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Workable System?

Started by Werekoala, March 08, 2010, 04:02:19 PM

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Werekoala

The latest OD&D v. 4e thread got me to thinking (look out!) about how simplified a system could be that wouldn't boil down to just a coin flip or something. Here's something I came up with spur of the moment, not sure how it would work in play. Any thoughts would be appreciated, unless it is savage criticism, in which case take it back to the 4e threads. ;)

Starting stats:

Physical   3
Mental   3

10 points to spend, spread between two stats

Hit Points = 2x Physical
Mana Points = 2x Mental

Mechanics: 3d6, under stat. 3 = critical success, 18 = critical failure

Modifiers: +/- 0 to 10 based on difficulty

Non-powered weapons do damage (per weapon type) + stat, armor reduces damage taken

Spells are completely player dependant, create your own spell book as you go. Success of a spell is based on the standard mechanics roll. Spells start out at 0 modifier, with a success adding 1 to "proficency", a failure deducting 1, so ability with a spell can change over time. No ability to perfect spells during "down-time". Number of targets, area affected,duration,etc. based on 1/3 (round down) of mental stat for spells like sleep, turn undead, wall of ice, etc. Spells resisted by target's mental stat.

Magic items add to effective stat level which affects ability to hit, damage done/resisted, etc.
Lan Astaslem


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

Silverlion

You seem to be missing the Religious or spiritucal componant of D&Desque games--i.e no Faith stat, or Favor with the gods for at-will special powers.

It also seems to mean that a Rogue type hits as hard as a Warrior type. (I've no problem with that since it can all be explained as "finesse" strikes. Some people might.)


Also, people have this complaint against "roll low", I'm not sure why that is either, as it doesn't bother me. It might be do to the fact you can always "add" to a roll high setup, but roll low you have an effective cap.


I'd work on the magic system. Maybe make each (to borrow a term) lynchpin cost more and be harder.

Lynchpins would be: Range, Targets, Severity of Effect.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Werekoala

#2
Quote from: Silverlion;365554You seem to be missing the Religious or spiritucal componant of D&Desque games--i.e no Faith stat, or Favor with the gods for at-will special powers.

It also seems to mean that a Rogue type hits as hard as a Warrior type. (I've no problem with that since it can all be explained as "finesse" strikes. Some people might.)

I'd work on the magic system. Maybe make each (to borrow a term) lynchpin cost more and be harder.

Lynchpins would be: Range, Targets, Severity of Effect.

Well, again, I was trying to keep it as simple as possible, so the initial thought was a system without class distinctions (for the people!). Essentially there are "fighter" types (Conan being an example of a "thief" that could kick mucho ass comes to mind) and "caster" types. A further specialization into a "holy" class could be done with an addition of a stat as you suggested, maybe in an expansion pack? :) Note also that this arrangement harks back to my days of "Melee" and "Wizard" when all they had were two stats, before the INSANELY COMPLEX Fantasy Trip evolved. :D

The magic system is something that I've been fiddling with for some time now. I like the Ars Magica "verb/noun" magic a LOT (and in fact that's something that I think Narf is thinking of in his game he's working on), because I find the idea of a fixed spell list to be more limiting that my "gut-level" instinct says magic should be. I like the idea of being able to come up with spells on the fly, and having their effect be based on how much and how well you used it in the past. Really, how cool would it be to creat a spell on the spur-of-the-moment that becomes a well-known standard? Because I can see there being lists of "standard" spells, but I want something with that in-built flexibility.
Lan Astaslem


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

Narf the Mouse

The spell word system is indeed inspired in part by Ars Magicka - I downloaded the free version they had out and looked it over and liked the magic system.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Werekoala;365559but I want something with that in-built flexibility.

I love the flexibility of it. I recommend when 4E Talislanta gets released as PDF for free later this year you and Narf both take a look at it. It does something similar without being the same (It has Order and Modes.)


My own magic system for High Valor is rather simple. You decide what you want to do, tell the GM, he tells you how hard it will be to cast.  Then you pay the price for casting the spell. The price depends on the spells power (which is exactly how hard it is to cast!) Though it can be reduced/modified by doing some specific things: Dramatic Poetic spell casting phrases.

That is if you write a serious poem--in and out of character to cast the spell, and say it aloud the price is reduced. Dramatic Prose can be used but isn't as strong as poetry. You can use rare materials (gryphon's talon, first dew drop of the spring from Mount Arrowsend, etc.) You can also take extra time. Together even powerful Mythic spells can be thrown with only "minor" drawbacks like causing boils to your allies, or causing all food to instantly rot in your immediate vicinity.  At least it isn't a Mythic setback (Immolate oneself, turn to salt, etc.)


Then again I like putting the in game mechanics behind the players in such a way it is their characters who enact the rules, not the other way around. If that makes any sense.


Anyway, keep up the good work. Nothing wrong with "two" stats. Albeit you might add some flavor by letting a person define the nature of the stat. Like  Physical-Finesse or Physical-Brawn or Mental-Faith and Mental-Magic or Mental-Lore and so one.

All that does is explain how and what they use to do things.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Werekoala

Quote from: Silverlion;365570Anyway, keep up the good work. Nothing wrong with "two" stats. Albeit you might add some flavor by letting a person define the nature of the stat. Like  Physical-Finesse or Physical-Brawn or Mental-Faith and Mental-Magic or Mental-Lore and so one.

All that does is explain how and what they use to do things.

Hey now, like THAT idea. That way you get some specialization but not at the cost of added complexity "on the ground" as it were. I'll see what I can do with that.

Also, the "dramatic prose" and whatnot for spells sounds like an interesting idea as well, rewarding someone who does the whole "By the Power of Greyskull!" thing instead of just "I cast Magic missile".
Lan Astaslem


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

Hairfoot

I opened a thread a while back to identify simple-but-deep game systems, and, for my money, Dungeon Squad still takes the cake.

Not sure if that's relevant to the thread, but there you go.

Narf the Mouse

Quote from: Werekoala;365574Hey now, like THAT idea. That way you get some specialization but not at the cost of added complexity "on the ground" as it were. I'll see what I can do with that.

Also, the "dramatic prose" and whatnot for spells sounds like an interesting idea as well, rewarding someone who does the whole "By the Power of Greyskull!" thing instead of just "I cast Magic missile".
One of the awesomes of He-Man: The castle with the skull motif and inhabited by the souls of the dead is the *bastion of Good*
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Werekoala;365574Hey now, like THAT idea. That way you get some specialization but not at the cost of added complexity "on the ground" as it were. I'll see what I can do with that.

Also, the "dramatic prose" and whatnot for spells sounds like an interesting idea as well, rewarding someone who does the whole "By the Power of Greyskull!" thing instead of just "I cast Magic missile".



I was actually inspired ages ago because I always thought that magic users speaking words of power should sound cool. Not just be occult languages no one understands.  I was partially inspired by a game I played in where my 1st level mage facing an notable number kobolds knew he might miss some kobolds with sleep and so said  "I call upon its bony grasp, to aid me in my current  task, "Finger of Death!"  

Sure it was  just a sleep spell, but the two kobolds who didn't get hit, were like "No! Wizard! Death! Run!" They didn't stop to check their allies. Thus was born one part of my magic system. Words spoken, as words are power. After all, your ordinary D&D person (PC/Monster) has no concept of levels. They've no idea what a wizard can do or not when they meet him.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

JRC

SLA industry is a pretty simple and easy system.  For 'conventional' combat roll two D10, add your skill, if you score above 11 + modifiers you succeed.  For 'magic', start your spell (any spell you are allowed to know), pay the 'flux' cost and next turn it happens assuming you are still alive and your concentration has not been broken.  For your concentration to be broken, say you are hit, roll a D20, if you roll below your concentration score + modifiers you keep it.

All this is from memory