SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Learning curve

Started by Quadrante, April 05, 2019, 02:40:38 PM

Previous topic - Next topic

estar

Well designed reference cards or booklets are what needed. I have a set for my Swords & Wizardry/Majestic Fantasy rules and they are good enough to allow people to make characters in 20 minutes for a convention games including equipment.

For example this is the starting card
https://drive.google.com/uc?export=download&id=0Bx9oLF40m-b8MTdaeElqLXJmUW8

Follow by the list of character classes
https://drive.google.com/uc?export=download&id=1KJfGcnEYH5Mk4A-QGbqoA074EHb8MeU4

Character Races
https://drive.google.com/uc?export=download&id=0Bx9oLF40m-b8VGpGVEJJRGNXNmc


An example of a character class  (cleric)
https://drive.google.com/uc?export=download&id=0Bx9oLF40m-b8LTZTbEpHU2o5RU0

Combat Summary
https://drive.google.com/uc?export=download&id=0Bx9oLF40m-b8QlBuZ29SSkpDd2M

Started the above around 2009 when I started playtesting my adventures at conventions. I wanted the player to have the ability to make their own characters so worked at this until I got it just right. Now to be clear it meant to be used with an experienced referee answering questions. For the novices you still need a rulebook to teach them how the system works. It just the above should be included in addition to the rulebook so that referencing everything becomes easier.

This worked so well that I made reference cards for every system I run including D&D 5th edition, Adventure in Middle Earth, Traveller, Fantasy AGE, and so on.

This is an example of one I used to allow players to make D&D 5th edition character at convention games. I stuck to the basic 4 for this version but will eventually include all the core SRD classes.

https://drive.google.com/uc?export=download&id=0Bx9oLF40m-b8U2ppSzhxRE9SYTQ

Quadrante

OT: In your example you talk about several rounds as one turn.

I am used with the oposite, several turns as a round (if they not are interchangeble words) ... as in: my turn, your turn, his turn, her turn, around the table = a round.

estar

Quote from: Quadrante;1082711OT: In your example you talk about several rounds as one turn.

I am used with the oposite, several turns as a round (if they not are interchangeble words) ... as in: my turn, your turn, his turn, her turn, around the table = a round.

It is a convention from D&D. One Turn = 10 minutes or 10 combat rounds. Some spell duration are given in turns.

Quadrante


Bren

Quote from: Steven Mitchell;1082496The AD&D 1E and Basic D&D examples of combat and exploration are good illustrations of how to avoid that trap.  Showing a character getting killed in some gruesome fashion let you know what was expected.  RQ combat examples are particularly notable for being out of line with the system.
I disagree that combat examples in the Tales of Ruric the Restless in RQ1 and RQ2 were particularly out of line with the system.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Quadrante

Quote from: Quadrante;1082665wrota a lot in a rule description.

Hmm, this was an interesting and useful exercise ... did notice a part of the rules I had left out!

Alexander Kalinowski

#21
Quote from: Quadrante;1082665I will give this a test. You do not need to tell if you like the game style, but do tell what you are lacking in the description.

Let me first try it on my own for Knights of the Black Lily:

Task Resolution: You roll d100 and generate the usual success levels (Critical Success, Success, Failure, Fumble). Only you're not rolling against a straight d100 value with percentage modifiers directly applied - you're instead rolling on a column in a table that defines the ranges for each success level above (see page XX). Modifiers shift you to more or less favorable columns. This has several advantages (see page XX).

Initiative Order: For initiative, however, you roll a straight 1d100. You add/subtract +20 for each point your Initiative stat is above/below 5 (see page XX). High roll goes first. (Note that you use initiative order only when two actions come into effect at the same time and the order matters, which isn't all that common, see Action Economy below.)

Action Economy: Actions are grouped according to duration until they take effect within the 5 second round - to guarantee interruptability: A strike with a readied sword (Melee Action, cost: 2 Action Points) will reliably take effect before another character can charge over 20 meters (Move action, cost: 3 Action Points), while a short range shot with a readied arrow (Shoot action, cost: 1 Action Point) will always be faster than a sword strike. Characters have 3 APs each round but are limited to one attack per.

Attack Resolution: Attacker and Defender roll on their column on the Task Resolution Chart (see above). You compare the different success levels (see page XX) and then different stuff happens, emulating cinematic combat. The defender needs to generally roll higher to counter the attack and end the attack sequence of his enemy. Sometimes a draw will suffice though. If the attacker has a better success level, he hits and remains the only one who can attack until next round.

Damage: Damage is not hitpoint based but on so called Hit Effects (see page XX). These emulate cinematic combat as well - with results ranging from an opening created in the enemy defense, over stunning the opponent to serious/deadly wounds. Serious wounds come with a general penalty, inducing a death spiral. However, the use of metacurrency (see below) can be used to delay beginning that spiral.

Fortune: The game heavily uses metacurrency to emulate heroic luck in fiction. There's on-going per-scenario pools for the party/GM each (see page XX) which both sides will avoid drawing on at all costs as expended points change sides and the final tally at the end of scenario, before the final battle, determines how the ending plays out. You also may or may not have per encounter/challenge metacurrency (see page XX) which may be used without affecting the overall tally directly. But if the party fails to complete a challenge without relying on the Challenge Pool alone, it has failed the challenge and that will affect the overall per-scenario tally negatively.



Let me know if anything is missing/unclear.
Author of the Knights of the Black Lily RPG, a game of sexy black fantasy.
Setting: Ilethra, a fantasy continent ruled over by exclusively spiteful and bored gods who play with mortals for their sport.
System: Faithful fantasy genre simulation. Bell-curved d100 as a core mechanic. Action economy based on interruptability. Cinematic attack sequences in melee. Fortune Points tied to scenario endgame stakes. Challenge-driven Game Design.
The dark gods await.

Quadrante

Quote from: Alexander Kalinowski;1082757Let me first try it on my own for Knights of the Black Lily:


Action Economy: Action cost.



Let me know if anything is missing/unclear.

Good overview. Just add a sentence or two about action cost at the beginning of the AE.

///Your overview reminded me to talk about damage/wounds and stuff ...

Alexander Kalinowski

Quote from: Quadrante;1082665In this game, you roll six-sided dice and allocate them to get a final combat result. This combat result is both your chance to avoid being struck by any opponents and your chance to land a blow at ONE opponent. Combat results are compared between players to see who succeeds with its onfall. Turn order and actions may interfere, distance and protection may change the level of fatigue and damage.

This part could use some revisions. As I understand it, in combat each character rolls a number of d6 at the start of the round and you allocate them freely to (a) attack, (b) defense and/or (c) other actions. The combat is then resolved by comparing to dice allocated to attack/defense individually.

As for "Turn order and actions may interfere, distance and protection may change the level of fatigue and damage.", I think you need to either make it more concrete so that I have an inkling of how they can interfere and which impact distance and protection have or else you're better off dropping the sentence.
Author of the Knights of the Black Lily RPG, a game of sexy black fantasy.
Setting: Ilethra, a fantasy continent ruled over by exclusively spiteful and bored gods who play with mortals for their sport.
System: Faithful fantasy genre simulation. Bell-curved d100 as a core mechanic. Action economy based on interruptability. Cinematic attack sequences in melee. Fortune Points tied to scenario endgame stakes. Challenge-driven Game Design.
The dark gods await.

Quadrante

Quote from: Alexander Kalinowski;1082761This part could use some revisions.

Yes, still do this. What is obvious to me may not be to others! (wip revisions in the link below)

https://docs.google.com/document/d/1-BAetxtBchp4MOwlysxQIEiBJmygf94xaOXItTQ-p68/edit?usp=sharing

Quote from: Alexander Kalinowski;1082761The combat is then resolved by comparing to dice allocated to attack/defence individually.

The opposite, this ONE value "the combat result" is as both defence and attack. If you are higher, you succeed with the attack, the lower of the two reduces the damage (the difference is the damage value).

Quote from: Alexander Kalinowski;1082761As for "Turn order and actions may interfere, distance and protection may change the level of fatigue and damage.", I think you need to either make it more concrete so that I have an inkling of how they can interfere and which impact distance and protection have or else you're better off dropping the sentence.

hmm ... well, I maybe should drop this, as it does not have to be said here.

nDervish

Quote from: Quadrante;1082764The opposite, this ONE value "the combat result" is as both defence and attack. If you are higher, you succeed with the attack, the lower of the two reduces the damage (the difference is the damage value).

So the core basically sounds the same as Tunnels and Trolls, then?  ("Each side rolls a handful of d6s and the one with the higher total hits, doing damage equal to the difference.")  I see there's more to your system which diverges from T&T, but just talking about the core here.

One thing T&T does to make this a little less one-sided is "spite damage", which basically means that you automatically inflict a minimum of 1 damage per natural 6 on your dice, even if you're on the losing side, your opponent has enough armor to block all of your damage, etc.  Personally, I think that's kind of important to have, since it allows a weaker combatant to have some effect on a stronger opponent, but that may not be something you're concerned with, or you may already be providing that capability in some other form with your "additional actions" options.

Quadrante

#26
Quote from: nDervish;1082785So the core basically sounds the same as Tunnels and Trolls, then?  ("Each side rolls a handful of d6s and the one with the higher total hits, doing damage equal to the difference.")  I see there's more to your system which diverges from T&T, but just talking about the core here.

Almost, but do not use "successes" (dice roll over a value). Dice builds one value. But, the core idea is the same or at least similar.

EDIT: Ops, did double check T&T and its system, did confuse it with that other one. Still, I could say it is a similar idea, but you only choose one die (not the sum of dice rolled).

Quadrante

Quote from: nDervish;1082785Personally, I think that's kind of important to have, since it allows a weaker combatant to have some effect on a stronger opponent, but that may not be something you're concerned with, or you may already be providing that capability in some other form with your "additional actions" options.

Skill will, in most cases be equal to the possible use of "additional actions" and less the "massive damage", so I do have been thinking of it. But stripped away the critical successes or fails.

Quadrante

#28
QuoteIn this game, you roll six-sided dice and allocate these to get a final combat result. This value is used both as your chance to avoid being struck by ANY opponents and as your chance to land a blow at ONE opponent.

These final combat results are compared between players to see who succeeds with onfall. The difference between values is the quality of the blow, and are used for fatigue and damage.

Turn order and actions may interfere with the attack, distance and protection may change the level of fatigue and damage.

When a combatant is attacked by several opponents, the combatant’s combat result will count as the defence value against them all, fully or partially lowering potential damage, both during a successful and a failed onfall against one of the opponents.

When a combatant is attacking to damage, gets a higher result, and thereby succeeds with the onfall against one, lower this opponent's stamina by the difference between the two results minus any penalty from distance.

Independent of how many dice you roll, only ONE of the combat dice is chosen and with its full value be used as base combat value. The rest of the dice will be used in dice combinations, to either increase this base value or as actions


///Not that this was supposed to be about my own writings ...

Tod13

Quote from: estar;1082717It is a convention from D&D. One Turn = 10 minutes or 10 combat rounds. Some spell duration are given in turns.

Which is another thing: don't change established terms. If you have AC or HP, call them that. No need to come up with a new confusing term.