I am fond of the simple resolution mechanics found in Melee/Wizard and their spiritual ancestor Legends of the Ancient World (http://www.darkcitygames.com).
The mechanics are 3d6 under one of three attributes. Simple, effective and intuitive. The skill system is skill level+attribute is the number to roll under.
I am brainstorming on different applications of skills to the basic mechanic of 3d6 under an attribute. Any ideas are welcome!
Brainstorming Ideas- Skill level adds to the attribute.
- Skill level applies certain advantages. For example:
[LIST=2]
- Swords 2 - Player may choose to add 1 or 2 points to hit, damage or parry (absorb damage).
- Skill levels allow multiple rerolls per session.
- Skill levels confer automatic successes per session.
Other ideas are welcome!
Quote from: enelson;292323- Skill level applies certain advantages. For example:
[LIST=2]
- Swords 2 - Player may choose to add 1 or 2 points to hit, damage or parry (absorb damage).
- Skill levels allow multiple rerolls per session.
- Skill levels confer automatic successes per session.
These ideas sound like they would be better as Feats / Powers / Knacks that operate separately from the skill system. Maybe when you reach Skill-3 then you get a free Feat attached to that Skill or maybe you just gain the option to buy the Feat at that point.
When I was playing TFT, we augmented the standard skills with the ability to buy "extra tricks". This was first used for UA, but we extended it to other things eventually. It has been a few decades so, so we will go with what I can remember.
So there were X number of tricks you could get, based on the points of the skill, with additional tricks purchasable by taking extra "skill slots".
So you started with two points of UA, in which you could by enhanced damage or enhanced dodge/parry or enhanced attack (you could even double up). Take another level and you could get 3 more points to buy more goodies including "Throw", "Trip", Parry Weapon, and more fun things. You could customize your "advanced skills" this way.
We played with this, but it fell by the wayside as we began to experiment with super powers and other genres of TFT. Soon after this, The Space Gamer died off, soon followed by TFT.
I like the idea of special tricks tied to skill level. Probably one every three levels of skill. Someone with a high stat may be better at hitting, but they don't know all you know because of your high skill.
I might also increase the numbers slightly--to say 25, and use 4d6 roll under. Simply because this is one of the problems of Gurps is that you don't quite have enough range of use in some settings. (Mind you its a SMALL problem, and only worth noting if you plan on doing multiple campaigns using the modified system with a range of ability and skill.)
Quote from: enelson;292323I am fond of the simple resolution mechanics found in Melee/Wizard and their spiritual ancestor Legends of the Ancient World (http://www.darkcitygames.com).
The mechanics are 3d6 under one of three attributes. Simple, effective and intuitive. The skill system is skill level+attribute is the number to roll under.
I am brainstorming on different applications of skills to the basic mechanic of 3d6 under an attribute. Any ideas are welcome!
Brainstorming Ideas
- Skill level adds to the attribute.
- Skill level applies certain advantages. For example:
[LIST=2]
- Swords 2 - Player may choose to add 1 or 2 points to hit, damage or parry (absorb damage).
- Skill levels allow multiple rerolls per session.
- Skill levels confer automatic successes per session.
Other ideas are welcome!
Some of these are already in TFT, you can exapnd on them. Some of the weapon talents give +DX to hit, and others open up options such as the IQ12 talent Unarmed Combat II.
Another idea, most combat rolls are made under 3D6, why not like locks have some combat combinations or moves require 4D6 or more and let the Talent level aid the roll and maybe even allow it. Not unlike trying to attack someone with Unarmed Combat IV. Ideas (1) attack multiple targets; (2) attack invisible opponents; (3) attack and move combos...etc.
I recently picked up the entire Fantasy Trip books as I remember really liking Melee and Wizard and though it would be a good system to use again for doing some small scale wargaming. Besides , I love those old funky counters!:D
Thanks for the great ideas! I need to cogitate some more.