This thread is dedicated to discussing system mechanics for Chris's proposed Templar themed RPG.
To get things rolling, here are the basics of a system that grew from discussion with Chris in his earlier "proto-system" thread. Maybe this will work, maybe it won't.
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1.0 Character Creation (Concept, Resources and Qualities)
1.1 Concept
Each character begins with an overall concept that fits with the setting.
1.2 The Four Resources
Each character draws upon its resources to accomplish its goals. These are defined as Physical, Mental, Personal and Material resources. These are meant as broad categories, defined by positive and negative qualities (see 1.3 Qualities).
Physical resources are those related to strength, dexterity, deftness, nimbleness, constitution and vigor. Mental resources are those related to intelligence, wisdom, knowledge, intuition and cognition. Personal resources are those related to charisma, mein, personality, social graces, spirit and the soul. Material resources are those related to financial acumen, bartering, access to possessions/holdings and overall material gain.
Resources have a potential described by their die type, each beginning at 2d8 (average). During character creation, a die type for one resource may be raised one step by lowering another resource by one step (Physical could be raised to 2d10 by lowering Material to 2d6, for example). Die types cannot be raised higher than 2d12 or reduced lower than 2d4.
2d4: lowest potential
2d6: below average potential
2d8: average potential
2d10: above average potential
2d12: highest potential
In creating a new character, Physical, Mental and Social resource each have 3 free points in positive qualities to be assigned. Material resource does not receive any free points for qualities.
1.3 Qualities
Qualities help to define the nature of resources. Positive quality cost is based upon the amount of the bonus given. A positive quality (+1) costs 1 point. 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.
Generally speaking, qualities that are very broad should have lower bonuses than qualities that are very specific. “Nimble”, for example, is broad and can be applied to many different situations. It should be only given +1. “Nimble-fingered” is more specific, and is a bit more limited in use. It could be given +2. “Nimble-fingered Pickpocket” is very specific and is only used in specific situations. It could be given +3.
That said, it is possible to “stack” similar qualities. Using the previous examples, a character could have the qualities “Nimble”, “Nimble-fingered” and “Nimble-fingered Pickpocket” all at once. This means that in certain situations, “Nimble” (+1) and “Nimble-fingered” (+2) would both apply, giving a total bonus of +3. In other narrower situations, all three qualities would be applicable, granting a total bonus of +6. While it can certainly be advantageous to specialize in this way, it can lead to a character being a “one trick pony” and not be as competent in many situations.
Additional points for positive qualities can be gained by taking negative qualities. The amount of points gained is inversely equivalent to the amount of the penalty taken. A negative quality (-1) gets you 1 point. A "very" negative quality (-2) gets you 2 points. An "extremely" negative quality (-3) gets you 3 points. Like positive qualities, negative qualities that are very broad should have lower penalties than those that are very specific. Points gained from negative qualities can be used on positive qualities in any stat category. Similar negative qualities can “stack” just like positive ones.
You can not gain more than 3 points from taking negative qualities. Qualities cannot be raised above +3, or lowered below -3.
1.4 Reserve
When drawing upon one’s resources is not enough, a character can sometimes tap into their “reserves” to try to accomplish their goals. Each Resource has a separate Reserve “pool”. Physical Reserves represent reflexive actions or untapped strength. Mental Reserves represent flashes of insight or intuition. Personal Reserves represent emotion, empathy, faith and belief. Material reserves represent anything from a bit of disposable income to the positive influence of lady luck. During creation, each character is given 8 reserve points to divide between their four resources. The maximum number of reserve points a resource can be assigned at start is 1/3 of the die type of the Resource, rounded down. For example, a 2d10 resource could be assigned a maximum of 3 Reserve points, while a 2d6 resource could only have a maximum of 2 assigned to it (more on Reserve and how it may be spent in section 2.2).
Example of Character Creation:
My concept for a fantasy setting character is a "thief". I see him as being quick, nimble-fingered, handsome, and a big time ladies' man. While not particularly strong and very greedy in his quest for wealth, he's smart, has a knack for learning spoken languages and is good with throwing knives. Let's call him Larry. I want to raise Larry’s Physical and Personal resource potential both by a step, but to do that I’ll have to lower at least one other resource’s potential. I decide to lower his Mental and Material potentials by a step each to compensate. Reserve point-wise, I decide to play to his strength, assigning as much reserve as possible to his Physical and Personal Resources, leaving the leftovers to his Mental and Material Resources.
Larry - Thief
Physical (2d10) - Reserve: 3
Positive: Quick (+1), Nimble-Fingered (Very, +2), Good with Throwing Knives (Very,+2)
Negative: Not Particularly Strong (-1)
Mental (2d6) - Reserve: 1
Positive: Smart (+1), Knack for Learning Spoken Languages (Very, +2)
Negative: None
Personal (2d10) - Reserve: 3
Positive: Handsome (+1), Big Time Ladies' Man (Extremely, +3)
Negative: None
Material (2d6) - Reserve: 1
Positive: None
Negative: Greedy for Wealth (Very, -2)
1.5 Items, Equipment and Such
All items and equipment have Resource, Quality and Effect. Resource represents what Resource (Physical, Mental, Personal or Material) 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. More about effects (such as damage and protection) is explained in section 2.0.
Examples:
Fine Throwing Knife
Resource: Physical, Quality: Fine (+1), Effect: Damage/3 (range, Physical)
Designer Outfit
Resource: Personal, Quality: Designer (+3), Effect: look well-dressed, Protection +1 (Personal)
Shoddy Pistol
Resource: Physical, Quality: Shoddy (-2), Effect: Damage/2 (range, Physical)
Bludgeon
Resource: Physical, Quality: Normal (0), Effect: Damage/4 (melee, Physical)
Bulky Studded Leather Armor
Resource: Physical, Quality: Bulky (-1), Effect: Protection +1 (Physical)
Dark Arcane Tome of Mystical Lore
Resource: Mental, Quality: Arcane (-3), Effect: user can cast spells or discover hidden knowledge man was not meant to know, etc. Protection -1 (Mental)
Sizeable Business
Resource: Material, Quality: Sizeable (+2), Effect: help in finances, Protection +1 (Material)
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2.0 System Details
2.1 Basic System Mechanic
Whenever a player wants to attempt an action that the GM determines is not a sure thing, they roll two dice for the appropriate Resource and add the results. If the total is equal or greater than a TN of 9, the character succeeds. If the total is less, the action fails. Qualities and items (applying + and - modifiers) can change the total when their use is appropriate.
If doubles are rolled (2 ones, 2 twos, 2 threes, etc.), any positive or negative modifiers being applied to the situation are doubled.
The degree of success or failure is important. This is determined by finding the difference between the TN and the value of the successful or unsuccessful roll (a roll of 18 against a TN of 9 would have a degree of success of 9, while a roll of 6 against a TN of 9 would have a degree of failure of 3).
Example:
Larry is trying to determine the value of some stolen goods he is planning on fencing. This falls under his Material resource (2d6). Being Greedy (-2), he's going to have a penalty to his attempt. Rolling 2d6, he gets 2 sixes, for a result of 12. Ordinarily, his Greedy quality would have brought this result to a 10...still a success. Unfortunately, since he rolled doubles, his penalty is also doubled (-4). Larry's final result is 8. The degree of failure of the attempt is 1 (TN 9 - total of 8 = 1). Larry’s judgement is a bit clouded at the thought of making a big score, and he probably thinks the stolen goods are worth a bit more than they actually are. This will undoubtably prove to be a problem when he tries to fence them later.
2.2 Changing Difficulty and Reserve Points
Before making an roll, a player may choose to modify the TN, raising or lowering it by up to 5 points (up to 14 or down to 4). Raising the TN represents an attempt at a more skillful success. Lowering the TN represents a brute force “unskillful” approach to the situation. If you choose to raise the TN and still succeed at the roll, you succeed exceptionally at the action and gain a number of Reserve points equal to the amount you raised the TN by (1 to 5 Reserve points). Use of skill indicates practice. Successful practice leads to gains in both ability and confidence, reflected in a gain in Reserve. If you choose to lower the TN and succeed at the roll, you succeed marginally at the action and lose a number of Reserve points equal to the amount you lowered the TN by (-1 to -5 Reserve points). Forgoing the use of skill indicates doubt in one’s ability. Lack of practice leads to a loss in ability and confidence, reflected in a loss of Reserve. It is possible to accumulate negative reserve points.
Reserve points are tied to whatever Resource they were gained under (Reserve points gained from a roll involving an act of physical prowess are tied to the Physical Resource).
A player may modify a roll by spending Reserve points; 2 Reserve points for each +1 desired, up to a maximum of 10 (+5 modifier) per roll. Reserve points spent in this way must come from the current Resource being used. A player may also engage in “deficit spending”, spending Reserve points they don’t have by gaining negative Reserve points; -2 Reserve points for each +1 desired up to a maximum of -10 per roll.
(DESIGN NOTE)
Reserve isn't fully realized here, obviously. Consequence for Negative Reserve isn't detailed yet. Neither are other Reserve uses. Other alternate uses for Reserve might involve the activation of "magical powers" or other special abilities, though.
(END NOTE)
Example:
Larry is trying to quietly pick the lock on the back door of a wealthy merchant’s house. Feeling rather confident in his abilities (Physical resource: 2d10, Nimble-Fingered +2), he decides to raise the TN from 9 up a maximum of five points to 14. Larry rolls 2d10, getting a 9 and 4. After adding +2 for his quality, Larry gets a final result of 15, as the lock springs silently open in his deft hands. Larry gains 5 Reserve points in his Physical Resource for the success (one for each point he raised the TN by). The degree of success for the action is 1 (result of 15 - raised TN 14 = 1).
2.3 Opposed Rolls
Some actions are opposed, with one character contesting against another character or NPC. In this case, each contestant rolls dice (modified by any appropriate qualities). The highest successful result wins the contest. Player characters can modify their TN up or down as usual. For simplicity’s sake, NPC characters always use the base TN of 9 and do not keep track of Reserve points.
Example:
Larry is trying to barricade a door shut against a wealthy merchant's household guardsman that has caught him in the act of pilfering his employer's treasury. Really needing the door to stay closed, Larry decides to the lower his TN a maximum of 5 points down to a 4. The guardsman’s TN remains 9. While his Physical resource is 2d10, Larry is Not Very Strong (-1). The guardsman is Physically average (2d8), but is Strong (+1). Larry rolls 2d10 (5 and 3) and subtracts one from the result, getting a final 7. The GM rolls for the guardsman (2 and 5), adding one to the result, getting a final 8. While the guardsman had a higher final result, he did not succeed at his action. Larry made his reduced TN by a degree of success of 3, but also loses 5 Physical Reserve points. Larry blocks the door in such a way that it can’t be reopened without breaking it down - the guardsman can’t get in for now, but Larry will need to find another way out.
2.4 Degree of Success, Effects and Lowered Resource Potential
In any situation in which they are used, a character’s resources are at risk. After the degree of success is determined, effects are resolved. In most cases, “effect” is determined by the degree of success divided by 5, rounded down. Each resultant point of quotient lowers the Resource’s potential (die type) by a step.
Sometimes an effect modifier from an item or piece of equipment is utilized, changing the divisor by increasing or decreasing it. For example, most items with a Damage effect lower the divisor. Items with a Protection effect usually have a bonus that raises the divisor. Items with Anti-Protection, on the other hand, negate bonuses gained from Protection effects where present, but otherwise don’t change the divisor.
When a character’s Physical, Mental or Social Resource potential is brought from 2d4 to 2d0, the character is considered unconscious, unhinged, unmanned or otherwise unable to function. Should the potential be brought below 2d0, the character is considered dead, permanently unsound of mind or spiritually broken and is no longer playable. When a character’s Material resource is brought from 2d4 to 2d0 or less, the character is considered penniless and without resources save for whatever items they have on their person.
Example (Physical Resource - Combat):
Larry decides to hurl his Fine Throwing Knife (Resource: Physical, Quality: Fine (+1), Effect: Damage/3) at a guardsman as he comes around a corner in pursuit of the thief. Larry’s Physical resource is 2d10, and he also has the “Good with Throwing Knives” quality (+2). The guardsman’s Physical resource is 2d8, and he’s wearing Bulky Studded Leather Armor (Resource: Physical, Quality: Bulky (-1), Effect: Protection +1). Larry decides to keep the TN at 9 and rolls 2d10 (7 and 9) adding 3 to the roll (Fine Throwing Knife and Good with Throwing Knives qualities), getting a total of 20. The guardsman rolls 2d8 (4 and 6) and subtracts 1 from the roll (Bulky Armor quality), getting a total of 9. Both succeed, so all effects can occur, but Larry has a higher result; his degree of success is 11 (result of 20 - TN 9). Larry’s knife has a damage effect of /3, which takes precedent in this case over the usual default of /5. The guardsman’s armor has a protection effect of +1. The protection effect of the armor raises the damage effect of the knife from /3 to /4. The degree of success (11) is divided by the knife’s effect, modified by the armor (/4), rounded down (11 / 4 = 2). The knife pierces the guardsman’s armor, and his Physical Resource drops 2 steps from 2d8 to 2d4, wounding him grievously. As Larry runs off, the guardsman decides to break off pursuit and tend to his wound (if the guardsman hadn’t been wearing the armor, he’d be unconscious).
Example (Social Resource - Fast Talking):
Larry is trying talk his way out of trouble with a pair of City Watchmen who caught him skulking about. His Social Resource is 2d10, with no applicable qualities. The Watchmen have a Social Resource of 2d8 but have the quality "Scrutinize Suspects" (+1). Larry decides to keep his TN at 9. The Watchmen also have a base TN of 9.
Larry rolls 2d10 and gets a 8 and 9, for a total of 17. The Watchmen roll two 8's for 16...the doubles raise their useable quality to +2...for a grand total of 18. While both succeeded, the Watchmen got a higher success, so Larry loses. The Watchmen's degree of success is 9 (18 - TN 9). This is (by default, since there are no items, etc. changing the effect) divided by 5, rounded down (9 / 5 = 1.8, rounded down to 1). Larry’s Social Resource drops one step from 2d10 to 2d8 as he becomes tongue tied and shaken, seeing that the guards are clearly not buying his line of bull.
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Okay, so there you go. It's a starting point if nothing else. Comment/discuss.