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.

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.

Your attack and defense are bonuses to your roll. The goal is for your attack to beat the enemy's defense.

Attack Order:

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



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
10
20
30
40
50
60

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 it's 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

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.

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.

Issue still to solve: defense mechanism. I like the mechanic of defense points and successive attacks reducing them. Maybe instead of preventing a hit, these could be about damage reduction?

First Idea

Defense power mechanic - everything has X defense points, each attack removes a point. Points must be removed until the attacker's Star Rating is higher than the defender's defense points. Characters will also have the potential to use special defense-stripping attacks.