Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Great Conjunction (RPG DESIGN CONTEST)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 4631401" data-attributes="member: 40177"><p>Well, design on <em>The Awakening</em> carries on. Currently, I'm working on my damage system, but there have been a series of problems encountered during my "work week":</p><p></p><p><strong>1) Skills:</strong> My original assessment of skill space was way off. I think I can have two skill write-ups per page... so I had to really knock down the number of skills available to characters. Even then, I now see I'll have 10 pages of skills! A related problem is with character creation; originally, characters would choose two primary skills (+30% bonus), three major skills (+20%), and five minor skills (+10%) - a total of ten skills... or half the skills in my current system! Since four of those skills are psychic skills (only 1 of which will be useful to a character, depending on which power they receive), that's ten skills out of a possible 17 choices! </p><p></p><p>So, I had to narrow a character's skill selection down to a more reasonable 5 (1 primary, 2 major, 3 minor). </p><p></p><p><strong>2) The Multi-Action System:</strong> I have a multiple action per round system, reminiscent of the d6 system... which is working fine, I think. But I keep thinking of corner cases that I need to add to my rules system. As a result, my "basic rules" is sort of bleeding into the combat rules. </p><p></p><p><strong>3) Wounds:</strong> My damage system has been a problem since the start, but I'm beginning to get a feel for it now. Basically, characters have a number of Health Points (name to be changed later, maybe) - if they reach zero, you're dying or unconscious (depending on the attack that hit you). However, they replenish at the start of every combat. </p><p></p><p>If you suffer a wound (a set amount of damage dictated by your character's Body and Spirit attributes), you get a negative game effect depending on where you're hit (wound locations!), and your health maximum decreases by 3. If you should ever suffer enough wounds to reduce your health maximum to 0, you're dead. </p><p></p><p>In keeping with the post-apoc tone of the game, even if your wounds heal, you still have to suffer a long-term effect for a while... you may have a limp, or foggy vision. And if you got hit really hard, you'll suffer a permanent long-term effect. </p><p></p><p>It doesn't go as far as Warhammer, though - no limb loss.</p><p></p><p>Problem right now is figuring out how to include Body Armour - should it just be flat Damage Reduction, or should it increase an area's Wound Threshold? </p><p></p><p><strong>4) Combat:</strong> It's hitting me now that in a modern game, there are a lot of options. How do you implement automatic fire? Burst Fire? Shotgun blasts? Grenades? Suppressing Fire? And, more importantly, how do you do it without taking up any space?</p><p></p><p><strong>5) Magic:</strong> I have a psychic powers system, and it's beginning to take shape. But other factors are cutting into my psychic page count, which could be a problem. </p><p></p><p><strong>6) Adrenaline:</strong> Characters in my game get Adrenaline Points, which are used for a variety of purposes. They can power abilities, heal your character, offer re-rolls, and a bunch of other nifty things. The more I work on the game, the more I'm using adrenaline points... which makes me wonder how many points I should give PCs each day (I've already determined they should be a daily pool to draw from). I'm working on 10 adrenaline points right now, but I have a feeling that may be too much, especially because if I have space I'll be including a mechanic that essentially gives extra adrenaline points if a character RPs his character well. </p><p></p><p>So, those are my issues right now. Two weeks in, is anyone else beginning to encounter unforeseen troubles?</p></blockquote><p></p>
[QUOTE="Wik, post: 4631401, member: 40177"] Well, design on [i]The Awakening[/i] carries on. Currently, I'm working on my damage system, but there have been a series of problems encountered during my "work week": [b]1) Skills:[/b] My original assessment of skill space was way off. I think I can have two skill write-ups per page... so I had to really knock down the number of skills available to characters. Even then, I now see I'll have 10 pages of skills! A related problem is with character creation; originally, characters would choose two primary skills (+30% bonus), three major skills (+20%), and five minor skills (+10%) - a total of ten skills... or half the skills in my current system! Since four of those skills are psychic skills (only 1 of which will be useful to a character, depending on which power they receive), that's ten skills out of a possible 17 choices! So, I had to narrow a character's skill selection down to a more reasonable 5 (1 primary, 2 major, 3 minor). [b]2) The Multi-Action System:[/b] I have a multiple action per round system, reminiscent of the d6 system... which is working fine, I think. But I keep thinking of corner cases that I need to add to my rules system. As a result, my "basic rules" is sort of bleeding into the combat rules. [b]3) Wounds:[/b] My damage system has been a problem since the start, but I'm beginning to get a feel for it now. Basically, characters have a number of Health Points (name to be changed later, maybe) - if they reach zero, you're dying or unconscious (depending on the attack that hit you). However, they replenish at the start of every combat. If you suffer a wound (a set amount of damage dictated by your character's Body and Spirit attributes), you get a negative game effect depending on where you're hit (wound locations!), and your health maximum decreases by 3. If you should ever suffer enough wounds to reduce your health maximum to 0, you're dead. In keeping with the post-apoc tone of the game, even if your wounds heal, you still have to suffer a long-term effect for a while... you may have a limp, or foggy vision. And if you got hit really hard, you'll suffer a permanent long-term effect. It doesn't go as far as Warhammer, though - no limb loss. Problem right now is figuring out how to include Body Armour - should it just be flat Damage Reduction, or should it increase an area's Wound Threshold? [b]4) Combat:[/b] It's hitting me now that in a modern game, there are a lot of options. How do you implement automatic fire? Burst Fire? Shotgun blasts? Grenades? Suppressing Fire? And, more importantly, how do you do it without taking up any space? [b]5) Magic:[/b] I have a psychic powers system, and it's beginning to take shape. But other factors are cutting into my psychic page count, which could be a problem. [b]6) Adrenaline:[/b] Characters in my game get Adrenaline Points, which are used for a variety of purposes. They can power abilities, heal your character, offer re-rolls, and a bunch of other nifty things. The more I work on the game, the more I'm using adrenaline points... which makes me wonder how many points I should give PCs each day (I've already determined they should be a daily pool to draw from). I'm working on 10 adrenaline points right now, but I have a feeling that may be too much, especially because if I have space I'll be including a mechanic that essentially gives extra adrenaline points if a character RPs his character well. So, those are my issues right now. Two weeks in, is anyone else beginning to encounter unforeseen troubles? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Great Conjunction (RPG DESIGN CONTEST)
Top