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Paradox Pt 2

Started by One Horse Town, March 21, 2007, 08:57:20 AM

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One Horse Town

So, i've taken some stuff onboard and ordered some stuff to get my head around some of the concepts.

I've got a very fledgling setting bouncing around in my head (which may be a bit 'out there') which i'll try to flesh out a bit more before commenting.

I just want to moot an idea here on a mechanic i thought could be quite tasty. Time travel. You travel to different eras and environments. Not only could environmental conditions be considerably different, but those conditions mould the development of the people living there. Less or more advanced compared to the travellers.

So, i tentatively think that some kind of 'Epoch Level' or something similar could be used to describe the time that is being visited. This epoch level will be rated from the travellers own time period.

Time Travellers Epoch = 0
Each Epoch backwards in time = -1/+1
Each Epoch forwards in time = +1/-1

The Epoch rating has an effect on the travellers statistics when compared to the natives of that period. I'll hesitantly band these together as Physical and Mental statistics. In opposed tests against 'locals' the Epoch modifiers are applied to the characters' stats.

So backwards in time, the travellers Physical stats are lowered by 1 point/per epoch when opposing locals, whilst their Mental stats are increased by 1 point/per epoch.

Forwards in time, these modifiers are reversed.

For want of a better explanation, i think i'll call this mechanic, Comparative Averages.

Some skills will only be viable in certain epochs, but when competing on a skill that each being holds, these stat modifiers are applied before determining the results (skill tests etc).

Thoughts?

EDIT: I should point out that this is designed to allow playing characters from any Epoch without having different character creation rules for each one. Just one set of stat creation for all characters and then modifiers based on where you travel. Skills will have to be different though.

James J Skach

I guess my only issue would be the objectivity of the stats.

I mean, to me stats are objective, not relative. So if I have a physical stat that says I'm strong, I should be strong no matter when I go (that's weird to write).

The only difference I could see is if you're talking about something like different gravity ratings.  I know in GURPS there's a mechanic for that, but I don't have my books with me at work.

What you're proposing seems to make the stats more relative.  I don't have enough experience to know how that would affect your desired goals.
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

One Horse Town

Quote from: James J SkachI guess my only issue would be the objectivity of the stats.

I mean, to me stats are objective, not relative. So if I have a physical stat that says I'm strong, I should be strong no matter when I go (that's weird to write).

The only difference I could see is if you're talking about something like different gravity ratings.  I know in GURPS there's a mechanic for that, but I don't have my books with me at work.

What you're proposing seems to make the stats more relative.  I don't have enough experience to know how that would affect your desired goals.

It's really a way around having lots of different chargen rules for different time periods. Due to life expectancy and difficulty of staying alive in more ancient times, compared to todays average citizen, the average citizen then was probably both stronger and more physically fit (just pulling stuff out of my hat at present). But instead of saying todays citizen rolls Xd6 (or whatever) for strength and the ancient citizen rolls Xd6 + 4 (?) for strength, when they actually meet, the comparative averages of the two result in one being actually lower or higher in strength than the other, even though their strength stat may be exactly the same.

Everyone, from caveman to spacefarer to monsters and animals roll the same amount of die for statistics, but average for one is incredibly strong for the other.

You could do the same for monsters and griblies. Exactly the same chargen process as any character, but say a -2 comparative strength to those meeting it. Both may have a strength of 3, but because the average for said monster is so much higher then the character, the characters effective strength when fighting the monster is 1 (3, minus 2).

I guess that having a Roman Legionary in the same party as a Caveman and a member of Queen Elizabeths court is what i am potentially after, but with the exact same chargen for each (bar skills). Then the comaprative average comes into play.

Werekoala

You could just gloss over it and say its an unexplained side effect of time travel. See, that's the beauty of the genre, some things you don't have to think so hard about unless you wanna. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

James J Skach

Quote from: One Horse TownIt's really a way around having lots of different chargen rules for different time periods.
Why not just apply the same basic mechanic you've...exampled... (hey, is that a word?  should be) at chargen.

That way, things don't have to be figured during play (one less mechanic) and it still STR still represents and objective measure of STR.

just a thought...
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

One Horse Town

I may be letting too much out of the bag in a public place, but some kind of feedback is useful. So i thought i'd throw out something about chargen now.

There are, wait for it...10 Statistics rated on a 1-8 scale (although this may change, probably to 1-10. Originally, this idea was for a sort of Mythic Greece game).

Old Mythic Greece stat ratings
0 Poor (only use skills through Resolve)
1 Average
2 Good
3 Exceptional
4 Heroic
5 Mythic
6 Titanic
7 Immortal
8 Divine


I figured that stats will be point buy on a 1 for 1 basis, with 25 points for basic, starting characters, spread over the 10 stats. (The old Mythic Greece setting had an initial cap of 3 for mortal games, 4 for Heroic games and 5 for Mythic games. I might need some sort of cap for Paradox too.)

Physical Stats
Manual Dexterity
Endurance
Prowess
Physique
Agility

Mental Stats
Mental Discipline
Alertness
Pragmatism
Leadership
Interaction

Each statistic has a skill tree attached to it. So to take one example (again, this is fledgling), Interaction.

Interaction Skill Tree

Entertaining (all forms of entertainment)
Barter (haggling, bartering, negiotiating etc)
Charm (political discourse, charm, bluff etc)
Mimic (acting, ventriloquism, disguise etc)

At present i am working on the assumption that the rating of the parent stat will also be the rating of all the skills in that stat's skill tree, but that may be subject to change.

Also, under each skill will be sub-skills from different Epochs. Such as Entertaining (Stage Plays) - Middle Ages Epoch, Entertaining (Song) - Ancient World Epoch, etc, ect.

This way, characters can be made from any Epoch and have a skills set to match their timeline. This will necessitate rules for learning skills from new Epochs they may visit, but that's for another day.

I've decided against the Comparative Average, for the reasons raised here and will simply have either an Epoch Template or a Tribal/Racial Template. This will be added to the characters stats after he has spent his points to gain the final stats.

The PCs will also have Passions. These are skills that are of particular interest to the characters. When using these skills, he can persevere where others would fail by using his Resolve. Sort of a boost mechanic, probably resulting in an additional +1 to the Skill rating for tests.  

The actual test mechanic is a simple 1d6. Assign a test difficulty (based on the stat ratings found above, IE 1-8, but this may change to 1-10), find your stat rating, read along a chart to find the skill test modifier based on the difficulty, apply that to you skill chance, then roll the d6. Equal or under your stat rating and you suceed. Example: An attempt to Charm a functionary by a skill 2 PC. The GM assigns a test difficulty of 1 (he is weak willed), looking at the chart, the PC finds he gains a +1 to his attempt. His skill is effectively 3, he rolls a d6, on results of 1,2, 0r 3, he succeeds.

These are all fledgling mechanics and thoughts at present.

One Horse Town

As an addendum to the above, characters can perform any number of actions each round. However, only the first action uses 1d6 for skill resolution, a second action requires 2d6, the third 3d6 etc, etc. This means that more skilled people can attempt more actions in a round and still have a chance of success. If you have a skill rating of say, 7, and the skill test gives you a +3 rating, you automatically succeed in the first skill test action (roll 10 or under on 1d6), however, due to your skill, you can try that action again in that round (or if you really want a different action, although you still have to roll 2d6). This time you roll 2d6, still a great chance of success, 10 or under on 2d6. The third same action needs 3d6, rolling 10 or under then becomes more challenging.