule, but the number adds Stamina damage Power attack breaks a block: blocked power attack does stamina damage instead of health damage (on a Pro, the power attack broke through) Sprinting and Climbing Mental Metaphysical Guidance Scaling – five degrees, two per Modos level. 1 modos level <> 4 Skyrim levels Distributing skill points Vendor stock and cash Werewolves Vampires[/sblock] And the rules catalog that grew with it:[sblock] [table="width: 500"] [TR] [TD="width: 42"]Rule[/TD] [TD="width: 154"]Name[/TD] [TD="width: 263"]Description and Dependencies[/TD] [/TR] [TR] [TD]100[/TD] [TD]Encumbered[/TD] [TD]Characters cannot exceed walking speed when weight carried > 10 x P score[/TD] [/TR] [TR] [TD]100[/TD] [TD]Locked Skills[/TD] [TD](removed)[/TD] [/TR] [TR] [TD]100[/TD] [TD]Level up[/TD] [TD]Gain damage pool perk, perk, and attribute point. First standard perk must be racial perk.[/TD] [/TR] [TR] [TD]100[/TD] [TD]Skill up[/TD] [TD]Roll 20 for combat, 19-20 non-combat...[/TD] [/TR] [TR] [TD]100[/TD] [TD]Level [/TD] [TD]Equals root of skill points[/TD] [/TR] [TR] [TD]200[/TD] [TD]Sprinting & Climbing[/TD] [TD]Use stamina (d8) to measure progress and count toward a limit[/TD] [/TR] [TR] [TD]300[/TD] [TD]Helmet modifier[/TD] [TD]A helmet that is one step better or worse than worn armor grants +1 or -1 to the protection roll. A helmet two steps away (or missing) changes the protection die by one type. Depends: scaling[/TD] [/TR] [TR] [TD]300[/TD] [TD]Disabled[/TD] [TD]Only mostly dead. Stamina and magicka just result in Cons[/TD] [/TR] [TR] [TD]300[/TD] [TD]Natural healing (regeneration)[/TD] [TD]Proceeds in steps: day, hour, 4 minutes, 1 minute, round, action[/TD] [/TR] [TR] [TD]300[/TD] [TD]Poison damage[/TD] [TD]Poison damage ignores physical protection, causes vision penalty (-2), and does 1 extra point of damage for X rounds.[/TD] [/TR] [TR] [TD]300[/TD] [TD]Critical strike[/TD] [TD]Roll d4 extra damage. Perks to increase.[/TD] [/TR] [TR] [TD]300[/TD] [TD]Poison resistance[/TD] [TD]Poison resistance reduces the level of a poison, but not below 0.[/TD] [/TR] [TR] [TD]300[/TD] [TD]Paralysis[/TD] [TD]Free non-action to resist, or X actions must be used as defenses[/TD] [/TR] [TR] [TD]300[/TD] [TD]Disease[/TD] [TD]Non-action to resist AFTER COMBAT[/TD] [/TR] [TR] [TD]300[/TD] [TD]Damage, elemental[/TD] [TD]Elemental damage ignores general physical protection[/TD] [/TR] [TR] [TD]300[/TD] [TD]Stagger[/TD] [TD]Non-action to resist, or lose 1 action[/TD] [/TR] [TR] [TD]300[/TD] [TD]Max damage[/TD] [TD]equals attribute score plus max damage perks[/TD] [/TR] [TR] [TD]400[/TD] [TD]Magic Durations[/TD] [TD]day, hour, 4 min, min, round, action (immediate)[/TD] [/TR] [TR] [TD]400[/TD] [TD]magic resistance[/TD] [TD]number indicates damage reduction or defense bonus (can reduce to zero)[/TD] [/TR] [TR] [TD]300[/TD] [TD]Power attack[/TD] [TD]All character can use Special Move perk, but must spend amount on Stamina as well. Cannot exceed Stamina max damage.[/TD] [/TR] [/TABLE][/sblock] 20-ish rules is relatively lightweight (compared to about 80 rules in the base game). I'm hoping the full mod will hit about 10 pages. Until then, happy gaming! [/QUOTE]
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