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Orzel
2009-11-04, 06:02 AM
The SIMPLE SEA system is a basic RPG made for quick character creation, simple actions, heavy customization, and strong balance between players, classes, and monsters. It's a simpler, less lethal, higher fantasy, d20 version of my DiceSEA system. The design goal is to make a simple game similair to D&D wihere survival and combat reaming the same in all tiers of play.

Abilities: There are 4 abilities in SIMPLE SEA: Body (strenght and constitution), Senses (dexterity and perception), Intelligence (knowledge and logic), and Willpower (charisma and determination). Most starting characters start with an array of 16, 10, 10, 8.

Classes: You start with one class. When you increase in tier, you may choose to gain a new class's Novice tier bonus or increase one of your other class' tier bonus.

Boosts: You start witn one earned boost. Each time you win 10 challenges (battle victories, multiple skill checks, completed quests) you earn a boost. Every 5 boosts you earn increses your tier to the next highest tier. Boost come in 4 types: Offense, Defense, Skill, and Utility. If one type of boost is more than 50% of your total earned boosts, you can chose that boost type as you next earned boost. You may take the same boost multiple times.

Sample Boosts

Toughness: Defense. +4 HP
Combat Dodge: Defense. +2 defense
Power Attack: Offense. +2 to melee damage
Power spell: Offense: Negate one 6 on save attempts from your spells.
Perception: Skill. +5 to Watch skill rolls.
Slethy: Skill. Trained in Sneak.
Dragon tounge: Utility. Learn Dragonic Language.
Teleporter: Utlilty. Add 2 to teleport distances.


Tiers: The tiers, from lowest to highest, are Novice, Veteran, Expert, Herioc, Master, Paragon, Epic, and Godly. Character get a +4 bonus to Defence and an 1 extra save dice for each tier they are higher than a enemy. Each time a character increases in tier, they may increase all their abilities by 1, 2 abilities by 2, or one ability by 3.

Health: Characters have HP equal to their Body plus Willpower for each tier they have. If a character's HP reaches, it dies. When a living character rests for at least 4 hours, it returns to full HP.

Weapon damage: Weapon types don't matter. The die you roll for weapon attack damage is based on your class. When rolling weapon damage, you choose which class weapon you use.

Defense: Characters wearing light or no armor have a defense value equal to the ability of their choice (usually the highest). Characters wearing heavy armor must use Body for defense, gain a +2 bonus to defense, and and -1 penatly to speed.

Attack roll: Aa attack roll is a d20 plus half their associated ability plus any other bonuses. If the rolled value is higher the the target's defense, the attack hits. Melee attacks are associated with Body, ranged attacks with Senses, magic attacks with Intelligence, and mental attacks with Willpower. A natural roll of 20 always hits.

Saves: If an effect would force a save roll, characters roll 1d6s equal to half the associated ability. If at least one 6 is rolled, the save is a success.

Library: A character's is the list of special attacks, stances, and spells the characters knows. The library's size is equal to the character's Intelligence.

Actions: Characters get an upper action and a lower action each turn in combat. Upper actions are typically use for attacking, spells, and other upper body activies. Lower actions actions are typically use for running, standing up, and other upper body activies.

Order: Characters move in Senses order. In the case of a tie, roll 1d6+Willpower to decide.

Movement: Characters can use a lower attack to walk their speed or run twice their speed. Walikng or running away from a character when in the same or adajancent space, provokes a mental attack by it. Successful attacks cancel movement.

Spells: A character that can casts spells can only have so many active at once. When a character successfully cast a spell, it is deactivated. A character can reactivate all their deactivated spells in 5 minutes of calm focus. Reactiating spells ends all current spells' durations. A spellcaster can have make a spell active mutliple times.
Characters make their own spells. An offense spells typically have either a magic attack roll or force a save to succeed. Damage and healling to a singe target is usually 2d6 + Intilligence/2 per tier and to mutilple targets is usually 1d6 + Intilligence/2 per tier. Effects tend to last until a save is successful.

Stances: A character can enter a stance anytime during their turn. A character can only be in 1 stance at a time.

Skills: A skill roll is a d20 plus half their associated ability plus any other bonuses. Character may choose to reroll their skill roll once if they are trained in the skill. If the rolled value is higher the the target's skill roll, the saves is a success. The typical static opposing roll is 10 +5 for each tier.
The current skills and associated abilities are:

Acrobat BOD
Athlete BOD
Health BOD
Thief SEN
Sneak SEN
Watch SEN
Booksmarts INT
Streetsmarts INT
Magesmarts INT
Deciever WIL
Bully WIL
Diplomat WIL


Current Classses

Warrior
Weapon damage per tier: 1d10 + BOD/2
Novice: +1 to mental attacks against moving enemies
Veteran: +3 HP per tier, 1 bonus special attack or stance added to library
Expert 1 extra reroll in all BOD skills,
Herioc: Add WIL to speed, 1 bonus special attack or stance added to library
Master: +2 BOD, + 1 defence
Paragon
Epic
Godly

Wizard
Weapon damage per tier: 1d4 + INT/2
Novice: 3 active spells allowed, Negate one 6 on save attempts from your spells
Veteran: 2 bonus spells added to library, 1 extra save roll against spells.
Expert 2 extra rerolls in Magesmarts, 1 extra save roll against WIL
Herioc: Teleport speed equal to WIL, 5 active spells allowed
Master: Negate two 6s on save attempts from your spells
Paragon
Epic
Godly


Ideas, new boost and classes, Thoughts. All appreciated.