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<blockquote data-quote="Scribe Ineti" data-source="post: 2741017" data-attributes="member: 5466"><p>Decipher's CODA system, a quick overview.</p><p></p><p>It's the system in use in the current LOTR RPG and Star Trek RPG. There are minor differences between the two in terms of presenting the system, but they're largely minor tweaks.</p><p></p><p>So, CODA is a 2d6 system where task resolution is handled (similar to d20) in that you roll 2d6, add attribute modifier, skill ranks, an optional +2 if you have a specific relevant skill specialty, add other optional modifiers, and try to beat a target number normally set by the GM. The better your result beats the TN, the higher level of success you scor. Higher levels of success can grant you additional effects, such as inflicting greater damage, or other narrative bits depending on the whims of the GM and players.</p><p></p><p>Really choking the TN test means you could suffer some disastrous failures as well.</p><p></p><p>Health is handled so that everyone and every monster has a number of wound levels, each wound level has a set number of wound points in it. As you take damage, yuo lose wound points, then levels. As you lose levels, you start to suffer penalties to actions until you're healied. Fall to Dazed, you're -1 to all actions. Fall to Injured and you're -3, and so on.</p><p></p><p>Magic is simple. If you know a spell, you can cast it any time you want. No memorization needed, no spell points to spend, no spell slots to fill. Casting spells requires the caster to make a Weariness check. This means casters can get tired the more spells they cast.</p><p></p><p>Star Trek calls them professions, LOTR calls them orders. They're the same idea as classes, but much more open ended. Each order or profession has a set number of related skills and a number of special abilities PCs can buy with experience points as they improve.</p><p></p><p>The CODA system also makes use of personality traits, edges and flaws. Edges are stuff like ambidextrous, Warwise, Accurate, etc. and generally give you bonuses to things. Some edges are more geared toward roke-playing than in buffing a PC. Flaws are either negative impacts on your stats, or are role-playing useful, such as having a character who is greedy or one who is crippled.</p><p></p><p>The game also has a weariness mechanic, where if your character exerts himself a lot, he or she can get tired and be less effective at things.</p><p></p><p>The LOTR game has a nifty mechanic for becoming corrupt, and the Trek game has some nice psionic rules.</p><p></p><p>Both versions of the system are geared more towaard cinematic action and play styles, fitting the TV series or movies/books as appopriate. The LOTR game is highly evocative of the Middle-earth setting, and the Trek game is IMO the best Trek game out there that emulates what a Trek RPG should feel like.</p></blockquote><p></p>
[QUOTE="Scribe Ineti, post: 2741017, member: 5466"] Decipher's CODA system, a quick overview. It's the system in use in the current LOTR RPG and Star Trek RPG. There are minor differences between the two in terms of presenting the system, but they're largely minor tweaks. So, CODA is a 2d6 system where task resolution is handled (similar to d20) in that you roll 2d6, add attribute modifier, skill ranks, an optional +2 if you have a specific relevant skill specialty, add other optional modifiers, and try to beat a target number normally set by the GM. The better your result beats the TN, the higher level of success you scor. Higher levels of success can grant you additional effects, such as inflicting greater damage, or other narrative bits depending on the whims of the GM and players. Really choking the TN test means you could suffer some disastrous failures as well. Health is handled so that everyone and every monster has a number of wound levels, each wound level has a set number of wound points in it. As you take damage, yuo lose wound points, then levels. As you lose levels, you start to suffer penalties to actions until you're healied. Fall to Dazed, you're -1 to all actions. Fall to Injured and you're -3, and so on. Magic is simple. If you know a spell, you can cast it any time you want. No memorization needed, no spell points to spend, no spell slots to fill. Casting spells requires the caster to make a Weariness check. This means casters can get tired the more spells they cast. Star Trek calls them professions, LOTR calls them orders. They're the same idea as classes, but much more open ended. Each order or profession has a set number of related skills and a number of special abilities PCs can buy with experience points as they improve. The CODA system also makes use of personality traits, edges and flaws. Edges are stuff like ambidextrous, Warwise, Accurate, etc. and generally give you bonuses to things. Some edges are more geared toward roke-playing than in buffing a PC. Flaws are either negative impacts on your stats, or are role-playing useful, such as having a character who is greedy or one who is crippled. The game also has a weariness mechanic, where if your character exerts himself a lot, he or she can get tired and be less effective at things. The LOTR game has a nifty mechanic for becoming corrupt, and the Trek game has some nice psionic rules. Both versions of the system are geared more towaard cinematic action and play styles, fitting the TV series or movies/books as appopriate. The LOTR game is highly evocative of the Middle-earth setting, and the Trek game is IMO the best Trek game out there that emulates what a Trek RPG should feel like. [/QUOTE]
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