AeonWarior
2010-03-23, 04:35 PM
I for a project in my high-school class am making a pen and paper system from almost scratch, I have the more basic rules down already I mostly need to put down options, feats, items, etc. Well I thought seeing the playground about helping me balance and suggest things for this.
My setting: I wasn't content with the common Tolkien fantasy setup mainly because The PC's where hero's or mercenaries not adventurers in the sense that an adventure involves the unknown or exploration, or at least that sense of wonder about whats out there. I know a fantasy world can cause that for the players, but what about the people in the world in question. I want to capture the feeling of adventure. I started working on a setting based on earth during the "golden age of exploration" with changes to allow the more mystical elements to shine though. I thought it would work for my needs.
here's the rules that Ive written down
The core mechanic: When a character is presented with a chance of failure roll one twelve sided dice. (hereafter referred to as 1d12 or the dice.) add the result with the bonuses appropriate to the situation. (that we'll be cover in detail later) If the result is grater than a target number, (hereafter referred to as the difficulty) then the action succeeds.
Character creation
Stats: you have 12 points to distribute amongst the following
Strength: how much your character can lift is determined by strength
Dexterity: determines hot quickly your character can react to situations
Endurance: how tough your character is
Perception: a character with a high perception can notice odd things in their environment
Charisma: a person with high charisma can persuade people easer
Skills: you have 20 points for to spend on skills
Melee:
Firearms:
Sneak:
Persuasion:
Resistance:
Craft:
Ride:
Investigation:
Survival:
Medicine:
Athletics:
Awareness:
Dodge:
Diplomacy:
Advantages and flaws: advantages are extra capabilities a character has. You have 10 to start with. (for individual advantages and flaws see trait chapter)
Equipment: characters start with one 5 point item two 3 point items and three 1 point items. (For the value of individual items see the equipment chapter)
Determining variables:
Health: is your endurance*2
Defense: determined by adding your dex and end
Traits
Quick draw:
Prerq: dex 4
Effect: you can draw a weapon as a quick action instead of a normal action.
Weapon focus:
Prerq: str 4 must have a melee weapon
Effect: choose a weapon type, attacks using that weapon gain a +2 circumstance bonus.
its not enough though
My setting: I wasn't content with the common Tolkien fantasy setup mainly because The PC's where hero's or mercenaries not adventurers in the sense that an adventure involves the unknown or exploration, or at least that sense of wonder about whats out there. I know a fantasy world can cause that for the players, but what about the people in the world in question. I want to capture the feeling of adventure. I started working on a setting based on earth during the "golden age of exploration" with changes to allow the more mystical elements to shine though. I thought it would work for my needs.
here's the rules that Ive written down
The core mechanic: When a character is presented with a chance of failure roll one twelve sided dice. (hereafter referred to as 1d12 or the dice.) add the result with the bonuses appropriate to the situation. (that we'll be cover in detail later) If the result is grater than a target number, (hereafter referred to as the difficulty) then the action succeeds.
Character creation
Stats: you have 12 points to distribute amongst the following
Strength: how much your character can lift is determined by strength
Dexterity: determines hot quickly your character can react to situations
Endurance: how tough your character is
Perception: a character with a high perception can notice odd things in their environment
Charisma: a person with high charisma can persuade people easer
Skills: you have 20 points for to spend on skills
Melee:
Firearms:
Sneak:
Persuasion:
Resistance:
Craft:
Ride:
Investigation:
Survival:
Medicine:
Athletics:
Awareness:
Dodge:
Diplomacy:
Advantages and flaws: advantages are extra capabilities a character has. You have 10 to start with. (for individual advantages and flaws see trait chapter)
Equipment: characters start with one 5 point item two 3 point items and three 1 point items. (For the value of individual items see the equipment chapter)
Determining variables:
Health: is your endurance*2
Defense: determined by adding your dex and end
Traits
Quick draw:
Prerq: dex 4
Effect: you can draw a weapon as a quick action instead of a normal action.
Weapon focus:
Prerq: str 4 must have a melee weapon
Effect: choose a weapon type, attacks using that weapon gain a +2 circumstance bonus.
its not enough though