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CoatHanger: An RPG Framework

Started by Narf the Mouse, December 03, 2008, 08:54:51 PM

Previous topic - Next topic

Narf the Mouse

I wrote this to dust off and refresh my creativity. Presenting...

CoatHanger.pdf
CoatHanger.odt
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.

Kyle Aaron

#1
"The cost of an increased bonus in a trait is the base cost * the new bonus * the total modifier. Or, just use the following table for the total cost, modified by the total modifier."

Since you present the costs as being +1/1, +2/3, +3/6, +4/10, etc, I think you mean "+" rather than "*" which is usually read to mean "times".

"The following is a chart displaying an abstract 'cost' of rolling higher or lower than the average, taking 3 as an average roll on each of the dice."

The average of dX where all values from 1 to X are possible is always (1+X)/2, which in the case of d6 is 3.5. This makes a difference to your little chart, since you present 9 as the average of 3d6, when in fact it's 10.5.

That particular section relies on the GM being able to give an exact time for the completion of each PC task requiring a dice roll from the player. GMs are going to be fudging that a lot. Honestly, who knows how long it takes to pick a deadlock compared to a music box lock? Or fix a dropped stereo, or an M-60 with a stoppage?

The game only needs to be as precise and detailed as people will be in play. So it's enough to say that "spending extra time gives +1 or more to the roll, spend long enough and you don't have to roll at all." You don't need to give a chart to work out the exact times.

Such charts of things also run into the problem of combat. If I spend an hour aiming my musket at someone 2km away, shouldn't I be able to hit him? Why do such skill systems apply to every skill use but combat? Yes, I'm under pressure in combat, but what about if I'm picking a lock while under fire, do I have to use different rules for that?

It's easier to just acknowledge that GMs will fudge this stuff anyway.

As for the rest, as you say it's a framework. If it's a skeleton which you intend to put flesh on, press on and show us what you do. If you're leaving it at that, well how is it useful? Why should I use a skeleton when I have whole bodies to use?

If you're going to have things like,
Mind +2/Comprehension +1
 Grace +2/Combat +2/Melee +1/Rapier +1
Grace +2/Acrobatics +2

then really you need complete lists for players to choose from. Otherwise it's depressingly easy to munchkin.

"Hmmm, a skill of +1 costs 1, so five of them cost 5, whereas +5 costs 21. So Brawn+5 costs me 21, while Brawn+1/Combat+1/Melee+1/Rapier+1/Uncle Jim's Rapier+1 also gives me +5 in combat but only costs +5. Leaving me 16 points for other stuff, awesome."

"Oh but then if you lose Uncle Jim's Rapier then you've only +3 to melee combat."

"Okay then I'll just have Brawn +5, and be at +5 to each and every weapon in existence, it uses all my points but so what."

This is why most systems have "attributes" which cost more than "skills" - because the attributes cover a wide range of stuff, and the skills only a narrow range - or else they have a skill unfamiliarity penalty, anything not written down is at -5 or something rather than 0.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Narf the Mouse

#2
Quote from: Kyle Aaron;271068"The cost of an increased bonus in a trait is the base cost * the new bonus * the total modifier. Or, just use the following table for the total cost, modified by the total modifier."

Since you present the costs as being +1/1, +2/3, +3/6, +4/10, etc, I think you mean "+" rather than "*" which is usually read to mean "times".
The chart is used in a simplification of the formula, not an addition to it - There's two different formulas there; I should specify that. :)
Quote"The following is a chart displaying an abstract 'cost' of rolling higher or lower than the average, taking 3 as an average roll on each of the dice."

The average of dX where all values from 1 to X are possible is always (1+X)/2, which in the case of d6 is 3.5. This makes a difference to your little chart, since you present 9 as the average of 3d6, when in fact it's 10.5.
Yeah - I inserted a little 'drift' to account for reliability versus chance for a high roll - I should note that.
QuoteThat particular section relies on the GM being able to give an exact time for the completion of each PC task requiring a dice roll from the player. GMs are going to be fudging that a lot. Honestly, who knows how long it takes to pick a deadlock compared to a music box lock? Or fix a dropped stereo, or an M-60 with a stoppage?

The game only needs to be as precise and detailed as people will be in play. So it's enough to say that "spending extra time gives +1 or more to the roll, spend long enough and you don't have to roll at all." You don't need to give a chart to work out the exact times.

Such charts of things also run into the problem of combat. If I spend an hour aiming my musket at someone 2km away, shouldn't I be able to hit him? Why do such skill systems apply to every skill use but combat? Yes, I'm under pressure in combat, but what about if I'm picking a lock while under fire, do I have to use different rules for that?

It's easier to just acknowledge that GMs will fudge this stuff anyway.
I'm not sure of the utility of the chart myself; I threw it in there on a 'Why not?'. What do you think of a short supplement of 'Time vs. Bonuses' methods? Since it is a framework, anything to specific should go 'outside'.
QuoteAs for the rest, as you say it's a framework. If it's a skeleton which you intend to put flesh on, press on and show us what you do. If you're leaving it at that, well how is it useful? Why should I use a skeleton when I have whole bodies to use?
QuoteI'm already getting ideas for expansion. :)
If you're going to have things like,
Mind +2/Comprehension +1
 Grace +2/Combat +2/Melee +1/Rapier +1
Grace +2/Acrobatics +2

then really you need complete lists for players to choose from. Otherwise it's depressingly easy to munchkin.
Lists of stuff to pick would go in a supplement. :)
Quote"Hmmm, a skill of +1 costs 1, so five of them cost 5, whereas +5 costs 21. So Brawn+5 costs me 21, while Brawn+1/Combat+1/Melee+1/Rapier+1/Uncle Jim's Rapier+1 also gives me +5 in combat but only costs +5. Leaving me 16 points for other stuff, awesome."

"Oh but then if you lose Uncle Jim's Rapier then you've only +3 to melee combat."

"Okay then I'll just have Brawn +5, and be at +5 to each and every weapon in existence, it uses all my points but so what."

This is why most systems have "attributes" which cost more than "skills" - because the attributes cover a wide range of stuff, and the skills only a narrow range - or else they have a skill unfamiliarity penalty, anything not written down is at -5 or something rather than 0.
This isn't as much of a problem as you think it is, unless the GM is using only one roll for combat - The rule dis-allowing repetitions would mean he could only use Brawn for one dice roll that combat round and couldn't use it for the same thing next round - Or other applicable combat timing system. If there's even Attack and Defense, he'll quickly want a more diversified character. On the other hand, that rule is buried in text and not really clear. Next update, I'll add it to the section on dice-rolling.

However, some power-gaming is always going to be more present in a point-buy as opposed to random generation - And I'm not sure how you could randomly generate a character for this in any easy way at all... :)

Next CoatHanger Framework update tomorrow.

...Uh, should I use just 'CoatHanger' as the name? Not too sure of 'CHARF'.
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.

Narf the Mouse

CoatHanger has been updated; reposting links for convenience.

CoatHanger.pdf
CoatHanger.odt - Open Office format.
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.

Narf the Mouse

CoatHanger: Time vs. Bonuses

CoatHanger: Time vs. Bonuses (pdf)
CoatHanger: Time vs. Bonuses (odt) - Open Office format

Contains Exact Time, Guestimated Time and *Consequential Time methods.

* Time measured completely abstractly by the likelyhood of good or bad things happening because you completed the task quickly or slowly.

Comments, criticism, ideas for new timekeeping systems?
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.

Narf the Mouse

New to CoatHanger: Combat, formatting, table of contents and keywords for Specials. Note that my open office install won't spellcheck - Should re-install and see if that helps.

Reposting all links, as everything got updated:

odt - Open Office format.
CoatHanger (pdf)
CoatHanger (odt)

CoatHanger: Combat (pdf)
CoatHanger: Combat (odt)

CoatHanger: Time vs. Bonuses (pdf)
CoatHanger: Time vs. Bonuses (odt)

The combat supplement is another framework; it provides all that you need to build a complete, extensible combat system using the CoatHanger base rules.
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.

Kyle Aaron

Make a complete system. Just a skeleton, anyone can do that. Hell, I've gone to parties and made up a skeleton system on the spot using some dice grabbed from a Monopoly set. I wouldn't present it as being useful for anyone else, though.

On the other hand, it's fair enough to begin with the skeleton, ask for critiques and only when that's sorted put flesh on it.

Don't break it down into twenty different supplements. You're not White Wolf trying to squeeze every last dollar out of your players. Put it all into a single coherent whole, in one book. This helps you in writing it, too; the different bits should fit together logically.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Narf the Mouse

#7
I'm going to at least get it to where you can play a rules-light fantasy game with it. :)

That's what I'm doing. :)

The framework and framework supplements that I'm posting will always be free; if I do sell anything, it will be a whole game.

How it comes together while constructing said rules-light fantasy game will tell a lot about its coherence. :)

Is the following list comprehensive? Is there anything else I should add before I start?

Table of Contents
CoatHanger: Fantasy 2
What is Roleplaying? 2
Making a Character 2
Permanent Resources 2
Statistics 2
Derived Statistics 2
Hit Points 2
Specials 2
Keywords 2
Keyword List 2
Keyword Descriptions 2
Packages 3
Races 3
Dwarf 3
Elf 3
Smallfolk 3
Ogres 3
Professions 3
Warrior 3
Wizard 3
Priest 3
Hippie 4
Thief 4
Temporary Resources 2
Items 2
Weapons 2
Armor 2
Adventure Supplies 2
Sample Enchanted Items 2
Combat 2
Attack 2
Attack Rolls 2
Defense 3
Static Defense 3
Damage and Damage Resistance 3
Damage Dice 3
Static Resistance 3
Magic 3
The Casting Systems 3
Spontaneous Casting 3
Spell Slots 3
Sample Spells 3
Spell Keywords 5
Arcane, Divine and Nature Flavor 3
Spells are Learnt 3
Spells are Given 3
Spells are Communication
Monsters 6
Dragons 6
Giants 6
Goblins 6
Orcs 7
Oozes 7
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.

Narf the Mouse

I've hit the half-way mark on the rough draft; I've done down to 'Weapons'.

So, anyone willing to run a playtest once I'm done? :)

Table of Contents
CoatHanger: Fantasy 3
What is Roleplaying? 3
Basic Rules of the game 3
Making a Character 3
Permanent Resources 4
Base Statistics 5
Strength – 1 pt 5
Grace – 1 pt 5
Willpower – 1 pt 6
Comprehension – 1 pt 6
Charisma – 1 pt 6
Insight – 1 pt 6
Luck – 2 pt 6
Statistic Specializations 6
Hit Points 9
Specials 10
Advantages 10
Claws – Cost chart 11
Damage Resistance (DR) – Cost Chart, 3 for 1 11
Damage Resistance, Specific (DR:X) – Cost Chart, 5 for 1 11
Detect Specific – 2 pts 11
Extended Lifespan – Variable cost 11
Flight 11
Hearty – 2 pts 11
Inertial Compass – 2 pt 12
Internal Compass – 2 pt 12
Paranoid Reflexes – Variable cost 12
Phasing – 4 pts 13
Supernatural Awareness – Variable cost 13
Teleportation – Variable cost 13
Disadvantages 13
Aged: -8 pts 14
Crippled: Variable cost 14
Chronic Pain: -3 pts 14
Diseased: -5 pts 14
Easily Lost: -3 pts 14
Frail: -2 pts 14
Negative Buoyancy: -2 pts 14
Unhealthy Combat Reaction, Specific: Variable cost 14
Packages 15
Races 15
Dwarf 16
Elf 16
Smallfolk 16
Ogres 16
Professions 17
Commoner 17
Warrior 17
Wizard 17
Priest 18
Hippie 18
Thief 18
Temporary Resources 18
Wealth 19
Items 19
Weapons 19
---Done---
Armor 24
Adventure Supplies 24
Sample Enchanted Items 24
Task Resolution 24
Speed 24
Success 24
Quality 24
Cooperative Efforts 24
Combat 24
Attack 24
Attack Rolls 24
Defense 24
Static Defense 24
Damage and Damage Resistance 24
Damage Dice 24
Static Resistance 24
Movement 24
Magic 25
The Casting Systems 25
Spontaneous Casting 25
Spell Slots 25
Sample Spells 25
Spell Keywords 25
Arcane, Divine and Nature Flavor 25
Spells are Learnt 25
Spells are Given 25
Spells are Communication 25
Monsters 25
Dragons 25
Faeries 25
Giants 26
Goblins 26
Orcs 26
Oozes 26
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.

Narf the Mouse

I have un-generic'd the magic system. It is no longer a bland rip-off.
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.

Narf the Mouse

The rough draft is done!

Per professional writing advice, I'm now leaving it for a week, after which I'll get back to it and do the second draft.
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.