DragonRook13
2010-09-04, 08:09 PM
I'm designing a tabletop RPG the uses a d% system. I already have developed a few things, and am mainly looking for critique, and a little help finishing it. It's set in a post-apocalyptic Earth. The nuclear apocalypse has destroyed a lot of technology, but has brought psychic abilities with it. Now, in order to survive, people must rely on their weapon talents, psychic abilities, or perhaps a little bit of both.
Characters in this game do have levels, and each level they get an amount of points that can be used to increase their proficiency with weapons or psychic weapons, and an amount of points that can be used to increase their abilities in non-combat skills (the latter of which is akin to earlier editions of D&D). Characters gain skill points at first level by using the following formula:
(Intellect + Strength) x 2. Every level after that, characters gain skill points according to this formula : 2 + Intellect or Strength.
Instead of classes, each character has the option of choosing a class template. These templates are not mandatory, but they do give advice on which skills you should invest in, as well on how to role play a character who follows the template. Also, at first level, characters can choose a number of traits, as well as a number of talents at every level (kind of like feats).
For character creation, players roll 1d6 for each of their stats. The stats are strength, dexterity, intellect, and courage. Strength affects the characters ability to manipulate things, and their ability with melee weapons. Dexterity affects the character's agility, and ability with ranged weapons. Intellect affects the character's learning capacity, and ability with psychic weapons. Courage is a more abstract stat that works mainly like Initiative. I haven't completely decided on how HP is gained.
Combat generally works the same whether you're using physical weapons or psychic weapons. Each weapon has a range of success based on how proficient you are with it. After rolling the d%, you subtract your appropriate stat from the roll (the goal is to get as close to 00 as possible), and then add your target's appropriate defense modifier to that. If the result is within your weapon's range of success, you hit the target, and then roll the damage dice as appropriate. A natural 00 is considered a critical hit, causing maximum damage. A natural 99 is considered a critical miss, causing no damage.
I don't think I'm forgetting anything about what I've done so far. I look forward to your critiques, and any help you can give me. It is much appreciated.
Characters in this game do have levels, and each level they get an amount of points that can be used to increase their proficiency with weapons or psychic weapons, and an amount of points that can be used to increase their abilities in non-combat skills (the latter of which is akin to earlier editions of D&D). Characters gain skill points at first level by using the following formula:
(Intellect + Strength) x 2. Every level after that, characters gain skill points according to this formula : 2 + Intellect or Strength.
Instead of classes, each character has the option of choosing a class template. These templates are not mandatory, but they do give advice on which skills you should invest in, as well on how to role play a character who follows the template. Also, at first level, characters can choose a number of traits, as well as a number of talents at every level (kind of like feats).
For character creation, players roll 1d6 for each of their stats. The stats are strength, dexterity, intellect, and courage. Strength affects the characters ability to manipulate things, and their ability with melee weapons. Dexterity affects the character's agility, and ability with ranged weapons. Intellect affects the character's learning capacity, and ability with psychic weapons. Courage is a more abstract stat that works mainly like Initiative. I haven't completely decided on how HP is gained.
Combat generally works the same whether you're using physical weapons or psychic weapons. Each weapon has a range of success based on how proficient you are with it. After rolling the d%, you subtract your appropriate stat from the roll (the goal is to get as close to 00 as possible), and then add your target's appropriate defense modifier to that. If the result is within your weapon's range of success, you hit the target, and then roll the damage dice as appropriate. A natural 00 is considered a critical hit, causing maximum damage. A natural 99 is considered a critical miss, causing no damage.
I don't think I'm forgetting anything about what I've done so far. I look forward to your critiques, and any help you can give me. It is much appreciated.