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Topics - Catelf

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Two damage systems, both are vs target number (practically the target number is Stamina+armor like in World of Darkness, with those general stats as well).

The first one, is that you add Wielder Strength or Weapon Strength + weapon modifier + skill, and then turn the resulting value into a die, which are rolled and have to exceed the TN to cause damage.
Like, Strength 3 + Modifier 1 (knife) + skill 4 = 8, resulting in the roll of a D8, to exceed a total armor of, say, 4 (Stamina 3 + 1(leather jacket).)

The second one, relies on using how easy or hard to hit something it is as a base die, instead.
Like, It is actually hard to hit someone with the bullet from a rifle if you don't aim, so it would have a D4, while it is far easier to wound someone nearby with a sword, so it would have a D10, and on that, skill would make the die higher, and the potential damage would add or subtract to the total.

I keep wracking my head over what would be best.

Ok, time for me attempting to get my ideas and activity on working on my rpg project(s) again.

Now, the cityscape looks like a huge game that can easily get bloated.
This is on purpose.
See, This current state of the game is holding information that, once the info in some sections is enough, chunks of it is supposed to get removed or copied into other rpgs, centered on those other things, like Modern Faeries, Urban Horror/Supernatural, Action Flicks, Costumed Heroes(this might even be in 2 different, one with kick-ass types, and another more inspired by manga/anime/tokusatsu), and so on.

Here is a link:

Now, i too often seem to require suggestions on what to work on next, so that is what i am asking for.
(It's just how i am, i often needs to be reminded to drink as well, and has gotten literal dehydration effects at times over the years.)
So, suggest ahead, if you like.

Design, Development, and Gameplay / Revising my homebrew damage system.
« on: August 17, 2016, 11:55:48 AM »
Up until now, I have mainly relied on what I refer to as "a boiled-down version of the Storyteller System", in this case meaning that I reduced the diepools to one die, from 4-sided to 12-sided, depending on the amount of dice that were in the pool that's "boiled down".
Also with the addition that I added in the skill roll to it, before boiling it down.
This led to a character getting better at hitting if the weapon had high damage and vice versa, as i overall counted 1 as fumbles and 2 as misses.

The idea is to only have one roll, at least for basic attacks, and if the result is high enough, 1 damage is dealt, and if double that, 2 damage is dealt, and so on.
Armor and Stamina/Toughness is already included in the target number for "high enough".

In addition to it feeling a bit off that a weapon's damage adds to a character's skill to hit, i also recently ran across a few interesting comments here and there, essentially pointing towards that anyone may use a weapon, but if you aren't competent enough at it, it is more a matter of luck if you hit your intended target, and this holds even more true when it comes to firearms.
This do not make the weapons less lethal though, as someone with a sword or pistol still can cause massive damage or death when up close, even if they are incompetent at wielding said weapon.

I'm considering several solutions, like letting the skill equal a specific die, as i use 5 skill levels (actually 7, but the 2 top ones is far from easily obtainable), D4 to D12.
However, that disregards the massive damage even a novice can do with a lucky hit.
The latest idea is to let the weapon's damage decide the roll, then adding the skill level to that roll, but with the note that it cannot exceed the maximum rolled.
This messes instead with how to define what is fumbles and misses for the different skill levels.

I wonder if anyone has any suggestions or comments that may help or offer interesting viewpoints.

During a recent secondguessing of my wip "Ferals", I noticed a couple of important things:
As the PC's is supposed to be practically owned by different organizations and groups, I started out making those groups very diverse, like different corporations, law enforcement, gangs, and so on.
I thought that was a good idea.
It do not seem as that was a good idea now, or rather it is, but not as directly as I thought.

I ended up with organizations that had very little or no reason to cooperate with each other, and as the Player Characters are owned, there are also very little reason for characters from different Corporations and similar to cooperate.
If I compare it to oWoD, not even members of the Clans, the Tribes, or the Traditions had it that bad.

So, after some thinking, I have thus far come up with this:
See to that the choosable groups and organizations has reasons to cooperate, like against common enemies, or limit the characters to only ONE organization or group.

Are there any other possible solutions?

The rpg i'm working on, Ferals, is inspired by both WoD and Palladium Book's TMNT rpg, with a bit of Shadowrun thrown in.

The focus lies on Anthropomorphic Animals (except humans), and humans that strive to look like them.

Now, as I very much fancy the categorization that old WoD used for characters (Werewolf had different tribes, Auspices and Breeds, Vampire had different clans, and so on), i'd like to do something similar in Ferals, and has come up with these Categories:
* Owner
As several characters once were non-anthro animals, they do have owners, and so do most born hybrids that exists.
* Allegiance
Who they work for or with, and supports.
* Origin
What were they before they were changed, or if they were born like that.
* Cause
The means by which they are anthros, be it Bionics, Magic, Gear(Items), or Science (genetics/biochemistry/medicine).
* Type
This can possibly be used to unite Cause and Origin into one category, and thereby limit the choices far more.

Thing is that the Owner and Allegiance choices may frequently be the same.
I'm not entirely sure how to approach that.
Any advice?

Other Games / What to work on? (Making a miniature Game)
« on: February 04, 2015, 08:26:21 AM »
I may be repetitive, i'm sorry if I am.
I'm indecisive, i'm not sorry about that, as I am that because I have so much to choose from that I like.

I'm planning to get a miniature-based boardgame ready, preferably for Easter this year.
I may fail in that, but I do not bother about that right now.

The most of the gaming mechanics is finished but may need some finetuning, but that may be done after easter if need be.
The problem is instead what kind of miniatures to use, and for what setting.
I have a lot of miniatures, and may be able to make some in greystuff myself, so that is not much of a problem either.

The main ideas are these:
* A CoC-like Investigation Horror
* A somewhat classic Dungeon Crawler
* A more Shadowrun-like Mission
* Gangers vs A Corporation
* Soldiers vs Aliens or other things
* Armored Space Soldiers vs .... Other things
* Superheroes vs ... whatever.

The only thing I like less than the others are a too classic dungeon crawler.
I need suggestions and/or good advice on how to decide between things I like.
(No, random decision do not work for me, I have tried.)

Other Games / Testing the waters (Space Hulk - inspired mechanics)
« on: January 05, 2015, 08:51:15 AM »
I really like the fast attack resolutions that is present in the boardgame Space Hulk, but very rare in general in miniature games and rpgs.
The idea is One Attack = One Roll of die or dice.
The result is either high enough to eliminate the target(or cause a wound) or not.
No separate roll to hit or for armor, it is already baked into the result.

I have, over the years, started on several different boardgames following this principle, including Orrica (SH- and SC-inspired), Eerie Mansions(CoC-inspired) and Strife Zones (Gang vs Corporate battles).
Sure, Eerie Mansions is bound to be notably slower in play due to rpg-elements, but the combat is still fast.

But i'm in doubt, as a lot of people (most even), seems so locked in the habit of Hit - Damage - Save to even want to test those games, and several of those even claim it is more realistic, or even faster, despite the extra rolls.

So, i'm testing the waters here and now:
Is it a good idea or not?

The RPGPundit's Own Forum / "Real" Celestials in rpgs
« on: December 23, 2014, 04:40:20 PM »
I post it here, because of two reasons:
One, I would really like the Pundit's view on this as it goes into occultism in reality.
Two, The title is a paraphrase on his own thread on "Real" Magic in this part of the forum.

It started once with the swedish rpg known as Kult, where something called Archons and Deathangels was introduced.
I would later find out that they were known in real mysticism, more specifically the Kabbalah, as Sephira and Anti-Sephira.
I'd also find out that the Anti-Sephira actually was or is, a mess of mixed beings with no real connections, and that the whole idea of "Anti-Sephira" could very well be made-up and bogus.
But, some still take it seriously.

I have also come across the point that among really old mythologies, if two people were warring, then the pantheons of the winners continued to be Gods, while the pantheons of the losers often was degraded to Demons.
I think Tiamat is a good example, but so might also Prince Baal be, through his namechange into "Lord of the flies".

But, some may seriously be unaware of that, and assume that the alleged bad is bad, and so on.
But then, perhaps that is fairly good, as the victorious people in those old wars should be honoured by having their gods recognized as such.

At this moment, i'm not entirely sure where i'm going with this, but I know I need someone else's viewpoint on it, as it will affect the approach I take on having Player Characters being able to align with a celestial being, be it a Sephira, a powerful spirit, or a Mythological Divinity, in order to call on Angels, Demon-like beings, or powers to fight extremely powerful enemies.

This is for the rpg called Gothire that i'm planning.

This time, it is about Divinities that may have impact on what happens and the Player characters.
Divinities from the Egyptian and Voodoo pantheons may be included, as well as possibly a few Babylonian and/or Sumerian ones.
As for the One God Faiths, they will rather be represented by some of the Sephira or "Aspects of God" that comes from the Kabbalah, but some roleplayers may be more familiar with them from the horror-rpg KULT, where I think they were known as Archons.
A few from the alleged "anti-sephira" may be included too, essentially the few I can handle or have a different view on than is common in their religions.
I may also add a few divinities, or similar, that i made up for that world.

Now the question is:
How best to include them?
A few ideas are these:
* Access to specific summons.
* Access to specific spells.
* Any PC may be aligned to one or more of those, thereby getting some limitations and some benefits.
* Places of Communion (from stone circles to churches) may make it easier to connect with a Divinity.
* Being aligned to one of those may increase the risk of getting dragged into a kind of divine war where everyone has their own agenda.

(Some may remember that I posted a similar topic some time ago, but I have a somewhat different approach now.)

As i'm continuing on my rpg project, I run into the idea of describing stats and similar more in detail.
People that has a copy of any of WW's "Storytelling games" where explaining basic stats practically has its own chapter, knows what I mean.

Is that kind of detail necessary?

Currently I do not have any description of their specifics at all, they are just mentioned by name in the Character creation section.

I also wonder the same thing about Skills/Abilities.

Design, Development, and Gameplay / Decaying Zombie vs Voodoo Zombie
« on: November 09, 2014, 11:21:23 AM »
I'm pausing a bit from work on Ferals (I recently updated the PDF on MediaFire), to prepare for another of my rpgs in the same series.
This game is called "Gothire", and is a game where the characters gets traits from creatures in horror movies and -stories, for uncertain reasons.

Some use the powers to act a bit like superheroes, some examines the alternate meaning of "Underworld", and some decides to further the agenda of a Divine Patron.
The Divine Patrons varies from mythic Divinities such as Thor or Bast, to some of the Sephira, such as Kether and Malkuth.
It also includes some entirely(?) made-up Deities.

Now, the question is, what kind of Zombie should the game include, or should be most common, and what powers would be derived from it?

For those who do not know the difference:
Voodoo Zombies are drugged humans that may be controlled, perhaps by a spirit.
Decaying Zombies is uncontrollable, decaying flesheaters.

Both could have supernatural stamina and/or regeneration, so that is already considered.

Design, Development, and Gameplay / Is Charisma a realistic stat?
« on: October 06, 2014, 01:34:56 PM »
I just listened at a documentary on the radio.
Someone checked out how others reacted towards him depending on how he was dressed.
Dressed, just that.

People reacted very different depending on if he were a costume or a hoddie.

This made me wonder if "Charisma" really is important for rpgs, as it easily may be trumped by clothing.

I have thought of reworking the foundations of my intended rpgs over quite some time now.
The reason is simple to explain:
 I have a lot of ideas, and some fit together better than others.
I also like a lot of different genres, and some of those do not work together at all, unless one goes anachronistic and/or TORG (or MWWG for that matter) or similar on the game world.

However, I of course like the concept of TORG, Rifts, and similar.
(Not MWWG as much, because you can't play as a sultry Male in that game :teehee: )

And yes, there are something I picked up at the Forge, but the idea is probably older than that:
That the system may support a certain setting and/or mood if handled right, or may break them if handled too wrong.

So i'll be trying to pair things up here.
Comments and suggestions are utmost welcome, even if I do not follow them, as any suggestions may help me focus.

Topic: Good advice for rules and rulings about what happens when a shooter misses its target, and there are other "targets" near and/or behind the missed target.
Also that a firearm's actual range often is longer than the one given in rules, for simplicity (the bullet continues until it loses enough speed to keep going forward, and may even hit bystanders a distance away in their feet...).

So, any advice?
Where to put the limit of the realism for the sake of fast play?

And please, do not refer to GM's ruling, because in that case, i will say that it is supposed as good advice for a new(to the system?) GM.

Advice is welcome, no matter what system it is for, but my preferred systems are the Storytelling systems and my own.

Design, Development, and Gameplay / How deluded am i, really?
« on: February 09, 2014, 06:39:19 AM »
No, this is not a troll thread(even though some may think so), and it is not really an attempt at deep introspection.

I have come to understanding, that i sincerely belive(in its full sense, and no, not Faith, that is different to me) that the game system is the best game system for rpgs that i ever have encountered, thus far.
Ok, this is different than i used to think, in that i used to think it was simply the best.

I also admit nowadays, that mine cannot be the best ever, since i am certain even that can be improved upon.
And i also admit, that it has its weak spots, mainly in detail for firearms, highly specific skills, and the probaly-unattainable-anyway realism.

However, the general consensus is, that no game system is truly better than another.
If that is true, then i must be deluded.
However, it may also mean that an unfinished and broken gamesystem has just as much validity as a well-known published one ...
So why don't they?

I'm also again wrestling with my own emotions on wether i truly have any good reason to continue working on my own system.
I mean, if i am deluded and the system isn't better, then i have not that reason to work on it.
I could even satistisfy with how it is, send a copy to anyone that wants it, and declare "Hey, this is all i managed, there is no point in doing more on it".

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