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Proto-system. Need feedback!

PostPosted: Tue Sep 14, 2004 11:46 pm
by Praetorian
So, I have been kicking arounf the beginnings of a new system in my head and would love to hear what this board thinks.

First off, understand that my bias goes towards WW's Storytelling system. I've played a lot of Storyteller and tend to think in terms of how a new system relates to Storyteller- so any help in breaking away from that bias would be useful.

Also, I really dig Grifflik's suggestions in the "Monstrosity System" thread- so a lot of my ideas stem from his thoughts.

Okay...

Dice 2D10, totaled. If you roll two identical numbers you get to double a skill or stat in question. (Skills and stats will add bonuses to the roll)

The default difficulty number would be 14. A player will need to roll equal to or higher than 14 to be successful.

I would also like to involve some sort of scaling of difficulty- dictated by the player (see the discussion in the "Monstrosity System" thread). In other words, the player would decide to put "effort" (or "concentration" or somesuch) forward that would help reduce on the difficulty of the action in question. Similarly, they could "rush the job" and increase the difficulty in an effort to get better results.

Stats: I am thinking about doing something where a basline human is considered to have a rating of 3 in any and all applicable stats. The twist being that stats are determined by buying special qualities. So, instead of ranking up your stats (1 to 2 to 3 and whatnot) you have to buy the qualities you want to give to your character.

Each of the suggested qualities would have a stat bonus. So, buying the "strong" quality gives your character a +2 to any test involving strength (for a total of 5... 3 for the base and 2 for the Strong quality). Additionally, qualities can be rated beyond the default to be "Very X" (+4) or "Extremely X" (+6)

Example: I want a character that is very quick and nimble. During character creation I buy the qualities "Quick" (for a +2 bonus) and "Very Nimble" (for a +4 bonus).

I would like to make a lot of suggestions as to what qualities can potentially be available, but leave it to the Player and GM to decide on any other qualities they would like to see. Thus, if a player wants to really focus on their character having a high level of hand-eye coordination then they would create a new quality (Maybe cal it "Dextrous" so something like that) and with GM approval add it to their character sheet. Whenever a sitauion arises where hand-eye coordination would come into question, the player would then use the bonus applied to their stats from having the quality.

(part of why I want to do this is that I am tired of seeing Dexterity coving everything from gymnastics, to prestiditiation, to shooting a gun... those all pull off of different muscles and different physical aspects. I want to differntiate, by using stats not only skills, the difference in things like this).

Skills Skills will function much like Stats/Qualities above, but only grant a +1,+2,+3... etc bonus. Skills will advance slower but will have a higher maximum bonus is persued further than qualities.

... and so on. This is just the core of what I am thinking about. Opinions so far?

PostPosted: Thu Sep 16, 2004 7:23 pm
by grifflik
Hmm. Okay. Here are some thoughts.

Why give stats a base at all, if everyone is the same base? For that matter, why use skills? Wouldn't it be easier to drop the TN to 11 and call the 2d10 roll a stat check, modified by quality (which could be defined as skills in many situations) if applicable? To help nail down quality applicability, define each character by a broad "concept".

What about this:

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"Stats" are merely categories under which qualities are listed. Let's say (for example) that you went with a broad, generalized three stat category listing: Physical, Mental, Social.

Under each stat, you are given 3 points in positive qualities for free. Positive qualitiy cost is based upon the amount of the bonus given. A positive quality (+1) costs 1 points. A "very" positive quality (+2) costs 2 points. An "extremely" positive quality (+3) costs 3 points. So, you could have 3 positive qualities (+1), 1 positive (+1) and 1 "very" positive quality (+2), or 1 "extremely" positive quality (+3) within each stat category.

If you want additional points for positive qualities, you can take negative qualities. The amount of points gained is equal to the amount of the penalty given. A negative quality (-1) gets you 1 point. A "very" negative quality (-2) gets you 2 points. Am "extremely" negative quality (-3) gets you 3 points. Points gained from negative qualities can be used on positive qualities in any stat category. You can not gain more than 3 points from taking negative qualities. Qualities cannot be raised above +3.

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Example:
My concept for a fantasy setting character is a "thief". I see him as being a very quick, nimble-fingered, big time ladies' man. While not particularly strong and very greedy, he's smart, has a knack for languages and is good with throwing knives. Let's call him Larry.

Larry - Thief

Physical
Positive: Very Quick (+2), Nimble-fingered (+2), Throwing Knives (+2)
Negative: Not Strong (-1)

Mental
Positive: Smart (+1), Knack for Languages (+2)
Negative: None

Social
Positive: Big Time Ladies' Man (+3)
Negative: Greedy (-2)
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Any time your character wants to do something that the GM decides is not a sure thing, you roll 2d10 and modify the result by any qualities (positive or negative) that are applicable to the situation. To succeed you must get 11 or better on the roll. If you roll doubles (ie. 2 ones, 2 twos, 2 threes, etc.), any bonus or penalty being applied to the situation is doubled.

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Example:
Larry is trying to negotiate a higher payment for some stolen goods he is trying to fence. Being Greedy (-2), he's going to have a penalty to his attempt. Rolling 2d10, he gets 2 sevens, for 14. Ordinarily, his Greedy would have brought this result to a 12...still a success. Unfortunately, since he rolled doubles, his penalty is also doubled (-4). Larry's final result is 10. He fails to get the money he wants.
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Before making a roll, you may choose to modify the TN, raising or lowering it by up to 5 points (up to 16 or down to 6). Raising the TN represents an attempt at a more skillful success. Lowering the TN represents a brute force approach to the situation. If you choose to raise the TN and still succeed at the roll, you succeed exceptionaly at the action and gain a number of "skill points" equal to the amount you raised the TN by (1 to 5 skill points). If you choose to lower the TN and succeed at the roll, you succeed marginally at the action and lose a number of "skill points" equal to the amount you lowered the TN by (-1 to -5 skill points). It is possible to accumulate negative "skill points".

The results of base successes (TN 11) and successes gained by lowering the TN are described by the GM. The results of exceptional successes (gained by raising the TN) are described by the player.

Skill points are tied to whatever stat category they were gained under (ie. skill points gained from a roll involving an act of physical prowess are tied to the physical stat). Skill points are used over time to gain new qualities, improve existing qualities and remove negative qualities, representing growth and development of the character. To gain a new +1 quality costs 20 skill points. To raise an existing quality costs (x) X 5, where (x) is the value of the NEXT bonus (ie. going from +1 to +2 would cost 10 skill points). To remove a negative quality costs (x) X 5, where (x) is the value of the CURRENT penalty (ie. going from -3 to -2 would cost 15 skill points).

The GM may force the spending of accumulated negative skill points, representing a decrease in ability due to lack of skill development or the gain of new negative qualities. To force a character to gain a new negative -1 quality costs 20 negative skill points. To lower an existing positive quality costs (x) X 5, where (x) is the value of the CURRENT bonus (ie. going from +2 to +1 would cost 10 negative skill points). To increase the penalty of an existing negative quality costs (x) X 5 where (x) is the value of the NEXT penalty (ie. going from -2 to -3 would cost 15 negative skill points).

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I can come up with more, but there's some suggestions/thoughts to chew on for now.

PostPosted: Sun Sep 19, 2004 2:15 pm
by grifflik
Some more half-thought out stuff along the same lines:

Some actions are opposed, with one character contesting against another character or NPC. In this case, instead of a TN, each player makes a stat roll (modified by any appropriate qualities). The highest result wins the contest.

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Example:
Larry is trying to hold a door shut against a wealthy merchant's household guardsman that has caught him in the act of pilfering his employer's treasury. Larry is Not Strong (-1) and the guardsman is Brawny (+2). Larry rolls 2d10 (5 and 4) and subtracts one from the result, getting a final 8. The GM rolls for the guardsman (2 and 5), adding two to the result, getting a final 9. The guardsman slowly pushes the door inward, despite Larry's attempts to keep it shut.
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Some opposed actions involve damage. Taking damage makes a character less effective at just about everything, and is reflected by a drop in die type for stat checks. Each time a character takes damage, their die type drops by a step; 2d10 drops to 2d8, 2d8 drops to 2d6, 2d6 drops to 2d4. If a character drops below 2d4 to 2d0 they are unconcious. If they are further damaged, they are dead.

Equipment has stat, quality and effect. Stat represents what stat (Physical, Mental or Social) is associated with its use. Quality represents everything from ease of use to quality of construction (rated from -3 to +3), and is applied just like a character's qualities when in use. Effect is anything additional that may occur when the piece of equipment is successfully used.

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Examples:

Fine Throwing Knife
Stat: Physical, Quality: Fine (+1), Effect: Damage 1 (ranged)

Designer Clothing
Stat: Social, Quality: Designer (+3), Effect: look impressively well-dressed

Shoddy Pistol
Stat: Physical, Quality: Shoddy (-2), Effect: Damage 2 (ranged)

Bludgeon
Stat: Physical, Quality: Normal (0), Effect: Damage 1 (melee)

Bulky Studded Leather Armor
Stat: Physical, Quality: Bulky (-1), Effect: Protection 1 (melee)

Arcane Grimoire of Mystical Lore
Stat: Mental, Quality: Arcane (-3), Effect: user can cast spells or discover hidden knowledge man was not meant to know, etc.
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PostPosted: Mon Oct 04, 2004 1:19 am
by Praetorian

PostPosted: Mon Oct 04, 2004 8:55 am
by grifflik

PostPosted: Wed Oct 06, 2004 4:57 am
by Praetorian

PostPosted: Wed Oct 06, 2004 12:04 pm
by grifflik

PostPosted: Wed Oct 06, 2004 6:59 pm
by grifflik