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Dice Mechanics

PostPosted: Tue Mar 01, 2005 9:01 pm
by Lamb
Well, it's been a long time since I've browsed through these forums. You would have thought I'd have more time since graduating.

Anyway, in my long hours at work between inane phone calls, I've been working on my own dice mechanic. And low and behold, when I come to the forum, so are you.

So, first thing first. Here's my basic dice mechanic.

There are no stats. There are only "Talents." They seem to mimic your "Qualities" rather closely. Each character has a Physical, Mental, and Social Talent Pool. At character creation, they recieve 3, 2, and 1 point to spend in each of these pools. A Talent is generally very specific, and does not stack with other Talents. A Talent ranges from +1 to +3. A player may take a negative Talent at his/her discretion (-1 to -3) to provide more points to spend. Negative Talents are broader in scope than positive talents.

Examples: Physical(Knife +1, Stealthy +2, Lockpicking +1, Blind in one eye -1), Mental(Chess +2), Social(Composed +1)

Now, anytime an action needs to be rolled for 2D6 is rolled. TN is base 7 + highest applicable modifier from character taking action +/- equipment - highest applicable modifier from target. This is a roll-under mechanic, so you're looking for the lowest possible roll. Degree of success matters.

Example: Lockpicking( TN = 7 + 1(characters lockpicking skill) +1(good lockpicks) - 2(very good lock) = 6.

Example: Combat( TN = 7 + 1(characters knife skill) +2(masterwork knife) - 2(target wears medium armor) = 8

*I have some other ideas for combat, which I will address in another post.

This is the basic mechanic, I haven't fleshed it out past here.

Now, after reading the Templar mechanic, some things I very much like are (and therefore ones I would like to steal):
1. reserve points: this is an excellent idea, though I don't really understand the negative reserve point concept.
2. variable TN chosen by player: just plain awesome

Anyway, I am looking forward to seeing more from the Templar mechanic. If you guys keep at it this way, I might be forced to scrap my attempt altogether :)

[Edited for correctness]

Combat

PostPosted: Tue Mar 01, 2005 9:19 pm
by Lamb
Ok, so a little more about combat in my system, since I seem to have a few more minutes.

First, I wanted something fast and easy. Which is pretty much where the whole system comes from.

Combat revolves around a series of contested rolls. The first roll is a roll for "Advantage" (Initiative if you like, though I don't really think the term fits too well here). Both combatants roll against their own TN. The combatant with the highest margin of victory now holds the "Advantage"

Note: If the attack is a surprise, the attacker always holds the Advantage, and a ranged attacker always holds Advantage, until the gap is closed (yes, two ranged attackers firing at each other both hold Advantage).

A second contested roll is made. The winner either deals damage (If they held the Advantage) or gains the Advantage(If they did not hold it previously). Damage dealt equals the margin of victory (winners margin of success - losers margin of success).

Repeat this step until combat is resolved.

*I believe armor will be represented as a -1, -2, -3 to the TN for light, medium, and heavy.

Thoughts?

[EDIT] I forgot, all characters would have five health levels unless Talents were spent to increase it (to a max of +3)

PostPosted: Tue Mar 01, 2005 9:50 pm
by Lamb
Now I've been thinking on how to plagiarize the hell out of you guys.

Reserve points. Every character would start with 5 reserve points and can gain more during the course of play. These reserve points can be spent in two very specific ways. First, they can be spent to increase the TN of an action on a one for one basis. So a TN can be raised from 9 to 11 with the expenditure of 2 reserve points. Second, reserve points can be spent to gain new talents or increase old ones. Cost of gaining or increasing a talent is [10 * next plus]. So to gain a new talent costs 10 reserve points(10*1), and to increase from +2 to +3 costs 30 reserve points(10*3). No TN can be raised beyond 12 or lowered under 2.

Gaining Reserve Points. Reserve Points are gained through voluntarily lowering your TN. Lowering your TN from 10 to 8 adds 2 reserve points to your pool. This is the only way to gain Reserve Points. In this manner, a characters advancement is in no way determined by the GM, but is entirely in the hands of the player.

[Edited for correctness]

PostPosted: Wed Mar 02, 2005 10:03 pm
by Lamb
Yep, the more I read about the Templar mechanic, the more I like it. Consider this one scrapped. Damn, and I thought I was onto something.

Don't ever scrap your system

PostPosted: Thu Mar 03, 2005 6:34 am
by rabideldar
Don't ever scrap your system.

Save it. Keep it in a word file. Go through other systems. Come back years later to release and realize that you've revised it over time.

PostPosted: Fri Mar 04, 2005 9:53 am
by Praetorian
Jason, why not jump into the Templar design discussion? If you came to many of the same conclusions about what would make a good system- you probably have a few insights into what will make the system we are working on for templar even better. Plus, another voice adding ideas and development to the system would be greatly appreciated.