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IcarusWings
2010-07-15, 11:33 AM
Here is a system I've been working on for a while. It's nowhere near finished but I thought there was enough of a skeleton to begin posting it.

It was originally inspired by Final Fantasy XIII, and the system was originally based on it. But through several incarnations it is unrecognizable. It now draws most of it's inspiration from Final Fantasy XII Advent Children.

Please don't post for a little while as I'll be reserving posts.

Introduction

Valour D20 is an RPG designed to emphasize fast-paced cinematic gameplay. It is not designed to be completely realistic, taking inspiration from things like Final Fantasy Advent Children, The Matrix and similar over the top cinematic franchises.

Valour D20 may play very differently to other RPG’s you are used to, but it still uses many of the mechanics from standard D20 games. Combat though, is designed to be more streamlined and fast-paced.

Valour D20 does not attempt to enforce a particular setting on the DM, and as such, no races are given as the standard race will be humans, but templates on how to design races for your settings and games will be given.

So without further ado...

Valour D20!

IcarusWings
2010-07-15, 11:46 AM
Character Creation

Attributes

In Valour D20 attributes are your character’s most basic talents, what they are good at on the most fundamental level. They provide bonuses to skills and abilities that correlate, and also determine several important things in regards to the game. They are analogous to ability scores in most other RPG’s.

To determine your attributes, you must roll 3d4 8 times and then assign the results to each attribute, you do not have to assign the rolls in order and may pick and choose which roll should go with which ability score. Your attributes modifier is equal to your attribute -6, so a character with 11 strength would have a strength modifier of 5.

Strength(Str): This determines your character’s raw physical power. Your strength affects your Melee and thrown weapon damage rolls, your range increments, and your carrying capacity.

Agility(Agy): This determines your character’s nimbleness and dexterity. You agility affects your speed, your dodge bonus, and how well you can react to others.

Precision(Pre): This determines your character’s coordination and accuracy. Your precision affects your attack rolls and your critical confirmation rolls.

Stamina(Sta): This determines your character’s endurance and sturdiness. Your stamina affects your fortitude and how many injuries you can sustain before death or KO.

Intellect(Int): This determines how clever and cunning your character is. Your intellect affects how many skill points you get.

Awareness(Aws): This determines how perceptive your character is. Your awareness affects your reactions and various perception-based skills and abilities.

Charisma(Cha): This determines your presence and your force of personality. Your charisma affects how well you can influence other people.

Wisdom(Wis): This determines your character’s common sense, determination and spirit. This affects how well you resist spells, coercion and how many injuries you can ignore before taking adverse effects.

Races

In lieu of giving GM's more freedom, Valour d20 does not contain any races other than humans (which don't have any stats as they are presumed to be the norm). But it does contain rules for making your own races and some examples.

{under construction}

Backgrounds

Characters do not often start an adventure as a completely new person. They have backgrounds, careers and training. Backgrounds selected determine your characters basic weapon proficiencies and many other things.

{under construction}

Skills
Skills are what your character is good or bad at. What skills they have can define their versatility how well they can cope outside of combat.
All skills have a patron attribute, the attribute they are most associated with.

Every time you buy a talent, you gain skill points equal to 1 + your intellect modifier.
You may buy 1 skill rank in a single skill with 1 skill point. the amount of ranks you can have invested in a skill is equal to the total level of your two highest level talents +3.

To use a skill you roll a d20 dice and add how many ranks you have in that skill to the roll and then you add the modifier of that skill’s patron attribute, if the roll plus the modifiers is equal to or exceeds the Difficulty Class (DC) (how hard the task is) then you succeed on the roll. The DM sets the DC according to how hard they think the task is.
A natural 20 (a roll of a 20 without any modifiers) is always a success even if it doesn’t beat the DC, and a natural 1 (a roll of a 1 without any modifiers) is always a failure, even if it still beats the DC.
Some skills provide synergy bonuses to other skills. For every 5 ranks you have in a skill, it provides a +2 modifier to skill checks of skills with which it has synergy (e.g. Vincent has 7 ranks in jump and 12 ranks in tumble, so when performs a Jump Check he adds +7 from his jump skill, +4 from his tumble skill which synergises with jump, and his agility modifier).

Skill List

{under construction}

Experience

At the end of every encounter you gain experience points (XP) equal to the CR of the encounter * 50. the GM may also see fit to award your character XP if they feel it is suitable.

XP is spent on certain things to advance your character. you can spend 4000 points to increase one attribute score by 1 and you can buy talents (cost equal to the level of the talent * 400).

IcarusWings
2010-07-15, 11:54 AM
Talents
Talents are the abilities your character can use, they cost XP to buy equal to their level * 1000. Some Talents cover a range of levels, this is because they scale with the amount of XP you put into them.
Talents are divided into modules, this is so that GM’s can easily take out... say, melee talents if they want their campaign to be centred on social and vehicle combat. GM's are encouraged to mix and match modules, but they should inform their players which ones they won't be using before the start of a campaign.

Generic
These talents should be able to fit into any campaign.

Favoured Enemy
Level: 1 to 10
Prerequisites: none

You have studied a particular type of enemy, learning how they fight and think.
Choose a race or group, such as Faeries or Daemons. You gain a +2 bonus per level to diplomacy, attack rolls, hide, search, intimidate, sense motive, and bluff checks made against this type of enemy. A favoured enemy doesn’t have to be a race or species, maybe you study the doctrines and battle styles of a certain army, or you have learned to combat magicians. Remember that favoured enemies must be specific, a hunter of the supernatural would not have favoured enemy (supernatural), they would most likely have favoured enemy (ghosts), favoured enemy (the living dead), favoured enemy (demons), and favoured enemy (magicians).
Special: You may purchase this talent more than once, each time for a different enemy.

Favoured Environment
Level: 1 to 10
Prerequisites: None

You are well adjusted to your surroundings.
Choose from the following list of environments (GM’s should feel free to add and remove from the list depending on what environs their campaign takes place in):
Desert
Tundra
Jungle
Urban
Coast
Underwater
Naval (boats)
Subterranean
Volcanic
Mountainous
Sky
Outer Space

You a +2 bonus per level to stealth, acrobatics, athletics, and attack rolls made in your chosen environment.
Special: You may purchase this talent more than once, each time choosing a different environment (note: if you have multiple instances of this talent, they do not stack).

Favoured Weapon
Level: 1 to 10
Prerequisites: None

You are trained with the usage of a certain type of weapon.Choose from the following list (GM’s should feel free to add or remove weapons based on their campaign):
Light Blades (one-handed swords, daggers etc.)
Heavy blades (greatswords, falchions etc.)
Shields (shields)
Fist weapons (claws, knuckledusters etc.)
Polearms (spears, halberds etc.)
Thrown Weapons (Javelins, throwing axes etc.)
Bows (longbows, shortbows etc.)
Early firearms and crossbows (muskets, blunderbuss, crossbows etc.)
Flexible weapons (whips etc.)
Axes and Hammers (battleaxe, mauls etc.)
Double weapons (quarterstaff, double-ended sword etc.)
Light firearms (pistols, revolvers etc.)
Long firearms (rifles, shotguns etc.)
Precision firearms (sniper rifles etc.)
Burst firearms (machine guns etc.)
Heavy firearms (rocket launcher etc.)
Thrown explosives (grenades, grenados etc.)
Artillery (connons, catapults etc.)
Energy guns (laser rifle, sonic blaster etc.)
Energy blades (Plasma cutter, lightsaber etc.)
Unarmed (unarmed attacks, natural weapons)
Martial arts weapons (Tessen, kama, kusurigama, shuriken etc.)

You gain a +2 bonus per level to attack, damage and combat manoeuvre rolls made with a weapon from the chosen group.
You may take this talent more than once, each time choosing a different weapon group.

Fleet of Foot
Level: 1 to 9
Prerequisites: agility 9

You have trained yourself to be exceptionally fast.Your movement speed over land only (including running up and along walls, but not jumping) increase by 5 feet per level.

Generic Melee
These talents are suitable to any campaign which features a form of melee, it is not specific to a genre.

Flurry
Level: 1 to 7
Prerequisites: Agility 9

You let loose a fast flurry of multiple attacks.
As a Proper Action you may make 2 attacks in one round, but both attack rolls are at a -2 penalty. For every 2 levels in this talent past level 1, you may make an extra attack in a flurry, but each extra attack applies a cumulative -1 modifier to all attack rolls.
You do not need to make all the attacks target the same character, you may divide them up as you wish, you can even split them so that some are made on a fleeing attack, some on a passing attack, and some on a charging attack.

Collision Strike
Level: 1 to 8
Prerequisites: Strength 8

You transfer all the momentum from your charge into a devastating strike.
You deal extra damage on charging attacks equal to the level of this talent *3

Power Attack
Level: 1 to 10
Prerequisites: Strength 9

You sacrifice precision for extra power in your strike.
When you attack, you may take a penalty up to the level of this talent on a melee attack roll, you then apply double that amount in bonus damage.
Special: This may not be used in conjunction with flurry.

Skirmish
Level: 1 to 8
Prerequisites: Agility 8

You are adept at using hit and run tactics.
You no longer suffer penalties to melee attack rolls while moving in the same round. For every level past one you have in this talent, you gain a +1 to melee attack rolls made on passing attacks. Additionally, open enemies are considered flatfooted against your passing attacks.

Whirling Attack
Level: 4
Prerequisites: Agility 10

You spin like a cyclone, striking all foes within your reach.As a stand-alone proper action, you may make a single melee attack against all every enemy within your reach. If an enemy occupies more than one square within your reach (i.e. they are of large size or larger) then you may make an additional attack against them per square within your reach.

Two-Weapon-Fighting
Level: 1
Prerequisites: none

You can maintain focus on your attacks whilst fighting with two weapons.
You no longer suffer penalties for fighting with two-weapons.

Generic Ranged
These talents regard any campaign which involves personal ranged combat in some way. It is not specific to genre.

Strafe
Level: 1 to 8
Prerequisites: Agility 8

You are trained at maintaining focus on a target whilst moving.
You no longer take a penalty for moving and making a ranged attack on the same turn. For every level in this talent past one, you gain a cumulative +2 on ranged attack rolls whilst moving.

Stealth
These talents regard any campaign which will feature stealth and intrigue rather than just hack and slash.

Sneak Attack
Level: 1 to 10
Prerequisites: Precision 8

A staggered or surprised enemy defends his vitals incompetently. You have learned to capitalize on that.
When you hit a flatfooted enemy with a melee or ranged attack, you deal an extra 1d6 per level in damage.

Social
These talents should fit into most campaigns, unless you wish for your characters to be completely isolated from society and others.

Resources
Level: 1 to 10
Prerequisites: none

What you use to obtain disposable items (i.e. anything that is not essential like food). Not necessarily money, it might mean how many favours you are owed, which you cash in for items).
Determine your base resources rating by doubling the result of your charisma modifier + level. Your resource rating is your resources per month. When you want to buy something, you subtract its resource cost from your resource rating. When you want to sell something, its cost is added as a bonus to your rating.
Your resource rating replenishes every month, and unspent resources do not carry over to the next month. Bonuses to your rating (such as through selling items, or through rewards) do carry over however (unless you used the bonus resources to buy something).

Wuxia
These talents are over the top and anime, and there is a good chance they won’t fit into your campaign.

Dash
Level: 5
Prerequisites: Agility 12

You move so quickly that your body simply seems to vanish and then reappear at the end.
You no longer count as occupying all squares of your movement, only the first and last, so enemies may not interrupt you except in those two squares. If you are making a passing attack however, you also count as in that square and may be interrupted there also.
Additionally, enemies count as flatfooted for both your charging and passing attacks.

For Valor
2010-07-15, 11:57 AM
Before you go any farther, I recommend cutting out Charisma. You can roll it into Wisdom to make "Willpower" a stat if you put the "common sense" thing into Intelligence.

I also recommend taking out Stamina, especially since this is a game designed to ignore some of reality and model itself after fantasy. Stamina should be rolled into Strength, because most--if not all--strong heroes are also very durable and can take most of the hits (or the hardest hits.). This is mainly based off of The Incredible Hulk Series from Marvel, since that's the only thing on my mind right now... but I recommend those stat changes.

IcarusWings
2010-07-15, 11:58 AM
Combat

Combat is divided into several rounds, each of which represents about 2 seconds of real time. At the beginning of each round, each player and the DM must declare what they want to do that round (unless they want to do nothing), these actions all then happen.

Initiative
At the beginning of combat each character involved rolls an initiative check. This is a standard d20 roll + Aws modifier + Agy modifier. This determines the order you declare your actions in. You can reroll your initiative at any time by spending an interruptible proper action.

If two characters roll the same initiative they should make opposed initiative rolls to determine who goes first (NOTE: this does NOT affect their initiative score, only determines which of the two characters acts first, it does not affect if they go before or after any other characters, they use their original result for that).

If you so wish, you may voluntarily lower (and only lower) your initiative by any amount as a simple action, but you must stick with this new initiative score for the rest of the combat (unless you use the Recovery action).

If two characters are making single action opposed rolls against eachother then the character with a higher initiative gains a +4 bonus to their roll.
If three or more characters are making single action opposed rolls against each other then characters only apply the bonus to characters they have a higher initiative than.
For example, Elena, Sephiroth and Angeal are all trying to attack eachother at once, Sephiroth has the highest initiative whilst Elena has the lowest, with Angeal in the middle. Sephiroth gets a +4 bonus on his opposed roll against each of the others, whilst Angeal only gets a bonus on his roll against Elena.

Actions in Combat
There are five types of actions you can perform in combat.
A proper action takes up one round and is the equivalent of a standard action in other RPG’s. Proper actions generally require a roll of a dice. Proper actions include attacking, combat manoeuvres and skill checks. You may only perform one proper action per round.

A simultaneous action is an action that can be done at the same time as something else. Simultaneous actions do not stack with each other (so you could not move twice your speed by using two simultaneous move actions), but can be done at the same time as long as they do not contradict each other. You may execute simultaneous actions and a proper action in the same round. You may perform as many simultaneous actions as you wish in a single round, but each one imposes a -2 penalty on any rolls you make in that round (for example you can move your speed and attack in the same round, but the attack roll suffers a -2 penalty). The most common simultaneous action is movement but there are others.

Stand alone actions are proper actions which you cannot perform simultaneous actions in the same round as.

Extended actions are actions that last more than one round, they are treated as either proper actions or stand alone actions and are referred to as such (e.g. “Extended proper action” or “Extended stand alone action”).

Simple actions are actions which take up so little time and effort that they are not worth recording and you can do as many of them as you like in a round. Common simple actions include waving, hand gestures, pushing a button or talking.

The Process
At the beginning of every round in a combat, every character declares what action they will execute. The order in which characters declare is determined by their initiative. The actions then happen at exactly the same time (they are only declared in order, they still happen at the same time). After all actions are declared, characters may decide to change their action but doing so requires them to make a DC 15 Reflex Save. All changes to actions by all characters must be declared before any Reflex Saves at all are rolled.

For example, Cloud, Tifa, Tseng and Rude are in a combat together and they roll initiative. Cloud rolls an 18, Tifa rolls 12, Tseng rolls 8 and Rude rolls 12. Tifa and Rude roll-of and Tifa wins. Therefore the order of initiative is Cloud then Tifa then Rude then Tseng.
In the first round of combat they declare their actions. Cloud decides to attack Rude, Tifa also decides to attack Rude. Rude, mindful that he is going to be attacked, decides to parry, then Tseng decides to attack Tifa.
Tifa then declares that, because Rude is attacking her, she is going to change her action to a parry, she rolls 17 on her Reflex Save and successfully changes her action.
So when the round actually happens, Cloud attacks Rude which isn’t effective as Rude is parrying, and at the same time Tseng attacks Tifa who is also parrying.

After every round you repeat this until the combat finishes

Conflicting Actions
If a creature attempts an action which would stop another creature doing an action (for example, bull rushing someone whilst they are running) you generally must make opposed rolls correlating to what you are trying to do (GM’s decision). If the victim of the action does not know of the other’s presence, they take a -5 penalty to their roll. The character with the higher initiative score gains a +4 bonus on this roll. If the victim manages to beat the attempter in the opposed check, then the attempter carries on with their action but it automatically misses. If the attempter succeeds then the victim’s action is interrupted and the attempter may complete their action.
For example, Cid is trying to bull-rush Reno, who is trying to move forwards 15ft, Cid has higher initiative and Reno is unaware of Cid’s presence. Cid rolls a bull rush attack roll with a +4 bonus (due to higher initiative) and Reno rolls a tumble check with a -5 penalty (as he’s been taken by surprise) and they compare them. Reno wins despite the odds and completes his movement. Cid completes his Bull-rush too but automatically misses and therefore overshoots.
If Cid had won the opposed roll then he would have interrupted Reno’s move at the point where their routes intersected and bull-rushed him from there.

When two or more creatures attempt to do actions that wouldn’t interrupt each other, but would cause them to collide (for example moving through the same square, or charging a stationary target where your route would pass through someone else’s route) you do not make opposed rolls, each creature merely make’s an appropriate check (usually tumble) and if they succeed they carry on as normal, again you take a -5 penalty to the roll if you are unaware of the other’s presence. If one creature fails the roll, then their action (but not the other’s) is interrupted and they stop (the other may carry on so long as it succeeded). If both fail then they both stop.

Injury and Damage
All attacks and many other actions deal damage (so long as they hit), to determine what effect this has, subtract your Armour Rating from the damage, this is then the Damage Level (DL) for the attack. You then make a DC 5 + DL Fortitude Save. Depending on how much you succeeded or failed by, you suffer various effects. If you fail by 5 or less then you suffer a wound, if you succeed by 5 or less you suffer a minor wound, if you fail by 6 or more you suffer 1 wound + an additional wound per 5 you failed the save by, if you succeed by 6 or more then nothing happens and you suffer no wounds.

Minor wounds do nothing by themselves unless they accumulate. If the amount of minor wounds you have exceeds your stamina modifier then you lose all minor wounds and gain 1 normal wound, this then repeats every time your minor wound total exceeds your stamina modifier.

Every normal wound you have incurs a -2 penalty on all rolls you make (including fortitude saves to resist more wounds) and your base speed until it is healed.
If, at any point, your wound total exceeds your stamina modifier, then you must make a DC 15 fortitude save or become Out of Action. If you succeed on the save then you must make another save every time you take another injury; this continues until you are either Out of Action, or your wound total falls below your stamina modifier.

When a character becomes Out of Action, the GM may decide whether they are unconscious, disabled for the rest of the combat, crippled or dead.

An unconscious character is killed if they suffer another injury, and they cannot move or perform any actions.

Disabled characters are still awake and still witness everything that happens for the rest of the combat, but cannot make any actions at all.

A crippled character is the same as either being disabled or unconscious (GM’s choice) except they are permanently treated as having a permanent wound for the rest of their life, this is exactly the same as a normal wound except that it does not heal over time. If the GM so wishes the character may be injured in a set place in the body (such as the hand or eyes) which would incur appropriate penalties.

A dead character is dead.

This choice is laid at the hands of the GM for the sake of the story, if the story would be better if they died then kill them, if the story would be better if they survived then let them live. We urge GM’s not to be harsh on their players and pronounce them dead at every occasion, but we also urge GM’s not to be too lenient, and too kill a character if it would make for a good story.

Actions
There are many actions you can do in combat, these are just the ones that anyone can do without needing certain abilities, talents or feats.

Proper Actions
Melee Attack: To make a melee attack you must choose a target within your reach (usually 5 feet). You make a Melee Attack Roll, which is a d20 adding your strength and precision modifiers, and any other attack modifiers you have. If your roll plus modifiers exceeds the targets Dodge Rating (DR) (a character’s DR is equal to 10 + agility and perception modifiers + any other modifiers) then the attack hits and you deal damage. See “Injury and Death” for how damage works. If you roll a natural 20 then you score a critical hit. A critical hit automatically deals 3 wounds. This is as well as any wounds the target may sustain after rolling on the wound chart.
If you have a higher initiative than the person you are attacking you get a +4 bonus.
If two characters attempt to make melee attacks against eachother in the same round, they make opposed Melee Attack Rolls with appropriate modifiers. If one character beats the other by less than 4 then they do not deal damage, but they are considered as having a higher initiative than that character (and ONLY that character (unless they already have a higher initiative than others)) for the next round only. If they beat them by more than 4 they get the initiative boost AND they deal damage.
For melee attack made whilst moving; an attack made against an opponent from the first square of your movement (e.g. before actually having moved) is called a fleeing attack, and attack made against a character in the middle of your movement is called a passing attack, and an attack made against a character made from the last square of your movement (e.g. after you moving) is called a charging attacks.
A fleeing attack can only be interrupted on that first square, if the interrupting action is directed at a later square of your movement then it does not interrupt. A passing attack can only be interrupted at the square the attack is made at or before, and charging attacks may be interrupted at any time. The movement may still be interrupted, but not the attack.

Ranged Attack: To make a ranged attack you must nominate a target within 6 range increments of your ranged weapon. You make a Ranged Attack Roll, which is a d20 roll adding your precision and perception modifiers and any other attack modifiers you may have. If your roll (including modifiers) exceeds the targets DR (see “Melee Attack” for how to work out a targets DR) then you deal damage. Critical hits work the same way with ranged attacks as melee.
If you have a higher initiative than the person you are attacking you get a +4 bonus.
To make a ranged attack you must have ammunition loaded, if you have a throwing weapon then you must have one drawn.
Load Ammunition: you draw and load ammunition for your ranged weapon, or you draw a throwing weapon.

Parry: when you parry, you receive a +4 bonus to DR for that round.

Bull Rush: To make a Bull Rush you must make an attack roll against the DR of a target within reach. If you succeed then you make opposed strength rolls, if you succeed in those too then you may push your opponent in a direction of your choice 5 feet. If you so wish, you may push the target a further 5 feet for every 2 points higher you rolled than the target.
If you make a moving Bull Rush (a Bull Rush with movement as its simultaneous action) where you move through an opponent’s square whilst Bull-Rushing them they are moved with you to the end of your move where they are Bull-Rushed from.
If you have a higher initiative than the person you are attacking you get a +4 bonus.

Trip: To make a Bull-Rush you must make an attack roll again the DR +2 of a target within reach. If you succeed then the target is knocked prone.
If you have a higher initiative than the person you are attacking you get a +4 bonus.

Disarm: To make a Disarm attempt you must make an attack roll against the DR +4 of a target within reach. If you succeed then the target drops a selected weapon and it lands either in their square or an adjacent square of your choice.
If you have a higher initiative than the person you are attacking you get a +4 bonus.

Recover: As a proper action you may re-roll your initiative (suffering the normal penalties as simultaneous actions).

Stand up: Standing up from a prone position is a proper action.

Simultaneous Actions

Moving: moving your speed is a simultaneous action. You may move in any direction you wish as long as you don’t exceed your speed rating. You may even move your distance as a jump, so long as you do not travel farther than your speed or higher than your speed. You may also run up or along walls or ceilings so long as you don’t move farther than your distance.
You may not move through solid objects.
If you end your move in the middle of the air then you begin to fall. Falling is a simultaneous action that you cannot end until you hit a surface you can stand on. You fall at a rate of 30ft per round. When you hit a stand on-able surface you take damage equal to 1d3 per 10 feet fallen.
When you move multiple squares in a round, your are treated as if occupying all squares in that movement at once. You may be attacked or be subject of other actions anywhere within that movement. If your move is interrupted, then you stop your movement at the square the interrupting action was directed at.

IcarusWings
2010-07-15, 11:59 AM
Equipment

{under construction}

IcarusWings
2010-07-15, 12:00 PM
{reserved}

IcarusWings
2010-07-15, 12:01 PM
{reserved}

IcarusWings
2010-07-15, 12:03 PM
{reserved}

This text serves no purpose other than to allow me to post this

IcarusWings
2010-07-15, 12:06 PM
That should be enough reserves, you can post now.


Before you go any farther, I recommend cutting out Charisma. You can roll it into Wisdom to make "Willpower" a stat if you put the "common sense" thing into Intelligence.

I also recommend taking out Stamina, especially since this is a game designed to ignore some of reality and model itself after fantasy. Stamina should be rolled into Strength, because most--if not all--strong heroes are also very durable and can take most of the hits (or the hardest hits.). This is mainly based off of The Incredible Hulk Series from Marvel, since that's the only thing on my mind right now... but I recommend those stat changes.

I would roll Charisma into wisdom, but I want to keep stamina. And that would then mean I have 3 mental and 4 physical, and my OCD won't allow that to happen.

For Valor
2010-07-15, 02:35 PM
alright, as you please...

wow, I kinda failed posting right in the middle of your reserves. :smallfrown:

I suggest filing talking as a simultaneous action, since it requires some focus to yell to your partner across the room to "push the red button" while you're facing off against an army of zombies or something.

And are Attacks of Opportunity a part of this system?

IcarusWings
2010-07-15, 03:19 PM
There are no attacks of opportunity as the combat is simultaneous. But if you have a lower initiative than someone you can take the metagame knowledge of what they've declared they're going to do and attack.
If you have a higher initiative than someone and you still want to react to someone after they're declared your action then you can make a DC 15 roll to change your declared action.

I thought about making talking a simultaneous action but I couldn't think of a way to limit it.

For Valor
2010-07-15, 03:38 PM
I see. Oh, and speaking of which, shouldn't it be the other way around for Initiative.

I mean, initiative should award those who are perceptive and reflexive. In most systems, that means they act first, but in a simultaneous system, they should act last. The way it's setup, combat means you want low rolls, poor reflex, and low perception.

Milskidasith
2010-07-15, 03:46 PM
You said agility affects your action segments, but those do not seem to exist at all. I am confused; did you change how the system worked while designing it, and not edit your abilities?

IcarusWings
2010-07-16, 10:11 AM
You said agility affects your action segments, but those do not seem to exist at all. I am confused; did you change how the system worked while designing it, and not edit your abilities?

Yes, that was an accident. Back when it was still based off FFXIII will change that shortly.


I see. Oh, and speaking of which, shouldn't it be the other way around for Initiative.

I mean, initiative should award those who are perceptive and reflexive. In most systems, that means they act first, but in a simultaneous system, they should act last. The way it's setup, combat means you want low rolls, poor reflex, and low perception.

Not quite, initiative is slightly different in this. Instead of it being a measure of how quickly you react to other people, it's how quickly you "take the initiative" as it were.
If someone has a lower initiative than you they are almost forced to react to your actions and go on the defensive, putting you in command of the combat. That's the way I see it anyway, if this ends up not working well tell me and I'll change it.

I meant to put in that you can voluntarily lower your initiative as a simple action (re-rolling it is a proper action), but you must stick with this for the rest of the combat unless you use a Recover action (but you might end up with an even lower initiative) but forget, will change promptly.

Thanks for the feedback guys. I'm not sure which bit to work on next though, equipment and talents are both a bit daunting as large tasks, and I don't have enough ideas for Races.

For Valor
2010-07-16, 02:04 PM
Well, let me get this straight, since this will help me understand.

If you win the initiative and your proper action is to run up and attack someone, what's the penalty for that person attacking/casting a spell while you stab them? If there's no penalty, then this initiative system is weak. If there IS a penalty, and it's big enough, I can see why going first would be an advantage.

IcarusWings
2010-07-16, 06:25 PM
there will be a penalty but I haven't decided what it is yet. What do you think would be justified?

For Valor
2010-07-16, 06:31 PM
there will be a penalty but I haven't decided what it is yet. What do you think would be justified?

I think a good penalty would be losing your Precision bonus to attacks or taking a -5 penalty... but I'm really not sure. Especially right now, since I'm woozy.

IcarusWings
2010-07-17, 05:38 AM
Under the CONFLICTING ACTIONS section, attacking or other harmful actions count as interrupting. So if you try to attack someone casting a spell, you make an attack roll - their DR (with you getting a +4 bonus for higher initiative) and if you beat them you deal damage AND interrupt there action. So instead of it being a penalty, you interrupt.

I have added in that you get a +4 bonus in opposed rolls and Attack Rolls for having higher initiative.

IcarusWings
2010-07-31, 04:18 PM
I'm still alive and working on this, but I've been on holiday for a while. I'm currently working on the generic talents and should have them posted soon.

Defined fleeing, passing and charging attacks in the COMBAT section under MELEE ATTACK.

IcarusWings
2010-08-03, 11:55 AM
Added the first few talents, they're fairly run-of-the-mill but they show you roughly what they are.

And c'mon, does NOONE have anything to say other than For Valor?

Drolyt
2010-08-04, 05:39 PM
Are you trying to make this as a point system, a level system, or a mix?

IcarusWings
2010-08-05, 02:41 AM
mostly a point system, but with effects that would normally go with level in normal DnD such as BAB, HD and Skill points will be handled regarding the sum of your two highest level talents.

Drolyt
2010-08-05, 02:54 AM
mostly a point system, but with effects that would normally go with level in normal DnD such as BAB, HD and Skill points will be handled regarding the sum of your two highest level talents.

Okay, if I'm reading this right (I'm tired) you buy things with XP? So two characters with the same amount of accumulated XP should be similar in power, correct? If I've got it right so far I'd recommend having levels (based on how much xp you have accumulated) that don't have any effect on gameplay but simply show relatively how powerful characters/monsters are in relation to each other.

IcarusWings
2010-08-05, 02:58 AM
I was thinking of doing that, but I thought it might mean too much bookkeeping? what do you think?