Difference between revisions of "MRPG New System Theorycraft"

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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.
 
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.
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==Hit and HP System==
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Replace standard pool of HP entirely with 4 "classes" of hit points.
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 +
Remove damage dice entirely, keep to effect dice. Each "effect" does a particular type of damage.
 +
 +
So a hit pool would look a bit like this:
 +
*0,0,0,0,0,0,1,1,1,1,2,2,2,3
 +
 +
Where 0 is a glancing blow, 1 is a strike, 2 is a full hit, and 3 is a crit. Each glancing blow knocks off a 0, etc. Strikes and full hits bypass the 0s. In our sample above, a crit would instantly knock the target out.
 +
 +
Basically, the system more accurately replicates a realistic look at combat. You wear an opponent down with a series of known-damaging but painful blows, then ultimately deliver the ku de gra.
 +
 +
 +
Thought: different weapons have multiple effect dice?
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 +
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[[Category:Mage Wars RPG]]
 
[[Category:Mage Wars RPG]]

Revision as of 20:32, 19 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, roll 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.

Dodge Idea

The new idea for "Dodge" - requires a facet, has bonuses; basically you roll defense once for regular, then again for dodge, and do whichever roll is higher.

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. This lets the character get a bit higher of attack and defense without sacrificing things like being able to read and write. The backgrounds will work a bit like Facets, providing bonuses as well as penalties.

Proficiencies Overhaul

Proficiencies are still labeled as such, and specifically mean you are "proficient" in using it. For weapons, you can use a weapon you are not proficient in, but you get no bonuses to attack. As in none, not even generic attack bonuses; your roll for attack is all you get to beat the enemy's defense.

For magic, proficiency is used to unlock spells and to improve their effectiveness. This will mean(yet another) overhaul to the magic system, but it's all for the best. Mages will get some advantages when it comes to unlocking spells, and we will probably heavily tone down the number of spell schools.

Spellcasting

Spells are going to be divided into "Attack Spells" and "Effect Spells". An Effect Spell is an auto-success based on Star Rating. And Attack Spell must roll for attack and beat the enemy's defense.

Stats

Stats now cap skills. In some situations, stats will also add bonuses to attack, defense, and star rating.

Facet Overhaul

The facets need to be overhauled in order to work with the new system. Along with this comes better organization. Facets can now be conceived of as two categories: "permission" facets that allow you to do certain things, and "bonus facets" that provided bonuses to different effects.

Armor Class

AC will need significant changes.

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.


Hit and HP System

Replace standard pool of HP entirely with 4 "classes" of hit points.

Remove damage dice entirely, keep to effect dice. Each "effect" does a particular type of damage.

So a hit pool would look a bit like this:

  • 0,0,0,0,0,0,1,1,1,1,2,2,2,3

Where 0 is a glancing blow, 1 is a strike, 2 is a full hit, and 3 is a crit. Each glancing blow knocks off a 0, etc. Strikes and full hits bypass the 0s. In our sample above, a crit would instantly knock the target out.

Basically, the system more accurately replicates a realistic look at combat. You wear an opponent down with a series of known-damaging but painful blows, then ultimately deliver the ku de gra.


Thought: different weapons have multiple effect dice?