Difference between revisions of "MRPG New System Theorycraft"

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The goal here is to produce a new system to replace "There is no Twelve" - while this was fun, it was shamefully lifted from Exalted.
 
The goal here is to produce a new system to replace "There is no Twelve" - while this was fun, it was shamefully lifted from Exalted.
  
The new system:
+
==Coherent Description==
 +
The new system uses percentage rolls for hit and specially constructed hit dice for damage calculations.
  
Six-sided effect dice. Eventually we'll be producing custom made game pieces, like minies, but in the mean time the players can use a simple table.
+
===Attack Stages===
 +
Attack and Defense are still uses, as is star rating(with greater variability). On an attack, the attacker rolls percentage dice to try and beat the target's defense. Percentage dice use two 10-sided dice, one with 00-90 and the other 0-9 as the first and second numbers respectively. On a successful attack, they roll a hit dice.
  
<table border="1">
+
The hit dice is assembled customer for each character. The idea being to use a six-sided dice with the different sides assigned to values on a table. What kind of hit they land determines what damage dice they roll according to the weapon. A similar system can be used for certain types of spells.
<tr><td>#</td><td>Effect</td>
 
<tr><td>1</td><td>0</td>
 
<tr><td>2</td><td>0</td>
 
<tr><td>3</td><td>0</td>
 
<tr><td>4</td><td>0</td>
 
<tr><td>5</td><td>0</td>
 
<tr><td>6</td><td>0</td>
 
</tr></table>
 
  
On a basic character, it would be as simple as 6-base damage effects. As the characters earn "points" by leveling up, they have the option to purchase better effects, additional dice, etc. Things could also get interesting with the spell dice and Facet system.
+
Attack Order:
 +
*Roll Attack
 +
*On success, rolle Hit Dice
 +
*Roll Damage based on Hit Dice outcome
  
This system would remove the concept of role to hit and replace it with something different. One idea is to basically nix the concept all together: you attack something, if it's a legal target, you hit it (maybe at simple mechanic for evasiveness), & the real question is, How hard?
+
===Combat Hit Dice===
 
 
==Combat Effect Dice==
 
 
Sides and costs:
 
Sides and costs:
  
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Characters start with 6 points to spend. On an attack that hits, they roll the dice, check the table, and roll for damage. This is the base table upgrades; individual character classes will have specialized upgrade paths that add extra effects.
 
Characters start with 6 points to spend. On an attack that hits, they roll the dice, check the table, and roll for damage. This is the base table upgrades; individual character classes will have specialized upgrade paths that add extra effects.
 
The goal would be
 
  
 
Sidebar - take the exact same concept of weapon + values and apply to spells, invent mechanics to add +s to spells.
 
Sidebar - take the exact same concept of weapon + values and apply to spells, invent mechanics to add +s to spells.
  
==Simplified Combat System==
+
==Changes to Skills==
Instead of rolling a fistful of D12s, you roll percentage using twp 10-sided dice.
+
Instead of having Proficiencies, everything you can do is going to be lumped together under the grand auspices of "Skills". The reason for this is to discourage min-maxing and incentive more diverse character creation. The percentage roll is used for everything, and stats still cap skills. The main difference is, now your ability to sneak around is also tied to your ability to use a weapon or smooth-talk a bar maiden.
 
 
You start by rolling for attack, you need two 10-sided dice, one marked for 00-90 and the other 0-9. The 00-90 is always first number, 0-9 is second number. This gives you a possible output of between 0 and 99.  
 
  
Then you add your attack power to the roll. The target rolls for defense, and if your attack is higher, you hit and roll the hit dice, then roll for damage accordingly.
+
To augment this system, we add in a concept of Backgrounds. These along with class provide bonuses to skills.  
 
 
Attack Order:
 
*Roll Attack
 
*On success, rolle Hit Dice
 
*Roll Damage based on Hit Dice outcome
 
  
 +
==Notes==
 
===Concept and Thoughts===
 
===Concept and Thoughts===
 
This provides numerous added build options. Building for attack power, reducing enemy defense, and extra points to spend on the hit dice, plus damage increasing effects. It makes the build aspect more complicated(which is desired) but simplifies combat and produces something a little more unique.  
 
This provides numerous added build options. Building for attack power, reducing enemy defense, and extra points to spend on the hit dice, plus damage increasing effects. It makes the build aspect more complicated(which is desired) but simplifies combat and produces something a little more unique.  
  
==Other Notes==
+
===Other Notes===
 
Along with this we are heavily overhauling the character classes and possibly ditching the pillar system. The idea is instead to move to a more multi-class friendly environment wherein X levels of Class Y grants Benifits Z. This includes Facets and otheraspects. This works similarly with the races, wherein you get a series of granted things based on race.
 
Along with this we are heavily overhauling the character classes and possibly ditching the pillar system. The idea is instead to move to a more multi-class friendly environment wherein X levels of Class Y grants Benifits Z. This includes Facets and otheraspects. This works similarly with the races, wherein you get a series of granted things based on race.
  

Revision as of 20:59, 4 March 2019

The goal here is to produce a new system to replace "There is no Twelve" - while this was fun, it was shamefully lifted from Exalted.

Coherent Description

The new system uses percentage rolls for hit and specially constructed hit dice for damage calculations.

Attack Stages

Attack and Defense are still uses, as is star rating(with greater variability). On an attack, the attacker rolls percentage dice to try and beat the target's defense. Percentage dice use two 10-sided dice, one with 00-90 and the other 0-9 as the first and second numbers respectively. On a successful attack, they roll a hit dice.

The hit dice is assembled customer for each character. The idea being to use a six-sided dice with the different sides assigned to values on a table. What kind of hit they land determines what damage dice they roll according to the weapon. A similar system can be used for certain types of spells.

Attack Order:

  • Roll Attack
  • On success, rolle Hit Dice
  • Roll Damage based on Hit Dice outcome

Combat Hit Dice

Sides and costs:

  • Glancing Blow - 0
    • Base weapon damage only, no bonuses for quality or + values, or special effects
  • Light Strike - 2
    • Base damage + special effects, no bonuses for + values or quality
  • Full Hit - 3
    • All weapon damage counted
  • Crit - 6
    • Damage Multiplied according to some other factor
  • Additional Dice - 6
    • On attack, roll a second Effect dice

Characters start with 6 points to spend. On an attack that hits, they roll the dice, check the table, and roll for damage. This is the base table upgrades; individual character classes will have specialized upgrade paths that add extra effects.

Sidebar - take the exact same concept of weapon + values and apply to spells, invent mechanics to add +s to spells.

Changes to Skills

Instead of having Proficiencies, everything you can do is going to be lumped together under the grand auspices of "Skills". The reason for this is to discourage min-maxing and incentive more diverse character creation. The percentage roll is used for everything, and stats still cap skills. The main difference is, now your ability to sneak around is also tied to your ability to use a weapon or smooth-talk a bar maiden.

To augment this system, we add in a concept of Backgrounds. These along with class provide bonuses to skills.

Notes

Concept and Thoughts

This provides numerous added build options. Building for attack power, reducing enemy defense, and extra points to spend on the hit dice, plus damage increasing effects. It makes the build aspect more complicated(which is desired) but simplifies combat and produces something a little more unique.

Other Notes

Along with this we are heavily overhauling the character classes and possibly ditching the pillar system. The idea is instead to move to a more multi-class friendly environment wherein X levels of Class Y grants Benifits Z. This includes Facets and otheraspects. This works similarly with the races, wherein you get a series of granted things based on race.

Also considering overhauling the magic system. Mages would still exist as a distinct class, but magic itself would become more open to other characters. The idea is anyone can learn magic, but mages are specialists and thus much more powerful.