tiistai 28. huhtikuuta 2015

Question for readers (if any)

I started to throw in my head with and idea, that how about Fate had a bigger role on the dice rolling.
Like instead of it being a resource for rerolls, how about it being a resource for the actual dice rolls?
And as usual you'd get a Fate point for rolling doubles.

Let me tell you more about it. At the character creation you'd get to "decide" your Fate attribute as well as the others. But with this new idea fate would be slightly higher then other stats. The game would require little more role-playing and less rolling. And the rolls would actually matter since you'd have to really consider when to roll, since rolls would be a semi-limited resource. You couldnt just roll away for everything. So every roll you'd make, you'd lose one Fate point for it, gaining some from here and there. But when your Fate would come to zero, you could not roll anymore for the rest of the game (or session).

Now this is just an idea or a question for you to tell me what you think about it?
It could even be for another game altogether, who knows about the future.
For now i'm just asking your opinions about the idea

perjantai 24. huhtikuuta 2015

My RPG

Here's an RPG i'm working on. It uses an 2D6 system for about everything. It is still in progress but I try to update it as often as possible. 
I'll later add character creation and other bits as I get them tested out. But this is a start anyway. 
Who knows what will come around :)

But this is just the first draft. If I really make something out of this, who knows how many drafts there will be.

thanks for reading this



How the game system works


Draft one!!

Basics

the game has Five different attributes (Might, Wits, Reflexes, Arcane, Fate). Players distribute points to the said attributes.



Attributes

Might, is everything physical in the world. The strenght attribute. Fighting abilities go under this one to

Wits, your characters ability to think. The mental attribute if you will.

Reflexes, is your characters quickness and agility. The Speed attribute.

Arcane, is everything magical or otherwise supernatural in the world

Fate, is just luck.

Then go with that. (this sounds stupid but since I didnt include the the character creation in it yet this is how you go with it :D)


Here is an example character that I use in most of the examples for the game

Jiro: 
Might 7
Wits 7
Reflexes 7
Arcane 8
Fate 5 


Character creation

Method one
Point system
20 points to four attributes.
Max stat is 8
Fate is always thrown at 1D6+3

Method two
Throwing
Other attributes 1D6+2
you can either throw straight for the attribute
or throw first and then distribute the results
Fate is always 1D6+3

Method three
Throwing totals
Throw 4D6+8 and distribute the total for four other attributes
Fate is as always, 1D6+3
Rolls are 2D6 and you are trying to go under or equal to your attribute. If under or equal, player succeeds at his attempted Action.The lower you roll the better you are at the outcome you are trying to do.

Example: Jiro is trying to lift heavy chest and his Might stat is 7.

He rolls 2D6 with the result of 4 and 2, totaling 6, so its a success.

Over and you fail at your attempt.

Example: Jiro is trying to lift heavy chest and his Might stat is 7.

He rolls 2D6 with the result of 4 and 4, totaling 8, so its a failure.

To make the game seem more role-play-like, when rolling,

Players get to role-play the outcome of the dice roll,
weather its a positive or negative outcome.

Example: Jiro is trying to lift heavy chest and his Might stat is 7.

He rolls 2D6 with the result of 3 and 4, totalling 7, so its a success.
Jiro's player role-plays the action:I bulge my muscles and lift the chest. 
It doesnt rise as easily as I though it would but I manage to lift it up 
and move it where Hank wanted it.”

The game has one ”special succession", called critical. If you roll 2 it is always a critical.

If players Attribute is high enough, his critical could even be 3. But for that you'd need at least an attribute of 7 or higher.

Example: Jiro is trying to lift heavy chest and his Might stat is 7.

He rolls 2D6 with the result of 2 and 1, totalling 3, so its not only a success
but a critical on top of that.


Fate is players luck stat, that they can use to try an get a reroll for a skill.
This means that if a player is failing in their skill check, they can do a Fate roll
and see if they can try a reroll with their skill.

Example: Jiro is trying to lift heavy chest and his Might stat is 7.
He rolls 2D6 with the result of 6 and 3, totalling 9, which is over his Might Stat.
Jiro decides to use Fate, to try and get a reroll. His Fate 5. He rolls another 2D6
and gets 3 and 1 totalling 4, which is under his Fate stat. So Jiro gets a reroll for his might.
Yet another roll and he gets 4 and 3, totalling 7 which is equal to his Might. In the end
Jiro Succeeds with his lifting.

Some actions can require to do multiple rolls of different attribute.


Example: Jiro is trying to climb on his friends shoulders and is required

to do a Might test and a Reflexes test. His Might is 7 and Reflexes is 6. So he first rolls
for his Might and gets 6. So Jiro has the strength to climb but can he balance himself
up. He rolls for the Reflexes and gets another 6. So he succeeds on both tests and is able stay up on his friends shoulders.

Opposed rolls vs unopposed rolls


Unopposed rolls are just the player themselves trying to get under or equal to their attribute level. Opposed rolls are when you are going against either an NPC or other player.


When going against other players or NPC's The one who rolls lower does better, when both succeed at the given task. If one rolls critical success,the other must roll the same if they want to be equal at the task.


Example: Jiro is trying to to wrestle with Hank, so they both roll for it. Jiro (Might of 7) rolls 5 and succeeds at his wrestling. Hank (Might of 5) rolls 2 which is lower then Jiro's but also a critical success, so Hank wins and gets to role play the action.



Initiative
(Work on this more)

Each battle starts with a fatigue roll of reflexses + 2D6. The result is the players initiative but also a fatigue value.

Example: Jiro's Reflexes are 7 and he rolls 3 and 4 making his Fatigue value 14.

When players get attacked, they subtrack the whole damage from their Fatigue Value and then subtrack their armor value from the damage and the rest is subtracted from their Hit points

Example: Jiro gets attacked and takes ”damage” of 4. This is ubracted from his Fatigue value of 14, leaving him with 10. Jiros Armor is 2, so the final damage to his hit points is 2

For next round of combat, Jiro has 10 points to his initiative left and is used in two ways.
One: Jiro first rolls a D6 and adds the result to his Fatigue value. His opponent does the same.

Example: Jiro Rolls D6 and gets a 2. This is added to his existing Fatigue of 10 to raise it to 12.

Two: he compares his Fatigue value to his opponents Fatigue value to see who attacks first in this new round.

Example: Jiro's Fatigue value is 12, his opponents is only 10. So Jiro gets to go first this time.

The player with the highest Fatigue Value gets to act first.
Fatigue is also used for other things then Initiative.
Players can use Fatigue for few things. Doing these in combat expend the players Fatigue.
What players can do with their Fatigue
- Attack two times, spending half of their remaining Fatigue
-Do a heavy attack, doing double the damage, spending half of their Fatigue

Health & Mana 
Health Might + D6
Mana Arcane + D6
Damage (depends on the health) (raised by one point)

Fists = 2 point of damage
Kick = 3 points of damage
Martial arts style = 3-4 points of damage
Melee weapon = 1k 3, 2k 4 points of damage
Ranged weapons 
pistols 3-4, rifle 
4-5 points of damage

Stun weapons: damage + Daze roll (Might – 1-2) (damage raised by one point)

1h Sword 2-3
2h sword 3-4
Club 3
Pistol 3
Rifle 4
bow 3
crossbow 4

With melee attacks, players can do one of two things against it. They can either block the attack with their weapon or shield, or they can dodge the attack with their Reflexes attribute or a dodging skill if they happen to have one.Ranged attack can still be blocked with shield or dodged with Reflexes.


Magic in the game?


Magic in the game uses playing cards as its ”power deck” or red cards and how well you can use it or blue cards, instead of the dices.


To use magic, you draw three cards from your ”Power Deck” and use one to use. Then you draw the top card from your ”Dice deck” to see if you actually can succesfully use the spell, similar as to rolling for it. From there the system goes as the dice rolling. You compare the ”Dice card” to your Arcane stat to see if you can get it equal or under your stat.


Example: Jiro decides to use a spell. He draws 3 (or 5) cards from the ”Power deck” and chooses one of them. Next he reveals the top card ”Dice Deck”. The card shows 6. Jiro's Arcane stat is 8, so he succeeds in casting the spell. Next Jiro role-plays the spell casting.




The ”Dice Deck” has 14 cards in it, going from 1-13. Cards from 2-10 are usually used as the success cards. In Jiro's case, his Arcane stat is 8 so Cards from 2-8 equal as success. 1 or Ace is a special success for magic that (allows for something). Cards from 9-12 equal a failure in Jiro's case. If the player draws 13 or king, that is a special failure that drains mana from the magic user.

The ”Power deck” is build with cards from different suits, usin the face cards (11-14). Different suit is for different type of magic. ”Power decks” size is also related to your Arcane stat. In Jiro's case it would be 8. Players can also specialize in different type of magics, adding that type of suits to his ”Power deck”, thus drawing more of them when casting spells.


Players have Mana in the game that is their Fate points plus (D6/Wits/test), that are used as players use their spells. The higher the spell the more Mana they use from the players. (2,3,5,8)


The different suits are (need to come up with other names too):

Heart = Healing spells
Clubs = Attack spells
Diamond = Item spells
Spade = Buffs/debuffs

They also have the Suits also have elemental attributes, if one wishes to use elemental magic. They are as follows. Fire Heart, Wind Club, Earth Spade and Water Diamond. (other attributes may come later on)


The players get their bonus for magic from their Dice deck when you draw the dice card for success/failure. If its a double, they get the normal Fate point for it. If the Suit of the dice card is the same as the spell they are casting, they get the bonus for the spell.

Test:this bonus can be either A) lowered roll as with everything alse or B) Lessened Mana cost of the spell. C) Powerd up Spell


Skills


The game doesnt have a skills list as most rpg games has. In this game the players will come up with the skills themselfs. The skills are written to its correct attribute as it is just a boost the the attribute and not so muc as a own skill itself. When ”using” a skill, you roll for the attribute as normal. But since you are using a skill it gives you a bonus for the attribute.


Example: Jiro is trying to lift heavy chest and his Might stat is 7. He rolls 2D6 with the result of 4 and 4, totalling 8, which would make it a failure. But Jiro has a skill called ”Heavy lifter” he gets the bonus for the skill, in this case his roll is reduced by 1 so his total is actually 7.


Skill can reduce the players roll by 1 or 2, depending how ”good” he is at his skills. Player can have skills up to half of his attribute, rounded down. So Jiro with the Might stat of 7 could have up to 3 Might type skills or Arcane stat of 8, he would have 4 magic skills.


Skills can also be sort of describers for the charaters themselves, not just boring skills. So instead of skill called acrobatics, the player could write a describer of Acrobatic instead. They both mean the same, the player would get a bonus for actions needing acrobatics, like climbing or balancing.


Example skill list

Might skills
Athletics
Axes
Blunt
Heavy Lifter
Polearm
Riding
Swords
Unarmed

Wits skills
Alchemy
Awareness
Herbalism
Lore

Reflexes skills
Acrobatics
Bows
Daggers
Thievery
Thrown
Martial arts
Dual wielding

Arcane Skills
Thaumaturgy
Blood Mage
Arcane caster



Hey everybody

Hellou all :)

just starting a new blog that's mostly concentrate on this Tabletop Role-playing game i'm making. 
It works with just 2D6 and all you need with that is pen & paper and a deck or two of cards (only if you want to make a magic user).
But hope you like it. I'm not really a blogger but i try to update my stuff here as best i can.
Thank you all for reading and the support i might get from you :)

Sincerely Ritsamoors