Difference between revisions of "MRPG New System Theorycraft"

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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.
 +
 +
====Further Thoughts====
 +
 +
=====A Thought=====
 +
What if instead of letting it be customized via point system, its by facet?
 +
 +
E.G. everyone's basic table looks like this:
 +
 +
<table border="1" cellpadding="5">
 +
<tr><td>'''Side'''</td><td>'''Effect'''</td></tr>
 +
<tr><td>1</td><td>Glancing Blow</td></tr>
 +
<tr><td>2</td><td>Glancing Blow</td></tr>
 +
<tr><td>3</td><td>Glancing Blow</td></tr>
 +
<tr><td>4</td><td>Strike</td></tr>
 +
<tr><td>5</td><td>Full Hit</td></tr>
 +
<tr><td>6</td><td>Critical Hit</td></tr>
 +
</table>
 +
 +
And then you earn facets to modify it, like:
 +
 +
*'''Extra Strike''' - replace one instance of 'Glancing Blow' with 'Strike' on your Effect Dice table.
 +
 +
The end result is the same: the dice is still customized, but there isn't a complex point system to keep track of. Crits can happen at lvl 1. And there can be much finer control over how a dice can be structured.
 +
 +
=====Another Thought=====
 +
Multiple effect dice?
 +
 +
You have the table as above, you roll 3 dice, if any two match, that's your hit according to the table. Otherwise its a glancing blow(E.G. each attack that succeeds deals damage).
 +
 +
In this system, two 6s is a crit, 3 is a vorpal.
 +
 +
Could eliminate the percentage roll? Or do more with percentage role.
 +
 +
I like the idea of "Roll attack to defeat defense... succeed? now roll for how much you succeeded... now roll for damage."
 +
 +
What about removing damage rolls except on bonuses? E.G instead of having a damage dice, a weapon just has base damage:
 +
 +
*'''Longsword'''
 +
**Sub-type: Longsword
 +
**1 handed
 +
**Base Damage: 6
 +
***Critical Threshold: 2
 +
***Critical Multiplier: x2
 +
**Size: Medium
 +
**Quality: Poor to Very Fine
 +
**Weight: 12
 +
**Minimum Level: 1
 +
**Special:
 +
**Base Value: 36
 +
 +
In this configuration, each + would add 1 point to the base damage, and you'd only roll if the weapon had special add-on damage features(like 1d8 fire damage). M
 +
 +
 +
How about "Critical Multiplier" and "Critical Threshold"? In this system, the weapon has 2 effects on it: critical multiplier(how much the damage increases on a crit" and "critical threshold" how many dice have to match to get a crit. For most weapons this will be 2, but for some it may be 3 and for others it may just be 1(E.G. one 6 counts as a crit)
 +
 +
Will also add some feature where you can roll extra dice or if all 3 dice match that makes it extra special.
 +
  
 
===Dodge Idea===
 
===Dodge Idea===

Revision as of 17:44, 22 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.

Further Thoughts

A Thought

What if instead of letting it be customized via point system, its by facet?

E.G. everyone's basic table looks like this:

SideEffect
1Glancing Blow
2Glancing Blow
3Glancing Blow
4Strike
5Full Hit
6Critical Hit

And then you earn facets to modify it, like:

  • Extra Strike - replace one instance of 'Glancing Blow' with 'Strike' on your Effect Dice table.

The end result is the same: the dice is still customized, but there isn't a complex point system to keep track of. Crits can happen at lvl 1. And there can be much finer control over how a dice can be structured.

Another Thought

Multiple effect dice?

You have the table as above, you roll 3 dice, if any two match, that's your hit according to the table. Otherwise its a glancing blow(E.G. each attack that succeeds deals damage).

In this system, two 6s is a crit, 3 is a vorpal.

Could eliminate the percentage roll? Or do more with percentage role.

I like the idea of "Roll attack to defeat defense... succeed? now roll for how much you succeeded... now roll for damage."

What about removing damage rolls except on bonuses? E.G instead of having a damage dice, a weapon just has base damage:

  • Longsword
    • Sub-type: Longsword
    • 1 handed
    • Base Damage: 6
      • Critical Threshold: 2
      • Critical Multiplier: x2
    • Size: Medium
    • Quality: Poor to Very Fine
    • Weight: 12
    • Minimum Level: 1
    • Special:
    • Base Value: 36

In this configuration, each + would add 1 point to the base damage, and you'd only roll if the weapon had special add-on damage features(like 1d8 fire damage). M


How about "Critical Multiplier" and "Critical Threshold"? In this system, the weapon has 2 effects on it: critical multiplier(how much the damage increases on a crit" and "critical threshold" how many dice have to match to get a crit. For most weapons this will be 2, but for some it may be 3 and for others it may just be 1(E.G. one 6 counts as a crit)

Will also add some feature where you can roll extra dice or if all 3 dice match that makes it extra special.


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?

Nixing this whole idea and sticking with a basic hit point system

Proficiencies

Any proficiency you have is tagged by class and gets a bonus according to the number of levels you have in that class. E.G. if you have "Warrior's Weapon proficiency, Bladed" and 8 levels of warrior, you get +8 to that proficiency. There will also be bonuses at levels.

Generic proficiencies (E.G. "Weapon Proficiency, Bladed" get the full character level bonus. Weapon and armor proficiencies will not usually be done this way. Or maybe it will be special proficiencies?

Anyway.

As classes level, they get additional bonuses through granted facets, plus can achieve bonuses from free facets. Worldshapers can optionally grant points at level up as they see fit.