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If you dare

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If you dare

Postby kumakami » Fri Dec 02, 2011 12:40 pm

Welcome oh poo slingers, Its time to play creation tag. I will give you a base die mechanic & the next thing to be made. when you anwser give that next feature and the next mechanic to be made. in the event of a double rule posting (two people try the same mechanic) wait and I'll pick the anwsers that will count (may mix features). once most of the rules are done we I will anouce the end of the rules and the beginning of the setting portion of our game.....


Basic Die mechics

dice work off of a compeating roll (die roll VS die roll). the difficulty = the starting die(ce) to the roll. the player starts with they starting die(ce) based on in game stats (attributes/skills/special ability, etc). they are compaired with ties going to the defender/difficulty dice. If the aggressore has more dice then then difficulty or one person has more then the other (vs npc/players) then the left over dice are compared vs 1/2 (for d4 & d2's. see below) or 1/2-1 for all other dice.
ex. 2 for a d6, 3 for a d8...so on.

when dice roll there highest # (8 for a d8) you pic up a die of one lower size and roll is as well. (if it rolls is highest you do the same...and so on) once a die drops below a d2 there is no more rolling. MOre successess = better results. we use a d20 through a d2 (d2= a coin).
ex. bill is opening a door he has a d6, the door has a d10. bill rolls a 6 the difficulty a 2, bill picks up a d4 and rolls it this time he rolls a 2...so he has one success & the door is open

Next up: Attributes and crittical success and failure.
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Re: If you dare

Postby SheikhJahbooty » Fri Dec 02, 2011 11:21 pm

I'm not quite sure I understand this rule.

What does, "If one person has more (dice) then the other then the left over dice are compared vs 1/2 (for d4 & d2's. see below) or 1/2-1 for all other dice." mean?

There wasn't any "see below" but I kind of assumed that was a prompt to one of us to fill in more.

Alright, someone rolling a d6 has a 16% chance of scoring a 6 and thus the extra d4. The d4 then has a 25% chance of scoring a 4 and thus the d2. So the chance of rolling all three (if you start at d6) is 4%, slightly less than the chance of a natural 20.

But your chances of scoring two bonus dice lessens if you start with a higher die. If you start with a d10, your chances of winning the d6 (after rolling a 10 and an 8 ) is under 2%.

How about this for a critical/fumble rule?

If you roll 3 or more dice and you still lose the contest, you are TROUNCED, and it has some special effect, like all the bonus dice you rolled count as successes against you. So if the trap is d12 formidable, and the thief tries to disarm it with a d6, and he rolls, a 6 and a 4, and then a 1, and the trap gets an 10, the thief is trounced, and something goes horribly awry, like he loses 2 pieces of gear (lock picks and gloves) or takes two extra points of damage (since his two bonus dice count against him now).

For attributes... I'll just make up:

Compassion
Cunning
Determination
Grace
Wisdom

But I've been watching planetary romance style space operas (Dune, Galaxy Express 999, Master of Time, etc.) so having attributes like that probably lend themselves to a more devious and thoughtful style of play. It's just where my mind is at now.

If Kuma's rule clarification makes my Trounced rule incomprehensible, then we'll try this again.

The next monkey can modify what I made up a bit, like if he needs an extra or one less attribute or something, because that person should come up with how starting players determine attributes, and how some other character facet will modify dice rolls (skills, perks, flaws, contacts, aspects, classes, etc.) We don't need all this stuff. I just want one from the next monkey. He or she may ask for another one from the person that follows after.
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Re: If you dare

Postby Onix » Sat Dec 03, 2011 9:45 am

I think it's a dice cascade but it would be pretty unlikely to go very far into that cascade. Maybe if you got over a certain number on the dice (like 5) so the chance starts out pretty good and starts getting harder as you move down the dice?

I'll give it a shot.

A player may ask the other players to bestow remove or swap out an attribute. If a majority agree to what that attribute (aspect seems more appropriate?) will be then the player has to take that. If a majority cannot agree then the player picks the attribute. The other players should try to model the attribute of the player and one of their dominant qualities. If the player picks, they are allowed to pick what they would like.

Next up: Tracking and doing damage
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Re: If you dare

Postby kumakami » Sat Dec 03, 2011 6:40 pm

Time Fly's like an arrow! Fruit Fly's like a banana!
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Re: If you dare

Postby SheikhJahbooty » Sun Dec 04, 2011 3:42 am

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Re: If you dare

Postby kumakami » Sun Dec 04, 2011 12:35 pm

yes at its core you got it...I do like the more narrative style you are thinking of....and since you where tasked with both critical's and attributes here's the deal


attributes are as SheikhJahbooty say's

Compassion
Cunning
Determination
Grace
Wisdom

as for the critical success and failure.

critical's need to be about this narrative flow. your earler consept is less useful then I'd like. so expaned on this please.

as for Onix since SheikhJahbooty is revamping all this, once done you will give us....the skill system conected to all this. please. :mrgreen:
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Re: If you dare

Postby SheikhJahbooty » Tue Dec 06, 2011 11:15 am

OK, I'm sorry this is taking long, or longer than I would hope since I don't want the make-a-game game to lose steam.

1: I agree, it's too powerful a crit rule. Suppose you're gaming with your mates and you say, "This stack of books is the temple to Moloch and this magazine is the pen where the Hittite mercenaries are keeping the prisoners for tomorrow's sacrifice, and these wedding reception gift tags that I have yet to mail to the person who ordered them are the tents of the Hittites, and these jumbo lima beans with your character's initials on them are your characters. For each success, you can move your character one card length, or state one fact, like, 'I am not discovered as I...' so you go first." and the first guy to go rolls a critical success, like all his dice win their comparisons, then all that discussion to set up the gaming table is unimportant suddenly. So I agree. The first critical rule I came up with was too much.

2: The only other idea I have right now is kind of a riff off of Savage Worlds. In that game PCs and important NPCs got a die to add to their rolls just for being important.

So PCs get a PC Glow die, a d20 I guess. And if that die cascades, like if it gets a 20 and you add a d12, then you get to use any successes from the d20 and any cascade dice to add more general narrative tidbits. In other words, you have a 1 in 20 chance of winning something extra, gaining an extra advantage or two. "You got a success.", "I hit the bandit", "It's a 20, so you can roll an extra d12 and these don't have to be about the fight.", "I hit him right where he was already recovering from a previous injury he got in an earlier fight."

Any dice you get to roll from attributes or skills or contacts or something can only get you narrative rights for that thing your character is doing at the time.

This is also true for the GM. If his dice win, then he should only use them to demonstrate the costs or hardships to the character entailed in that course of action. If the PC Glow die rolls a one however, he is allowed to make up stuff about your character. Your purse is gone. You forgot to bring the batteries. You caught a cold. This guy was once your room mate. That was your last clip.

I think this is less powerful, (the right amount of powerful) has the right feel for frequency of occurrence, and is usable if someone wants to make up battlemat rules. It's not as elegant or original as I would have wished I could make up right away, but it works and it does something original that I don't think any other game has done before, which is tell the GM when it's OK to say something like, "I think that tuna your character ate at lunch was bad, because your character feels really horrible." In no other RPG can a PC get sick just because sometimes people get sick in real life so sometimes the PCs will get sick and that's just the way it is.

If people feel this is a crappy rule, then I pass and apologize for flubbing up the make-a-game game, because this is seriously all I got.
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Re: If you dare

Postby kumakami » Wed Dec 07, 2011 3:19 pm

Time Fly's like an arrow! Fruit Fly's like a banana!
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Re: If you dare

Postby Onix » Wed Dec 07, 2011 5:54 pm

Okay then. A skill is also designated by a die but it is used differently. The lowest skill is a d2 highest is a d100.

When a character has a skill, they roll as normal. For example a d12,d6,d4 gets 8,2,1. The diff dice is 2d6 getting a 6 and 6. The character won the first contest but lost the second and the third wasn't over half so failed that also. Their skill dice is a d8. They roll and get a 3 (lousy roll). They now get to add that three to their results as they see fit. They could at the 3 to their second result making it a 5 but it still wouldn't get them a win. So they add it to their third result of a 1 making it a 4 and pushing it pass the half mark. The value of the skill die can be split up between the other die as desired but the amount the skill adds can never go over the value of the original die so if as before the attribute die are d12,d6,d4, the value of the skill die can never push them over 12, 6 and 4.

Next monkey has to explain how the dies get assigned to a character's attributes both their value and how many.
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Re: If you dare

Postby kumakami » Sat Dec 17, 2011 9:39 pm

no one else? don't let it die people!
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