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New Game Mechanics for Custom RPG (is it Lame?)
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<blockquote data-quote="Kuld" data-source="post: 7629783" data-attributes="member: 28351"><p>Hi all,</p><p></p><p>I guess I've decided to reinvent the wheel and create a new Game Mechanic for a custom RPG. However, in spite of trying to get the right "feel" for the genre , I'm not sure it "feels right" and need a good critique. The game is set in the future and is completely SciFi, with space travel, alien encounters, telepathic assault, etc. I'm creating this game primarily for my wife and kids to play (me as GM) but I am slowly posting it on a World Building website. I will copy and paste the game mechanics here (forgive me if it doesn't work):</p><p></p><p>Game Mechanic: Attributes</p><p></p><p>In this game there are three main tiers of attributes (called Prowess) that directly correspond to the the body, mind, and spirit. Within each are three further subcategories (Attributes listed below) that help refine Role Playing strategies and in-game outcomes and results (and are the main mechanism for rewarding experience points, i.e. "leveling up"). The total Prowess of each main tier will be determined by the average of the three Attributes of that tier, rounded up. This value represents the overall fitness of that tier, but also the number of Prowess Points a character can spend during the game to temporarily increase an ability modifier, access a special power, etc. that is associated with that tier. Finally, in this game each tier can be damaged or otherwise compromised. This is represented by a total amount of Heath Points (Physical Health, Mental Health, and Spiritual Health) that are determined by the sum of the respective Attributes of that tier. </p><p></p><p>Physical Attributes</p><p></p><p> Physical Attributes include Strength, Agility, and Endurance. </p><p></p><p>Strength is the ability to exert a physical force on an object. The higher your character's Strength value, the more physical force they can muster. Also, this includes how much physical force they can potentially withstand on their physical form (crushing, bludgeoning, etc.) </p><p></p><p>Agility is a measure of both swiftness and dexterity. This value will determine, for example, if your character will be swift enough to potentially avoid damage by a physical assault (or careening debris, etc.) or have the adequate manual dexterity to repair small devices with gloved hands on a pitching and rolling starship.</p><p></p><p> Endurance is the ability to endure physical exertion (exhaustion), the ability to withstand bodily injury (e.g. sudden or catastrophic changes in cabin pressurization), and higher levels of toxicity (chemical, radiation, biological, viral, etc.). For example, as your character increases their Endurance value, their ability to overcome a nasty virus will also increase, as will their ability to hike long distances, while encumbered and in the radiating heat of a desert planet. </p><p></p><p>The overall Physical Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine how athletic a character is, and also the total number of Physical Prowess Points the character can spend. The Physical Health Points of the character are determined simply by the sum of all three attributes. For example, Joe has a Strength of 16 (pretty darn strong), an Agility of 11 (not too bad), and an Endurance of 12. His overall Physical Prowess is 13 (not too shabby) and his Physical HP are 39. </p><p></p><p>Mental Attributes</p><p></p><p> Mental Attributes include Acuity, Reason, and Intuition. </p><p></p><p>Acuity represents the sharpness of the mind. It includes memory, focus, concentration, and the capacity for understanding. Characters with a high Acuity value can, for example, memorize schematics or long strings of numbers. They might be able to recognize patterns in a series of unfamiliar code or learn the intricate inner-workings of unfamiliar technologies. </p><p></p><p>Reason is the ability to use facts, logic, science, math, etc. to find solutions to practical and intellectual problems. It is the primary attribute for troubleshooting, maintaining, or incorporating new technologies. As a character's Reason value increases, so does their ability to recognize fallacious arguments or the veracity of methods employed. While Acuity enables one to understand a concept, it is Reason that allows one to understand the implications. </p><p></p><p>Intuition is informed by experience. It is the capacity to use or gain accurate knowledge, insight, or understanding independent of observation or reason. It is the "gut feeling" you get before you make a high-risk decision. It 's knowing where the approximate center of a wall is and whether the painting you've just hung is straight without measuring. As characters increase their Intuition values, they may be more likely to accurately determine the number of enemy combatants in an area, or the number of credits they just stuffed into a briefcase. They might know where to apply pressure to open a hatch that is jammed without directly knowing the cause of the jam, or even how the hatch operates. </p><p></p><p>The overall Mental Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine the mental health or sanity of a character, and also the total number of Mental Prowess Points the character can spend. The Mental Health Points of the character are determined simply by the sum of all three attributes. Joe's Acuity is 14, his Reason is 18 (Wow! Philosophy professor), and his Intuition is 13. His overall Mental Prowess is 15 and his Mental HP are 45. </p><p></p><p>Spiritual Attributes</p><p></p><p> Spiritual Attributes include Presence, Will, and Empathy. </p><p></p><p> Presence is best described as the state of being. It includes a strong element of self-awareness and the capacity for self-reflection. It allows for an intimate sense of one's place and orientation within the immediate environment and possibly the greater cosmos as well. Characters with a high Presence value tend to have stronger telepathic abilities (including neural links) and are far more difficult to telepathically invade. They also tend to be highly charismatic and make great leaders, the more insidious of who can learn to impose their will on others. </p><p></p><p>Will is primarily defined by determination and tenacity and the sense of one's trajectory within a framework of moral and ethical values (which are not necessarily consistent or shared). Characters with a high Will value are far more difficult to intimidate or telepathically influence. They are also more capable of enduring psychological assault, with the ability, for example, to send their mind elsewhere to endure torture, etc. </p><p></p><p>Empathy describes the capacity to experience, understand, or otherwise connect to other individuals, objects, and elements of the environment, independent of personal perspectives. For example, it allows one to experience another being's thoughts and feelings, from their point of view, usually from a variety of expressions or cues that are not necessarily verbal. This also extends into elements that are not sentient, like certain technology or places (particularly after great tragedy or prosperity, etc.). While usually associated with good, the more nefarious can use their capacity for empathy to maximize the amount of anguish and suffering they cause by knowing exactly what to do, and how and when to do it. </p><p></p><p> The overall Spiritual Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine how powerful and/or spiritually sound a character is, and also the total number of Spiritual Prowess Points the character can spend. The Spiritual Health Points of the character are determined simply by the sum of all three attributes. Joe has a Presence of 13, a Will of 12, and an Empathy of 13. His overall Spiritual Prowess is therefore 13 (rounded up), and Spiritual HP are 38.</p><p></p><p>Game Mechanics: Attributes Continued</p><p></p><p>There are a total of 9 attributes as mentioned above. There are two primary methods for determining these scores: </p><p></p><p> Point buy: </p><p></p><p>Begin with 90, 99, 108, etc. points, depending on how difficult you want your game to be. This, of course represents an average of 10, 11, 12, etc. (respectively) within each attribute. Then distribute them as appropriate to achieve the character build you envision. </p><p></p><p>Or, you can roll: </p><p></p><p>4d6 or 5d6, and take the highest three. If you are really brave, you can roll 3d6 and take what you get. Again, depending on how difficult you want your game to be.</p><p></p><p> </p><p>Disciplines:</p><p></p><p> Each character begins with 4 discipline points which they can spend into a number of discipline tracks, earning 1 additional point for every level of character advancement. Each track consists of 4 stages that correspond to higher levels of education, training, or depth of understanding in that discipline. Stage one is equivalent to “basic training” in that discipline—whereas Stage 4 represents the highest level of achievement in that discipline. At this level, the character is considered proficient enough to discover new frontiers and contribute to the advancement of that discipline. </p><p></p><p>Disciplines may include: </p><p></p><p>Engineering </p><p>Science </p><p>Medicine </p><p>Warfare </p><p>Operations </p><p>Metaphysics </p><p>Archaeology/Anthropology </p><p></p><p>Each Stage’s cost goes up by double: 1, 2, 4, and 8 (not cumulative, i.e. Stage 4 costs 8 points from the beginning). As a character ascends the Stages in a discipline, they receive bonuses to attributes associated with that Discipline (e.g. +1 to Endurance Attribute, +2 to any Mental Attribute, etc.) and Discipline Dice that increase in value as they increase in stages within that discipline. </p><p></p><p> Stage 1: Cost 1; +1 to an Attribute; Discipline Die 1d4 </p><p></p><p>Stage 2: Cost 2: +2, distribution chosen by the player; Discipline Die 1d6 </p><p></p><p>Stage 3: Cost 4: +3, distribution chosen by the player; Discipline Dice 2d4 </p><p></p><p>Stage 4: Cost 8: +4, distribution chosen by the player; Discipline Dice 2d6 </p><p></p><p>Discipline Dice are added to the normal d20 roll (plus any Attribute Bonuses, etc.) to perform an action--complete a difficult task, make an attack, etc.--at a cost of a Discipline’s associated Prowess Points. The value of the die is determined by the level of achievement (Stage) of the character in that Discipline (d4, d6, 2d4, or 2d6) the cost of which is determined as follows: </p><p></p><p>Characters can elect to add their Discipline die to their d20 roll before rolling for any action (d20) for 1 PP. If they did not elect to add the discipline dice before the roll, they may do so after the roll (if they fail) for double the cost, plus the initial cost of the dice (3 Prowess points). Additionally, if a character is of a higher stage in a discipline, they may add subsequent dice of lower stages for additional PP if needed (doubling the cost for each). </p><p></p><p>For example, Joe attempts to shoot an assailant with a class 9 shield. Joe’s agility is 16, giving him a +3 to the roll, and Joe is also an Expert (Stage 4) in Tactical Warfare which gives him (if he so chooses) and additional 2d6 to his roll for the cost of 1 Physical Prowess Point. </p><p></p><p> Joe needs a 19 to hit (10 +9 for the super crazy powerful shield) so he elects to spend 1 PP to use his Disc Dice before the roll (rather than 3 after the roll), and he rolls 1d20 and 2d6, and adds their totals together. He rolls a 6, 4, and a 3 (+3 bonus) totaling 16, which would miss his target. However, he may now spend additional PP to “panic” or "focus" and roll additional dice for the lower stages of that discipline, +2 for an additional 2d4,+ 4 for an additional 1d6, and +8 for the 1d4 (for a total cost of 15 PP, if he has that many). </p><p></p><p> If he had not elected to buy the disc die before the roll, the cost for his “panic” or “focus” dice would have shifted one degree (+3 for the 2d6, +4 for the 2d4, etc.). A character can only buy Discipline Dice if they have the adequate amount of prowess points available that are associated with that discipline. If he were only at stage 1 for that discipline, he would only be able to buy the one d4. </p><p></p><p>If a character is reduced to 0 Prowess Points in any tier (Physical, Mental, or Spiritual), they are exhausted and must make an endurance or will save (whichever is higher or more appropriate) to remain standing and capable of moving, and no further action can be made in that tier until the prowess has been recovered to above zero (movement is not an action in this sense). </p><p></p><p> The character recovers half their total Prowess Points after a "short rest" and all of their Prowess Points after a "long rest."</p><p></p><p></p><p>Attacking:</p><p></p><p> Every target at close range is difficulty 10 to hit (from a person, to the barn door). However, most targets are equipped with some sort of shielding that covers them entirely (think Star Trek shields). Light, medium, heavy, or “Industry” armor only indicates the amount of damage the armor can withstand before failing and wounding the wearer—and is indicated by its DMG rating (e.g. light armor has 50 DMG, medium ~75, etc.). Shielding, on the other hand, is rated by Class (Class 1, 2, 3 etc.) that indicates its power/rating which physically decreases the ability of successfully hit the target (i.e. Armor Class). In essence, the shield can deflect or diffuse attacks (or radiation, debris, etc.) and the armor absorbs what gets through, though also becoming damaged in the process (shields cannot be damaged). Also, the character’s agility modifier can be used with light to medium armor. </p><p></p><p> So, if Joe has Light Armor (50 DMG) with a personal protective shield (wrist worn) that is Class 3, and an Agility score of 13 (+1), his effective AC is 14, with or without his armor (10, +3 for the shield, +1 for Agility).</p><p></p><p>--That's all I have at the moment.. and I've already spent a lot of time on it (both thinking about it and writing about it). However, I keep thinking that I should just crib another gaming system. Any help would be greatly appreciated.</p></blockquote><p></p>
[QUOTE="Kuld, post: 7629783, member: 28351"] Hi all, I guess I've decided to reinvent the wheel and create a new Game Mechanic for a custom RPG. However, in spite of trying to get the right "feel" for the genre , I'm not sure it "feels right" and need a good critique. The game is set in the future and is completely SciFi, with space travel, alien encounters, telepathic assault, etc. I'm creating this game primarily for my wife and kids to play (me as GM) but I am slowly posting it on a World Building website. I will copy and paste the game mechanics here (forgive me if it doesn't work): Game Mechanic: Attributes In this game there are three main tiers of attributes (called Prowess) that directly correspond to the the body, mind, and spirit. Within each are three further subcategories (Attributes listed below) that help refine Role Playing strategies and in-game outcomes and results (and are the main mechanism for rewarding experience points, i.e. "leveling up"). The total Prowess of each main tier will be determined by the average of the three Attributes of that tier, rounded up. This value represents the overall fitness of that tier, but also the number of Prowess Points a character can spend during the game to temporarily increase an ability modifier, access a special power, etc. that is associated with that tier. Finally, in this game each tier can be damaged or otherwise compromised. This is represented by a total amount of Heath Points (Physical Health, Mental Health, and Spiritual Health) that are determined by the sum of the respective Attributes of that tier. Physical Attributes Physical Attributes include Strength, Agility, and Endurance. Strength is the ability to exert a physical force on an object. The higher your character's Strength value, the more physical force they can muster. Also, this includes how much physical force they can potentially withstand on their physical form (crushing, bludgeoning, etc.) Agility is a measure of both swiftness and dexterity. This value will determine, for example, if your character will be swift enough to potentially avoid damage by a physical assault (or careening debris, etc.) or have the adequate manual dexterity to repair small devices with gloved hands on a pitching and rolling starship. Endurance is the ability to endure physical exertion (exhaustion), the ability to withstand bodily injury (e.g. sudden or catastrophic changes in cabin pressurization), and higher levels of toxicity (chemical, radiation, biological, viral, etc.). For example, as your character increases their Endurance value, their ability to overcome a nasty virus will also increase, as will their ability to hike long distances, while encumbered and in the radiating heat of a desert planet. The overall Physical Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine how athletic a character is, and also the total number of Physical Prowess Points the character can spend. The Physical Health Points of the character are determined simply by the sum of all three attributes. For example, Joe has a Strength of 16 (pretty darn strong), an Agility of 11 (not too bad), and an Endurance of 12. His overall Physical Prowess is 13 (not too shabby) and his Physical HP are 39. Mental Attributes Mental Attributes include Acuity, Reason, and Intuition. Acuity represents the sharpness of the mind. It includes memory, focus, concentration, and the capacity for understanding. Characters with a high Acuity value can, for example, memorize schematics or long strings of numbers. They might be able to recognize patterns in a series of unfamiliar code or learn the intricate inner-workings of unfamiliar technologies. Reason is the ability to use facts, logic, science, math, etc. to find solutions to practical and intellectual problems. It is the primary attribute for troubleshooting, maintaining, or incorporating new technologies. As a character's Reason value increases, so does their ability to recognize fallacious arguments or the veracity of methods employed. While Acuity enables one to understand a concept, it is Reason that allows one to understand the implications. Intuition is informed by experience. It is the capacity to use or gain accurate knowledge, insight, or understanding independent of observation or reason. It is the "gut feeling" you get before you make a high-risk decision. It 's knowing where the approximate center of a wall is and whether the painting you've just hung is straight without measuring. As characters increase their Intuition values, they may be more likely to accurately determine the number of enemy combatants in an area, or the number of credits they just stuffed into a briefcase. They might know where to apply pressure to open a hatch that is jammed without directly knowing the cause of the jam, or even how the hatch operates. The overall Mental Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine the mental health or sanity of a character, and also the total number of Mental Prowess Points the character can spend. The Mental Health Points of the character are determined simply by the sum of all three attributes. Joe's Acuity is 14, his Reason is 18 (Wow! Philosophy professor), and his Intuition is 13. His overall Mental Prowess is 15 and his Mental HP are 45. Spiritual Attributes Spiritual Attributes include Presence, Will, and Empathy. Presence is best described as the state of being. It includes a strong element of self-awareness and the capacity for self-reflection. It allows for an intimate sense of one's place and orientation within the immediate environment and possibly the greater cosmos as well. Characters with a high Presence value tend to have stronger telepathic abilities (including neural links) and are far more difficult to telepathically invade. They also tend to be highly charismatic and make great leaders, the more insidious of who can learn to impose their will on others. Will is primarily defined by determination and tenacity and the sense of one's trajectory within a framework of moral and ethical values (which are not necessarily consistent or shared). Characters with a high Will value are far more difficult to intimidate or telepathically influence. They are also more capable of enduring psychological assault, with the ability, for example, to send their mind elsewhere to endure torture, etc. Empathy describes the capacity to experience, understand, or otherwise connect to other individuals, objects, and elements of the environment, independent of personal perspectives. For example, it allows one to experience another being's thoughts and feelings, from their point of view, usually from a variety of expressions or cues that are not necessarily verbal. This also extends into elements that are not sentient, like certain technology or places (particularly after great tragedy or prosperity, etc.). While usually associated with good, the more nefarious can use their capacity for empathy to maximize the amount of anguish and suffering they cause by knowing exactly what to do, and how and when to do it. The overall Spiritual Prowess of the character is the average value of all three Attributes (rounded up). This represents the synergistic value that can be used to determine how powerful and/or spiritually sound a character is, and also the total number of Spiritual Prowess Points the character can spend. The Spiritual Health Points of the character are determined simply by the sum of all three attributes. Joe has a Presence of 13, a Will of 12, and an Empathy of 13. His overall Spiritual Prowess is therefore 13 (rounded up), and Spiritual HP are 38. Game Mechanics: Attributes Continued There are a total of 9 attributes as mentioned above. There are two primary methods for determining these scores: Point buy: Begin with 90, 99, 108, etc. points, depending on how difficult you want your game to be. This, of course represents an average of 10, 11, 12, etc. (respectively) within each attribute. Then distribute them as appropriate to achieve the character build you envision. Or, you can roll: 4d6 or 5d6, and take the highest three. If you are really brave, you can roll 3d6 and take what you get. Again, depending on how difficult you want your game to be. Disciplines: Each character begins with 4 discipline points which they can spend into a number of discipline tracks, earning 1 additional point for every level of character advancement. Each track consists of 4 stages that correspond to higher levels of education, training, or depth of understanding in that discipline. Stage one is equivalent to “basic training” in that discipline—whereas Stage 4 represents the highest level of achievement in that discipline. At this level, the character is considered proficient enough to discover new frontiers and contribute to the advancement of that discipline. Disciplines may include: Engineering Science Medicine Warfare Operations Metaphysics Archaeology/Anthropology Each Stage’s cost goes up by double: 1, 2, 4, and 8 (not cumulative, i.e. Stage 4 costs 8 points from the beginning). As a character ascends the Stages in a discipline, they receive bonuses to attributes associated with that Discipline (e.g. +1 to Endurance Attribute, +2 to any Mental Attribute, etc.) and Discipline Dice that increase in value as they increase in stages within that discipline. Stage 1: Cost 1; +1 to an Attribute; Discipline Die 1d4 Stage 2: Cost 2: +2, distribution chosen by the player; Discipline Die 1d6 Stage 3: Cost 4: +3, distribution chosen by the player; Discipline Dice 2d4 Stage 4: Cost 8: +4, distribution chosen by the player; Discipline Dice 2d6 Discipline Dice are added to the normal d20 roll (plus any Attribute Bonuses, etc.) to perform an action--complete a difficult task, make an attack, etc.--at a cost of a Discipline’s associated Prowess Points. The value of the die is determined by the level of achievement (Stage) of the character in that Discipline (d4, d6, 2d4, or 2d6) the cost of which is determined as follows: Characters can elect to add their Discipline die to their d20 roll before rolling for any action (d20) for 1 PP. If they did not elect to add the discipline dice before the roll, they may do so after the roll (if they fail) for double the cost, plus the initial cost of the dice (3 Prowess points). Additionally, if a character is of a higher stage in a discipline, they may add subsequent dice of lower stages for additional PP if needed (doubling the cost for each). For example, Joe attempts to shoot an assailant with a class 9 shield. Joe’s agility is 16, giving him a +3 to the roll, and Joe is also an Expert (Stage 4) in Tactical Warfare which gives him (if he so chooses) and additional 2d6 to his roll for the cost of 1 Physical Prowess Point. Joe needs a 19 to hit (10 +9 for the super crazy powerful shield) so he elects to spend 1 PP to use his Disc Dice before the roll (rather than 3 after the roll), and he rolls 1d20 and 2d6, and adds their totals together. He rolls a 6, 4, and a 3 (+3 bonus) totaling 16, which would miss his target. However, he may now spend additional PP to “panic” or "focus" and roll additional dice for the lower stages of that discipline, +2 for an additional 2d4,+ 4 for an additional 1d6, and +8 for the 1d4 (for a total cost of 15 PP, if he has that many). If he had not elected to buy the disc die before the roll, the cost for his “panic” or “focus” dice would have shifted one degree (+3 for the 2d6, +4 for the 2d4, etc.). A character can only buy Discipline Dice if they have the adequate amount of prowess points available that are associated with that discipline. If he were only at stage 1 for that discipline, he would only be able to buy the one d4. If a character is reduced to 0 Prowess Points in any tier (Physical, Mental, or Spiritual), they are exhausted and must make an endurance or will save (whichever is higher or more appropriate) to remain standing and capable of moving, and no further action can be made in that tier until the prowess has been recovered to above zero (movement is not an action in this sense). The character recovers half their total Prowess Points after a "short rest" and all of their Prowess Points after a "long rest." Attacking: Every target at close range is difficulty 10 to hit (from a person, to the barn door). However, most targets are equipped with some sort of shielding that covers them entirely (think Star Trek shields). Light, medium, heavy, or “Industry” armor only indicates the amount of damage the armor can withstand before failing and wounding the wearer—and is indicated by its DMG rating (e.g. light armor has 50 DMG, medium ~75, etc.). Shielding, on the other hand, is rated by Class (Class 1, 2, 3 etc.) that indicates its power/rating which physically decreases the ability of successfully hit the target (i.e. Armor Class). In essence, the shield can deflect or diffuse attacks (or radiation, debris, etc.) and the armor absorbs what gets through, though also becoming damaged in the process (shields cannot be damaged). Also, the character’s agility modifier can be used with light to medium armor. So, if Joe has Light Armor (50 DMG) with a personal protective shield (wrist worn) that is Class 3, and an Agility score of 13 (+1), his effective AC is 14, with or without his armor (10, +3 for the shield, +1 for Agility). --That's all I have at the moment.. and I've already spent a lot of time on it (both thinking about it and writing about it). However, I keep thinking that I should just crib another gaming system. Any help would be greatly appreciated. [/QUOTE]
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