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New game system

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I've created the bare bones of a new game system and I'm hoping a few people might be willing to help me playtest it on OPnPW at some point.

I'll have the System Info document on my website soon, and I'm developing the character sheet now.

Basically, just wondering if anyone can help me with some hack-n-slash playtesting.

New game system

Sure, just drop me an im/pm whenever you are ready to playtest.

Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]

New game system

I'd also be willing. I like to test and try new systems (usually), and I'm open pretty often (usually). Until school starts, that is, but even then I'll have plenty of free time.

StrikerEternal (12:25:26 AM): i run a mean first session
Melubb [02:40]: strikers voice can crush planets

New game system

The system docs are at

www.dis-con.com/probable.zip

The files are in Word and Excel 2000

Feel free to peruse them, laugh at me, poke holes in the theories, whatever...I want this system to work, and I'm not arogant enough to believe I know more than all of you (just 95%) :P

New game system

Just remember, you asked for it.

Now, let me start the criticizing

I have noticed for the races you have assigned minimum percentage and maximum in some cases for the prime abilities.

Doesn't that kinda restrict Uniqueness? In some cases such as gnomes the percentage sounds reasonable, but for races like Dwarves and elves the minimum requirements are a little high.

I understand that dwarvens are sturdy and strong, but perhaps you should allow a player to be not strong and sturdy and progress in a different prime ability. A minimum and maximum should still be there, but I think it needs to be decreased slightly in some cases. Also rather then declaring a minimum or maximum, you can say, if you pick dwarf, you will add +10% to body and -10% to quickness.

I really liked how weapon damage system works though, it's logical. I did get a little confused about why you used quickness in some weapons, but I figured the reasoning behind it was that, the more dexterity/quickness you have the more easily and quickly you can target a vital organ for the damage.

The combat system left me confused. What if defense is higher then the hit rating? Does that mean automatic failure?

The experience system and the equations looks fine but I don't see any details about opponents of equal level. It can't be just 0, because according to the system you can gain xp if you are higher level than the opponent, so that wouldn't make any sense.

I have skimmed over the spell system and found nothing problamatic, I will read it over again when I have more time.

Also..that's not the finished equipment list is it? I mean come on, there are no bows. I also don't like the requirements there. I think you should lower them a bit, or allow them to still use the weapons if they didn't meet the requirements, with a penalty.

Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]

New game system

Races -- thought about lowering the mins from 40s to 30s, hadn't decided yet

Quick for Finesse Weapons

If Defense is higher than the hit rating, either go full offensive or accept that you only have a 4% chance to hit -- in this system a guy in plate with a large shield is really hard to hit, unless the character is higher level by a good amount. Also, the armor bonuses are static, while the others gain as you level.

Equipment -- no, haven't figured out how I'm gonna implement bows just yet, tho I do have a few thoughts

A penalty if you don't meet the minimum might not be a bad idea, but lowering them won't work within the concepts I'm using. If you're not strong, why would you be able to use a 2h sword as well as someone who's quite strong. Since there's no classes in this system, it seperates those who focus on casting vs. the melee types

also, I found an error in the XP calc -- should be x2 instead of squared, in both formulae...also, same level = 10, guess that's not in there, will add it.

New game system

Yea, lowered them to 30s...allows more diversity.

Also changed humans to max of one 40 and no more than two 10s

Added in archery to some extent
[quote]Archery, or the use of bows, requires range from a target. Should a character be standing next to melee opponent and fire their bow, the opponent gets to make a free attack upon them. Medium Bows (Crossbow and Short Bow) have a range of 100 feet. Large Bows (Longbow and Heavy Crossbow) have a range of 200 feet. Trying to shoot farther than those ranges imposes a –20% modifier to the Hit Probability for every 20 feet for Medium, and every 40 feet for Large.[/quote]

Keep the comments coming =)

New game system

Now that I got the Excel char sheet setup, I can tell that SP progression isn't quick enough as levels advance

The spells that have SP costs = target's level squared will never work on same level targets....wanted them to not be able to work on one more than about 5 levels higher, and that's with a full SP loss.

/goes to tweak SPs

New game system

SPs now use the same formulae as HPs (Prime+Aspect/10)*Level, but I divided it by 2 for the SPs. Using a "acuity build" character at level 28, they can just barely cast a Target squared SP cost on a level 33, and at 19 can barely affect a level 25. Obviously, someone not a caster build will be more impared, but that's to be expected. An acuity build can't cast this on someone higher than thier level starting at around level 50, without the use of magic to boost stats (which, at 50, will be prevalent, obviously)

EDIT -- latest version of the docs is uploaded with the above-mentioned changes as well as some grammer/spelling issues

New game system

This reminds me of fallout in a way. But nowdays everything with a % sign reminds me of fallout.

Also I am noticing a growing number of users with a 'D' name..

Anyway...

What about equipment weights? I mean sure Quickness already gets modified because of type of armor you are wearing, but what about other equipment weights?

Shouldn't special actions like swimming, jump and tight rope walking also be modified by total weight of the items you are carrying?

And for ranged attacks I think hit chance should have a different equation. Courage and presence can't be as effective when you are shooting from far with a bow. Brawn and Balance can be good candidates for substituting those as well.

Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]

New game system

Ranged is different equation, the latest doc at the above link has the new formulae for that (as does the CS)

Haven't gotten around to weights yet, although I've been considering it somehow affecting certain things, mostly the aspect of weapon speed for modifier to init

New game system

Latest version is uploaded in prep for anyone able to help me with playtesting tonite.

www.dis-con.com/probable.zip

New game system

Hmmm. Ok I am reading the rules. Seems a little bit number crunchy, but still could be good. I would be into helping with a playtest.

One point though. How does wearing armor affect someone's chances of being hit? I can see where it helps to not be injured, but, how does it keep you from being hit?

Anyhow, if you can kinda lead me thru a bit, I'd be happy to help. :D

Good? Bad? I'm the guy with the gun.... -Ash

New game system

I believe I can take the point on this one.

Check it out:

You have a longsword in your hand. Stuffed dummy 5' away is wearing breastplate armor. Now, what are you going to aim for? The hard, protective layer of metal encasing it's body, or the soft, less-protected, more vital area of his head?

If you said 'breastplate armor', well, that dummy is going to be shrugging off a lot of your blows. This is a 'bad thing' (Unless you are aiming for the armor and not the dummy). Eventually, you would be smited for excessive stupidity (it's a friggin immobile dummy for cryin' out loud)

If you said 'soft fleshy head', well, it is harder to do (hence the reduced chance to hit), but the head will not be able to 'shrug off your blows' unless you are some sort of pansy kobald who likes flowers and dances and preaches peace and nonviolence. Kobolds like this piss me off. As for the targetting of the head, this, is a 'good thing'. (Compared to aiming for the breastplate.)

If you said 'aim for the legs', you'll note that dummies don't have legs, and you won't be able to attack the legs anyway because an anvil just fell on your head. Sorry.

If you said 'aim for the breastplate, hoping to break past it so that DR applies so that Acido looks like a fool,' well... you win! Applying both DR and reduced to-hit just isn't logical, piratey, or culinary.

As for if it makes sense that DR and armor apply, I'd have to say "Let the attacker choose one or the other, 'guarantee a hit with DR, or aim for the unprotected spots risking a total miss". Or you could create no less than 16 complex formulae in order to do this in a realistic manner, but that's so easy... it's a trap!

As for actually contributing anything, I'd love to, um, realisticiamlorize and ideicatorinarianiate anything you toss at me. Otherwise, I'll just playtest if'ya don't mind.

"Don't let history... happen to you."

New game system

What I don't get is...how did you know about my favorite lil Kobold character? I haven't played him in forever. :D

I see your point Acido...but...

I think I have a mental block, brought on by being bashed in the head at SCA tournaments too many times. If I am attacking a dummy with my +3 Longsword of Dummy-Slaying, you are all kinds of right, but if my Living, Breathing, Trying-to-Kill-Me opponent does something like say, move, its all different. And, I could argue with a nearby post about this little game topic for days. So I won't.

Having pointed out my only pet peeve that I find in most game systems, I'll just playtest too. :D

Good? Bad? I'm the guy with the gun.... -Ash

New game system

The following equation does involve the defending character's movement.

Defense Rating=Quickness + Speed/10 + Armor Value + Shield Value

See that quickness and speed, if those are not 0 (it would be for a dummy), then the defending character is moving to get out of the way and planning his counter attack everytime his assailant attacks him.

Current Characters [b][url=http//www.daniworm.de/shadowrun/Elf.jpg]D[/url][/b]

New game system

16 complex formulae? That's not enough =P

Armor, for the purposes of this game, isn't just a BP, it's a full suit, to include gloves/boots/helm (or hat)

The ability to make "called shots" hasn't been added yet...I want to figure out how broken the initial stuff is before I move to other items on my "to do" list re: this system.

The biggest hurdle, for me, is the monsters....I suck with monsters.

New game system

Oh yessss..the monsters. I kinda had a tough time with those to back when I was trying to do the design thing. What I did was go to the game shop and buy up all those discounted games and adventures that didn't make it. Then, I would read the system and steal ideas shamelessly. Usually, there was at least one or two gems in among all the dross.
It may not help, but for what its worth.

Good? Bad? I'm the guy with the gun.... -Ash