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Help with a homebrew. Some questions that need answering.

Started by vgunn, April 11, 2017, 10:30:02 PM

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vgunn

Okay, I've been working on something for a while now and want to make sure it is sound. Try to keep the hiccups to a minimum.

Lets assume for this thread that this is a design similar to B/X and other simple D&D iterations.

System mechanics:

Every character has seven scores. There are three stats, three saves, and one lucky number. Roll 3d6 seven times and then decide on where to put each result. Higher numbers are better for your stats, while lower numbers are better for your saves. For your lucky number, use personal preference.

Your rolls will help you to choose a class. In this game, your class is a combination of background and skills. You'll begin play at level one. The highest level in the game is 20. Your level is how experienced and talented you are in your class. If using your class, an attempt will always succeed--as long as the task difficulty or opponent is below your level.

Whenever you attempt to overcome an opponent, obstacle, or dilemma that is not automatically successful, you'll need to use the applicable stat and roll a d20. If the result is equal or below your score, you have succeeded. Rolling your exact score is a critical success. If you attempt an action outside of your class or the difficulty of the task is greater than your level, this number becomes the chance of critical failure.

Sometimes in the game you will find yourself in danger. When this occurs you'll need to make a save. Roll a d20 and if the result is higher than your save number, you have succeeded. If the difficulty or opponent's level is higher than yours, then the difference is added to the save, making it harder to succeed.

You can, once per session, switch out a die roll and replace with your lucky number. It can be switched for either a stat or save.


For now let's say you've chosen the Thief class. In D&D versions this class comes with a number of special abilities. Some provide + bonuses and others the percentage chance of success going up as your levels increase. But in this design, these skills/talent/abilities are already lumped into the 'class'. It assumes you're proficient at thievery, so things like: Hide in Shadows; Move Silently; Find & Remove Traps; Hear Noise; Climb Sheer Surfaces; Open Locks; and Pick Pockets, are automatically successful so long as the difficulty task difficulty or opponent is below your level. At you level, the tasks become easier because of your class.

Question: Are bonuses needed?

When you level, hit points increase and so on. You also can increase stat scores and decrease save scores. The maximum any stat can be is 18, while the lowest any save any be is 3.

With that in mind, what should the increments be for changing these scores?

Should the classes have differing rates of increments?

The next issue involves actions outside your class. Let's say a Fighter is trying to pick someone's pocket, or a thief is trying to bash a door down. This is not a class action, nor automatically successful so it goes to the rule stated above: Whenever you attempt to overcome an opponent, obstacle, or dilemma that is not automatically successful, you'll need to use the applicable stat and roll a d20. If the result is equal or below your score, you have succeeded...

What are the potential problems that you can see with this?
 

Spinachcat

So I roll below stats and above saves? How do I attack / defend?

The wonky aspect I see is remembering the roll low vs. roll high.

I like the Chargen idea though. It's swift and a nice combo of random and choice.

vgunn

Quote from: Spinachcat;956828So I roll below stats and above saves? How do I attack / defend?

The wonky aspect I see is remembering the roll low vs. roll high.

I like the Chargen idea though. It's swift and a nice combo of random and choice.

Players will roll most of the time (DM rolls for damage if hit and certain things) . Attacking is with a stat and a save is for defending.

When you attack you roll equal/under your Close or Ranged combat score (stat+any bonuses). Opponents AC is the bottom number. So if a Fighter using a long sword with a Close combat of 14 is facing a Bugbear with an AC of 3, the Fighter will need a roll of 4-14. A roll higher and the Fighter misses. A roll of 1-3 hits, but the armor soaks it. A roll of 14 is a critical hit (damage is = to the roll + weapon die type roll), the Fighter causes 14 + 1d8 worth of damage.

When you defend, use applicable Save (modified if there are any defense/opponent adjustments) + your AC. Roll over that number to avoid being hit. Heavier armor soaks more, but also makes you easier to hit.  The bugbear attacks, Fighter with a modified Save of 7 + AC 4 = 11, and the Fighter needs to roll 12 or higher to avoid being hit. The bugbear has 3HD, so if the Fighter rolls a 1-3, then the hit bypasses any armor soak. Thinking a natural 20, does something special, not sure what yet.
 

vgunn

Quote from: Spinachcat;956828I like the Chargen idea though. It's swift and a nice combo of random and choice.

Thanks!