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Ayundell Battle/Random System.

Started by GriswaldTerrastone, July 26, 2021, 09:06:41 PM

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GriswaldTerrastone

The non-magic game I'm working on, "Ayundell," is still in its earliest stages, but there is one thing that's mostly finished: the way of determining hits, dodges, success at picking locks, etc.

It uses the two percentile dice. The chances for success or failure are based on 1-100.

For example, a second-level fighter has a base 30% chance of hitting a target with an arrow- but it is an Ayundellian longbow with the equivalent of a prism crosshair sight so the chances are now 40%. The arrow is special Ayundellian that can split into three simple arrows, so the chance is now base 70%.

But the target is a low-level Ayundellian monk with a 20% chance to dodge. So the chances of hitting are now 50%. He is wearing a sleeveless light chain mesh vest, reducing the chance to 30% again.

As with an Internet Javascript game I programmed a while back you simply plug in the relevant numbers to get the final result. Roll the dice, and see what happens.


How does such a system sound? I can give more details if you wish.
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HappyDaze

I played the WH40K rpgs where it was often about adding up modifiers (positive and negative) and then rolling percentile dice. I wasn't fond of the mechanics at all, only drudging through it for the setting. So, if you're going with a system that's like that, you'd better have an awesome setting (and not just in the creator's opinion). Really though, just go with an existing system that people already know. It wouldn't be any worse.

GriswaldTerrastone

Quote from: HappyDaze on July 27, 2021, 02:50:40 AM
I played the WH40K rpgs where it was often about adding up modifiers (positive and negative) and then rolling percentile dice. I wasn't fond of the mechanics at all, only drudging through it for the setting. So, if you're going with a system that's like that, you'd better have an awesome setting (and not just in the creator's opinion). Really though, just go with an existing system that people already know. It wouldn't be any worse.


Problem is, whether or not it's any good is subjective. I've been world-creating and writing/illustrating for decades, so that base is covered at least.

The other problem is how much has already changed. The game set and books I have are from 1977. The game mechanics and such have changed greatly.

But I think I know what you mean: the overall mechanics are the same, it's just that here more specific percentages can be done. Percentile dice can simulate a 20-sided die if need be.

And I should have been more specific: damage would be done normally- for example, a standard sword hit's damage would still be determined with a six-sided die. The percentile dice are used for determining success or failure for the most part.
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Mishihari

It sounds alright, but I don't think there's enough info there for a good evaluation.  Running through an example combat would help a lot.

Also, getting opinions is a very good idea, but I wouldn't give too much weight to any single opinion or even small groups of them.  Folks' preferences are all over the place and you're never going to please everyone.

GriswaldTerrastone

People here are gamers, though, and I've been out of touch. Heck, several here have actually created actual games.

It just seems to be a good idea to get some input.

If you want a sample of an Ayundellian adventure here's one:


https://www.deviantart.com/griswaldterrastone/art/An-Ayundellian-Tale-Elsben-868277413
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GriswaldTerrastone

By the by, my avatar is my own drawing. I'd do the illustrations for Ayundellian monsters, such a Basagons, Shadow Elves, Riverlords, Azuralupins, Storm Steeds, Minoturinis, Draverns, Vulpenish, etc.
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