MRPG New System Theorycraft

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Revision as of 17:49, 8 February 2019 by CourseDirector (talk | contribs)
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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 new system:

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.

#Effect
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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.

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 its a legal target, you hit it(maybe at simple mechanic for evasiveness), the real question is - how hard?

Combat Effect 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

Character starts 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.

Simplified Combat System

Under the new system, if you're in range, you attack, you hit. The new mechanic has you managing cooldowns instead of rolling attack dice.