Tuesday, May 29, 2007

D&D Saga Edition

Updated: 6/10/07

Well Star Wars Saga is better, yes BETTER than I expected.

As it stands, I was somehow expecting something more akin to D20 Modern...and its just not.
Talent Trees can simply represent Classes. And the Force can easily, EASILY be stretched into a Spell System. So at this point I think I'd just rename Soldier to Fighter, Scoundrel to Rogue, Noble would probably stay the same, as would Scout, rename Jedi to Spellcaster. If I wanted to import anything I'd just build a Talent Tree for it & either make it open to all classes or attach it to a specific class. The cool part is that Soldier, Scoundrel, Scout, Noble & Jedi/Spellcaster WORK for Thundarr. The hardest thing I have to decide between is if the character that wants to make a Shaman ala Marshall Bravestarr requires a Talent Tree based off of Wild Shape + Wild Feats or simply using the Beast Class Features as Talent Trees.

I'm not abandoning this project, I'm just basking in the coolness of Saga D20!

************************************************************

I'm not finished with this document just yet, but I should have it wrapped up in the next week or so.

The high points:

-Using the Saga Skill System (X number of Skills + Int Mod). You can select any Skill to be Trained in, but can only gain Skill Focus in Class Skills. Using Saga's Skill List but trading Use the Force with Use Magic

-Using Saga's Defense Saves of +1/Level & have added a +2 at level 1 for a Good Save & +1 at first level for an Average Save.

-Talents vs Class features--I'd been going round & round on this & have finally decided to convert Class Features to Talent Trees. So I'll have Warrior Class(D10HD+Fast BAB) with Fighter, Paladin, Ranger Talent Trees; Rogue Class(D6HD with Medium BAB) with Bard, Thief (rogue), Beguiler Talent Trees. Priest Class(D8HD with medium BAB) with Cleric, Healer, Druid Talent Trees. Magic-User Class(D4HD with Slow BAB) with Warlock, Wizard, Sorcerer Talent Trees. Battle-Hardend Class(D12HD with Fast BAB) with Barbarian & Knight Talent Trees.Basically each Talent in a Tree corresponds to the Class Features you can gain for an entire level. For say a Wizard taking a Spellcasting Talent equals what benefits you would get at say levels 1 & 2 or levels 3 & 4. This is still fairly rough, since my setting doesn't require alot of Talent Trees. Its Thundarr.

-Magic is the area I"m still working out, I basically had thought of stealing the Swordsage's Maneuver Progression, but with the caveat thaty a Spellcaster can use spells more than once per encounter. I also looked at using Recharge Magic from UA or on importing the Spellpoints per Encounter & metamagic feats from Spellbound: Channeller. I'm settling on using a Magic-User Class, with the Warlock Talent Tree for now. Since I'm using the Thundarr setting, I don't have Divine Magic, but it could work out pretty easily.
I'm not planning on using the Triple HD at 1st level, but am using the Damage Track. I haven't decided if I want to add 1/2 Level to Damage.

Hopefully I'll have this finalized by 6/7/07.

Monday, May 21, 2007

Spells as Feat Emulation

Basically this dumps the existing spell system for giving Spellcasters a Feat emulation system.

Drop Wizards, Clerics & Druids. Haven't worked out Bards, Paladins or Rangers yet, so bear with me.

Each Spell Level they give up gives them a Bonus Feat that they can use with a Magical Trapping. So, if I Spellcaster & I take Heavy Armor Proficiency---I call it Eldrtich Armor & I summon Armor at will as a power. It will start as the lowest class of Heavy Armor & have all of its stats, but I can "research" it...i.e. buy better Eldritch Armor & improve it, as if I was buying new armor.

Sneak Attack can be done like this as Shadow Rend.

I'd use the basic Cleric Set-up, give them Bonus Feats on any level they would have gained a Spell Casting Level.

More Later...

Simple Spells per Encounter Add On

I've loved the idea of Spells per Encounter since seeing their inkling in Cooldown Magic from Unearthe Arcana, Maneuvers & Stances from Bo9S & Jedi Mind Tricks from the previews of Star Wars Saga Ed.

This is simple way to add something similar to existing Arcane & Divine Spellcasters.
NOTE: the very best system I've seen for this is in Spellbound: Channeler from Crafty Games for Spycraft 2.0. If you have an interest in this BUY IT.

Basically at the beginning of an encounter, the DM either draws a Playing Card from a Deck or rolls 2D6 for the Mana Class(MC) of the Encounter. If using Playing Cards, Aces are = to 11. If you draw a Face Card, draw an additional card until you get a number card or an Ace. Then add the number of Face Cards to the value of the Number Card.

This is the number of extra Spell Slots any Spellcaster has access to for that Encounter.
For purposes of Spell Slots, 0-Level spells = 1 Spell Slot but allow you 3 additional castings of 0-Level spells.

So if I was an 8th Level Wizard, my max Spell Level is 4. If the MC is 6, I can add an 1-4th level spell, & either 2-1st level spells or 1-2nd level spell or 1-1st level spell & 1-0 level spell (for 3-0 level spells)

Sunday, May 20, 2007

More BRP/MRQ

Ok...so I'm really thinking of moving Thundarr, 40K & maybe MARS over to BRP/MRQ.

First I like MRQ better because of:
Attributes are bases of skills

I like the idea of the Parry/Dodge tables

I like the quick skill contests & don't mind the High Skill Level rule

I like BRP (at this point Stormbringer, but I've playtested DBRP & it will be sweet) because of this:

Armor as a xDx

Attributes having very specific functions:
Int for Skill Points
Dex for Initiative
Size & Con for HP
Size & Str for Damage Bonus
Pow for F/X Points
Ok...App really doesn't do anything...but it could provide a Skill Bonus...

Law/Chaos

Throw in HeroQuest for:
Bumps for High Skills (replace BRP & MRQ)
So if my skill is 103%, I roll a 17, its a fialure, but I have a Bump of 1 so its a success.

If my skill is 247% & I roll a 46, its a success & I have a Bump of 2, so its a Critical +1.
If my oppenent also succeed, but just at a Critical +0 level, then he would be reduced to a Success & I would be reduced to a Critical +0. I would win the Contest.
Augments for Skill/10

Mix some Aspects:
Fate point provides +10%, Invoke/Tag is a +20%
(if not using Profession Bonuses, let it become +30%/+50%

A Pinch of Professions:
a)Add a +30 bonus to Skills under Profession

b)Add a +30 bonus if the GM thinks its applicable

And a sprig of a new Critical System

Any roll where the One's Die is a 0 or 10, is a crit (ex. 10, 70, 100)
If the roll is successful its a Critical Success. Failure its a Crit Failure.

No matter what your skill level is a 100 is ALWAYS a Failure, & if your skill is below 100, its a Critical Failure.

In Skill Contests, the highest Successful roll wins after applying Bumps.

Friday, May 18, 2007

BRP/RuneQuest Mongoose Patches

I've been working alot with ideas for 40K & Thundarr.Some patches I've come up with:Patch #1If your skill is over 90%, but under 100%, your effective skill is 90%.If your Skill is over 99% but under 200%, your effective skill is 91%.If your Skill is over 199% but under 300%, your effective skill is 92%, etc.Essentially your skill maxes at 90% plus the One-Hundreds place of your Skill level, so Shooter's Gun skill is 727%, your effectice skill is only 97%.If your Skill is 99% or less you botch on a roll of 99 or 100.When your skill is 100% or more you only botch on a roll of 100.Your Critical or Complete Success Skill rating is equal to 10% of your Skill (not effective skill). So in the above example, Shooter Criticals or achieves a Complete Success on roll of 72 or less; achieves a Normal Success on a roll of 97 or less & botchess only on a roll of 100%.In an opposed Skill test of any kind, if the rolls are on the same level (i.e. both Normal Success or both Complete Success), the lowest roll wins. If one player achieves a Critical Succes & their opponent does not, the Critical success wins even if it is a higher roll.Patch #2This is inspired by Simon Hibbs & HeroQuest.Criticals, Successes & Failures occur whenever the Ones die comes up a 10.If my Skill exceeds 99%, I roll my, if the result is less than or equal to the Tens & Ones place, I succeed. If the result is more than the same value, I fail. However, I apply the value of the Hundreds place as bonus Success Levels. If both opponents succeed, the lower roll is conscidered successful Ex. If Shooter has a Gun Skill of 727% & rolls a 24, he Succeeds & Adds up to 7 Bonus levels. Ex. 2 If he shooting at Art, who's Dodge Skill is 698% & he rolls a 48, he fails his dodge, because his roll was Higher than Shooter's. Art who still has 6 Success Levels from his Skill subtracts those from Shooter, 8-6=2. If the result is 1 Success Level, the action is a Normal Success. If the result is 2 or more Success Levels the action is a Critical Success. In this example Shooter scores a Critical against Art. If however Shooter had roll a 79, a Failure & Art had rolled a 90 a Critical, Shooter would have 7-1(for a Failure)=6 Success Levels & Art would have 6+2(for a Critical)=8. 8-6=2, means Art would have Critical Succeeded on his Dodge roll.

Tuesday, March 20, 2007

Argh! I hate decisions

C&C + Swashbuckling Skill System + FATE's Aspects in a Thundarresque setting

Rifts using HeroQuest with GURPS's Weapon & Armor rules

Savage Worlds Saturday Mourning

D6 GI Joe

Necessary Evil: Scattered!

Sunday, March 04, 2007

C&C Skill Dice System Upgrade

Here are the basics:

Each Player has 5 Skill Dice that refresh at the beginning of each session.

A Skill Die can be spent to give +1D6 Bonus to any Dice Roll a PC attempts.
It must be specified BEFORE the roll is made.
So you can get a +1D6 Bonus to a Save, Level Check, Class Ability, Combat Roll, etc.

Spellcasters can even roll 1D6 to Regenerate cast spell slots.
However, they Regenerate from the lowest to the highest. So, if I've cast 3 1st Level, 2 2nd Level, 2 3rd Level & 1 4th Level spells today.
And I spend an Skill Die to Regenerate & roll a 4, then ONLY my 3 1st Level & 1 of my 2nd Level Spell Slots Return & may be cast again.

As an Option, I do allow a PC to spend an Skill Die for +1D6 Bonus to their AC for a Round.

I also will reward an immediate free Skill Die for a good description of an what a player is doing or if they make me laugh.

Advanced Option 1:
Each Player selects 3 Seconday Attributes. These can be anything, ex. Expert Swordsman, Natural Leader, Drunkard, Magical Talent, etc.
If a Skill Die is used in conjunction with a Secondary Attribute it is worth 1D10 instead of 1D6.

Advanced Option 2:
Characters may be customized by saving Skill Dice. At the end of any session, a player may spend unused Skill Dice to customize their character. They choose an specific area to improve that has been used during the past session. The can roll any number of unused Skill Dice, and if any of the dice roll a 6, then that area may improve. It doesn't matter if more than 1 die comes up a 6. A +1 is the max that can be gained per session from a Successful Customization Roll. Certain Customizations require Separate Successful Customization Rolls over several session.
Here are the types of Customizations to be made.
A)A Skill (which includes Class Abilities, or player defined skills) gets a +1 with 1 Successful Customization Roll. Note: BAB cannot be improved, but +1 with Long Swords, Daggers, or even Medium Shields (+1 AC) can be achieved.
B)A Specific Weapons gets a +1 Damage Bonus with 1 Successful Customization Roll.
C)A Specific Spell can be cast one extra time per day with 1 Successful Customization Roll.
D)Saving Throws can get a +1 bonus with 2 Successful Customization Rolls (so a minimum of 2 sessions).
E)Attributes can get a +1 bonus with 4 Successful Customization Rolls (so a minimu of 4 sessions).
F)Note that bonuses from Customization Rolls DO stack. So if I get 4 Successful Customization Rolls on using a Long Sword, I have a +4 Bonus to my BAB when using a Long Sword, ex. a 6th Level Fighter has +10 BAB with a Longsword before Attribute Modifier.

Monday, December 04, 2006

Fast20/Wordsmith

Everything you do starts with a D20 roll.

Each PC/NPC defaults to 0 in anything they attempt to do.

Characters get 25 points to spend on Descriptors.

A Narrow Descriptor costs 1 pt per +1 bonus (or the reverse if its negative)

A Broad Descriptor costs 3 pts per +1 bonus (or the reverse if its negative)

A bonus can be given to an ability/skill, damage roll, any die roll.

PC's have 25 Hit Points modififed by any Descriptor that adds HPs.

Example Character:

Logan Greystar
+x is rank; (x) is cost

Thief +4(12)
Good with a Sword +3(3)
Studied under Le'Fleur +2 DMG(2)
Lightning Reflexes +2(2)
Works in the Sons of the Crow Thieves Guild +2(2)
Smart +2(4)

Dark20

Very specific skill list say from Savage Worlds for the moment or Cinematic Unisystem.

Skills Default to 0.

You can take up to a max of -5 in Skills for Bonus Skill Points.

Attributes either serve a specific function:
Str +DMG
Con +HP
Dex +Init
Int +Skill Points
Wis +taking 10 or 20
Char +Rerolls

OR

They are +5 to any action they effect.

Class is either a Die Bonus (D8 or D10)

OR

There are Talents (which give an extra die you KEEP for a specific skill) or Profession (which gives an extra die you ROLL & keep ONLY the BEST for a group of skills)

Optional

PC's get an Die Explosion on 10's & 20's.

Sunday, December 03, 2006

Fate of Exalted

Ok, so Exalted with Fate 3.

I'm ditching Charms. Stunts replace them.

Exalted all get 1 extra Stunt Free.

Solar

Terrestrial--Minions.

Lunar

Sideral

Abyssal

Saturday, December 02, 2006

House Rules for a Post-Apocalyptic Earth Ravaged by Dimensional Breaches

I get my main inspiration from the Siege Engine by Troll Lord Games.

Right now I'm still using the Breaches Attributes, but I use the Siege Engine Attribute Mods & Primes. Humans still get 3. Everything else gets 2. I'm conscidering adding another, due to the extra number of Attributes OR switching to Siege's Attributes.

Primes, however give a +5 Bonus.

Basically you still select Skills per Breaches, but your Rank is simply equal to your Level (however any +X% or divided by 5 is applied). Weapon Skills prevent you from having a -4 Non-Proficiency penalty & adds a damage bonus equal to Level/5.
Hand to Hand Training: Basic gives you a BAB of Level/2 (equal to a Mage).
Hand to Hand: Expert gives you a BAB equal to Level x 3/4 (equal to a Cleric).
Hand to Hand Martial arts gives you a BAB equal to Level (equal to Fighter) +1D6 bonus on any Melee damage.
Hand to Hand: Assassin gives you a BAB equal to Level + 1D6 bonus on any Ranged damage.

Any Saving Throws are handled by Attributes.

I use the D20 System Difficulty Class system for Skills checks & Saving Throws.

And the D20 System Armor Class system for Combat checks.

Thursday, November 30, 2006

Castle & Crusades House Rules

1) Scrap the 12/18 base DC's. Instead, Primes give a +5 Bonus when used. DC's are then calculated per D&D 3.X/D20.

2) Each Player has 5 Action Points that refresh at the beginning of each session. An Action Point can be spent to give +1D6 Bonus to any Dice Roll a PC attempts. It must be specified BEFORE the die hits the table. So you can get a +1D6 Bonus to a Save, Level Check, Class Ability, Combat Roll, etc. Spellcasters can even roll 1D6 to Regenerate cast spell slots. However, the Regenerate from the lowest to the highest. So, if I've cast 3 1st Level, 2 2nd Level, 2 3rd Level & 1 4th Level spells today. And I spend an Action Point to Regenerate & roll a 4, then ONLY my 3 1st Level & 1 of my 2nd Level Spell Slots Return & may be cast again.
As an Option, I do allow a PC to spend an Action Point for +1D6 Bonus to their AC for a Round.
I also will reward an immediate free Action Point for a good description of an what a player is doing or if they make me laugh. The Point is either used on the roll being described or the next roll the player makes.

3) Classes may use any weapon, but they only do damage equal to their Hit Die.

4) Characters may be customized by Saving Action Points. At the end of any session, a player may spend unused Action Points to Improve their character. They choose an specific area to improve that has been used during the past session. The can roll any number of unused Action Points, and if any of the dice roll a 6, then that area, depending on its breadth, may improve. It doesn't matter if more than 1 die comes up a 6. A +1 is the max that can be gained per session from a Successful Improvement Roll.

A)A Skill (which includes Class Abilities, or player defined skills) gets a +1 with 1 Successful Improvement Roll. Note: BAB cannot be improved, but +1 with Long Swords, Daggers, or even Medium Shields (+1 AC) can be achieved.

B)A Specific Weapons gets a +1 Damage Bonus with 1 Successful Improvement Roll.

C)A Specific Spell can be cast one extra time per day with 1 Successful Improvement Roll.

D)Saving Throws can get a +1 bonus with 2 Successful Improvement Rolls (so a minimum of 2 sessions).

E)Attributes can get a +1 bonus with 4 Successful Improvement Rolls (so a minimu of 4 sessions).

F)Note that bonuses from Improvement Rolls do stack. So if I get 4 Successful Improvement Rolls on my Long Sword Skill, I have a +4 Bonus to my BAB when using a Long Sword.

Thursday, November 09, 2006

What to do, what to do

Ok, so I ran my first story arc in Ptolus. I used True20, but I really am not to keen on the damage system.

So, I'm thinking of switching to Fate 3, Savage Worlds, nWoD, Unisystem or D&D.

Another approach is to just add Hit Dice to T20 & set Max Damage threshold at 10 over Combat, or 12 in Damage.

Fate 3 is kind of mind blowing for me.

Savage Worlds is pretty damn cool & the DL rules help magic out.

nWoD looks FAST.

Unisystem is cool becaus D&Z is cool.

D&D is tempting.


SIGH

MC

Tuesday, October 03, 2006

Possibilites

I've got alot of ideas floating around my head:

1)WFRP 2E Adventure that is outlined

2)Thundarr using nWoD- Savagery (1per+1 die); Super Science (1per+1 success); Sorcery (1per+1 die, 9 again, Morality rolls don't get 10 again)

3)Grandville:
Mind
Body
Soul
Reflexes
Senses
Health
Profession

System: Attributes & Skills are rated 1 to 10. When attempting a skill, roll a D10 at or under your attribute & skill (if you have it). If you succeed at one, compare the number rolled for difficulty. If you succeed at both, compare the number rolled x2 to difficulty.

4)Serenity/Bravestarr--change the damage system to Skill + Weapon, keep highest. Wounding Weapons can take you out with one hit if they succeed by your Vitality Die by 2.

5)Thieves world via nWoD

6)BPRD via nWoD

7)SPirit of the Century--probably using FS die mechanice, in place of Fudge Dice

8)Feng Shui

9)WFRP 2E or MRQ/BRP using a D20 system where you have to roll 20+to succeed.

10)Rifts via C&C

11)True20 D&D

Out

Monday, May 08, 2006

Full Dark

Well I'm really close to finalizing the direction the mechanics will take & have a kernel on the hook of the setting.

Ruleswise its Either:

1)Dice pool system, where an even result is a success.

2)Variant Percentile system.

More later, work calls.

MC

Saturday, March 25, 2006

Setting a Course

Well, I'm moving a little backwards in my thinking. I've spent the week really looking at wether I want a Minimal (roll high) system or a Maximal (Roll Below) system. A Max system is easy on the GM & I have a very simple solution to how to determine simple difficulty mods or opposed rolls. Essentially a player looks at their Skill Level...lets say its a 67%. On a Simple task he rolls & if he succeeds its a done deal. On an Everyday task, the GM simply asks if he has the skill. If the GM thinks its a little tougher he sets a Difficulty Number (DN) between 1 & 5. The player rolls, if he passes his roll, he looks at his One's die AND if its higher than the GM's DN, he succeeds. In an opposed roll, both player's roll, if both player's pass their rolls, the Player with the Highest One's Die, wins.

So Ahmed wants to punch Lassiter. Ahmed has a 81% in Punching. Lassiter has a 66% in Dodge. Ahmed rolls a 73. Lassiter rolls a 19. Both pass, but Lassiter dodges Ahmed's blow.

I like this system. The One's die is arbitrary, but why use a percentile if the one's die is so secondary?

HOWEVER, I like Minimal (roll high systems). They feel right to me. And if its my game it should feel right to me. I doubt I'll ever publish this. Its not my thing. And if I did, some of my ideas have some overtures to FUZION. So I might have to get a license anyway.

Here is what I'm thinking:

Skills will either a)Have very specific funtions (Int gives extra skill points, Ref gives a bonus to Initiative, Str a bonus to damage, Con a bounus to hit points, Personality bonus contact, and Proffession a bonus to skills that fall under your career) OR b)Let you roll extra D10's that YOU DO NOT KEEP.

Not sure how to go yet on that one. Its the next big question.

Basically the system is that your skills Default to a d10 roll. You can then go from -2 to +6 or more in them. Rolling a 1, means you have to roll again & another 1 is a critical failure. Rolling a 10 means you roll again, on a 1-5 you add that number & reroll 5's, you ignore 6-10 and stop rolling.

Thats the basics.

I have lunch with Todd monday. I miss going over this stuff with him.

MC

Sunday, March 19, 2006

Road Blocks

Where I always run into road blocks are game mechanics. I can't focus. I have too many ideas.

I want a simple system for the GM to set Difficulty & a simple system for the Player to check for success. But I also want a cross between Castle Falkenstein's Skill System & Over the Edge's Dice Mechanic. And then there are the other ideas.

On one hand I want say a Default of 10 (with no limit) in Skill. The GM then sets Difficluty by the amount of Dice the Player rolls:
1D Simple
2D Easy
3D Average
4D Challenging
5D Hard
6D Difficult
7D S.O.L.

On the other hand you could have Skills Default to 2d & then the better you are, the more dice you roll. Difficulty on the Dice could be Standard of 4 OR the GM could set the number.

Then there is the lighter rules method.

Skills Default to 1D10, if you have a Skill the first level in it gives you 2D10, basically you & the GM or other player could simply dice off, with the high roll winning. However, additional Skill levels grant 1 automatic success either per scene or session.

So if I the Guns skill at level 5, it would look like this:
Guns (2d/4), I would roll 2d10 whenver I used it AND 4 times in a set period could automatically succeed

More later.

MC

Thinking...

I've been doing alot of thinking about FD. I want a simple, approachable system that allows you creat a character from a novel, quickly & easily.

I have some thoughts on character creation being some simple questions, with the answers being tied to the mechanics.

What do you do for a living?

Did you go to College or into the Military & if so, what was your major/specialty?

What are you interested in?

What is your hobby?

Are you Strong, Smart, Quick, Healthy, Wise, or Charming?

Are you Weak, Dumb, Clumsy, Sickly, Gullible or Mean?

From those questions I'd like to build a character set in a modern world.

Thats how I'd like character creation to go.

MC

Sunday, February 26, 2006

Every. Single. Day.

Well I won't accomplish that. I just won't. I'd hoped to have spent some time working with Todd on Full Dark, but it hasn't happened. LGD is still me & Pris. Although if a certain friend has a falling out with someone, I might make an overture to right a wrong. Todd has a new love & he deserves to follow that right now.

I've decide to use this as a signpost for my gaming ideas.

I'm really infatuated with Green Ronin's True20 variation on the D20 system. Currently a friend is running Star Wars with it. I'm thinking of working something out for Full Dark with it.

More later.

MC

Monday, September 26, 2005

33

So today, right about now, I was born into this world. Happy Birthday to me. I've hrumphed some today. Mostly trivial stuff. Had to eat crow. Had to miss a dinner (sorry B, C & R). Had lunch with my mom & dad! And barely had time to be with my kids...

Thats the problem with the new digs, I love em, but sometimes I wish P could stay home or maybe both of us worked half the amount we do...oh well. Not yet.
But its getting there. I had the ephiphany last week that the goal we've been working for, won't be some big switch its lots of little, bittie things everyday that I take on. And between you & me...I'm not sure its worth it. But I'm gonna finish it, 'cause thats what I do.

A big hug to all my friends, my family and my partner.

Extra big hug to H, M, & E.

Cya on the road to 34.

Make good choices.
;)

MC