This is a follow up from the last blogpost. In the meantime, I created an alpha version from the sketch for a simple not experimental RPG system.
Stats and Checks
We have 5 stats between 5 and 15:
Courage
Smarts
Charisma
Agility
Strength
You create them by spending 50 points. 10 is an average human and default.
Skill checks are done by rolling a d20. If you roll higher than your stat, your character fails.
The difficulty of a check is decided by a Difficulty Number. If you roll below that number you fail as well. (An example for that is the Defense score of an opponent.)
If you roll 10 or above, but still not higher than your stat, you achieve a great success.
If you roll 15 or above, but still not higher than your stat, you achieve an amazing success.
If you roll 20 and you have a stat of 20, you achieve a legendary success.
Traits
Each character starts with one Traits: a Talent Trait, an Origin Trait or an Supernatural Trait. If a Checks falls under a Trait, the player can roll 2 dice (d20) and choose a result her prefers. Traits are not cumulative. You never roll more than 2 dice in a Check. (Only important characters have Traits??)
Supernatural Traits are the exception, because you can not roll without the Trait and with Trait, you can roll only 1 die.
Talent Traits:
Fighting
Shooting
Athletics (Climbing, Swimming, etc.)
Social
Tech
Origin Traits:
Nature
City
Sea/Coast
Nobility/Elite
Caves/Mines
Supernatural Trait:
Magic
Blood Magic
Psionics
Nature Religion
etc
Attacks
A great success means 2 dice for Damage (and take the better), or hitting d4 additional opponents near you (all with the same Damage).
An amazing success means 3 dice for Damage (and take the best), or hitting all additional opponents near you (all with the same Damage).
Damage
If someone gets potentially hurt, you also roll a d20. Each source of Damage has Damage Rating between 1 and 20. If the result of the roll is higher than this stat, no damage is done, but the enemy is Shaken.
If the result is the same or below (but not the same or below the Resistance, see next paragraph), it causes a wound. If the result is 10 or above, but still not higher than the Damage Rating, it causes 2 wounds. If the result is 15 or above, but still not higher than the Damage Rating, it causes 3 wounds. If the result is 20, but still not higher than the Damage Roll, it causes an instant kill.
The Resistance of the victim is used as Difficulty Number for the Damage Roll. That means that Damage Rolls that do not top the Resistance are just shrugged off and cause no effect.
(Armor is part of Resistance.)
Friday, June 4, 2010
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