View Full Version : Creating the Perfect PbP System

Innis Cabal
2011-04-13, 07:22 PM
Despite many people claiming D&D works as a system for Play by Post, more often then not I see games falter and die off because combat drags the game down or other factors related to the roll intensive nature of many pen and paper games. Looking at many of the short comings of other systems for use over the internet, I feel that as a forum goer myself, I could perhaps work on a system that worked well for Play by Post and other online style games.

The focus of this game will be on a single die for all rolls, an intensive though easy to manage character creation system and simple and fast game play with an emphasis on few rolls. I'll be updating more as time goes on.

Attack: One of Three Action Types
Block: An action that may be undertaken instead of an attack roll the next turn.



There are two stat blocks, physical and energy, that must be filled out before any other steps may be taken when creating the character. Physical Stats range from 1 to 12 normally though may be increased by items or abilities granted by their Class Roles. Stats can never be lower than 1 except from debuffs or other harmful effects. A stat brought below 1 cannot be used for rolls until the condition is fixed.

Body: This stat determines the health of the character and how easily they can take a hit.

Dexterity: How fast a character moves and reacts to any given event. A higher Dexterity means a faster movement speed and priority in combat

Intelligence: Intelligence determines how intelligent a character is, aiding them in rolls that require a vast degree of information. Intelligence i

Personality: This stat determines how well one converses socially and how easily the character can convinces others to undertake actions.

Will: A character’s Will stat determines how easily they can resist harmful spells and their conviction.

Mana: Mana is the spiritual energy of a person and the stat used by Magic Class Roles powers.

Stamina: Stamina is what’s used to determine a character’s ability to do certain tasks and also serves as the Subtlety and Physical Combat power pool.

Armor: Armor is the stat that shows how much damage you can shrug off before taking hit point damage

A third “Stat” exists in the form of a characters damage pool. Each character can only sustain so much damage before falling to their injuries. This “stat” stands apart from the two overarching types as it is not governed by a dice roll and may easily exceed typical stat limits. Hit Points cannot fall below 0 at any time. A character at 0 Hit Points has fallen unconscious and will die a turn later without outside aid.

Stat Generation
Physical stats are generated in one of two ways. A player may roll for each stat with a d12 or may spend a set number of points to determine what stat spread they posses. Stats cannot exceed 12 at stat generation. Should a race or outstanding circumstance raise a stat above twelve by roll the bonus is wasted.

Energy Stats are generated by taking the average of several physical stats save the armor stat which is dependent on outside factors and Class Role abilities

Mana: Intelligence and Will-A character’s Mana pool is twice their Mana stat though this number can change depending on Class Roles.
Stamina: Body and Dexterity-A character’s stamina pool is twice their Stamina stat though this number can change depending on Class Roles
Armor: Body- A character’s armor stat can be affected by Class Roles and items more easily than any other stat.

Hit Points: Hit Points are generated by taking the body stat and multiplying it by 2. Different Class Roles and their associated paths can alter the number one multiples by but it may never drop below two.


All rolls are done by a d12 be they for damage, social situations or rolling to determine an effect of a power or other such effect. Results of rolls can be effected by outside sources such as magical weapons, poor stats or debuffs. Each Physical Stat has one of five classifications that they fall in depending on the value they posses

{table]Stat Number|Term|Enhancment
7-9|Above Average|+2

Despite these tiers a roll of 1 is always a failure and a roll of 12 is always a success outside of combat. A roll below 1 is known as a critical failure and may result in a negative effect if provided by the power or Operator digression.

Actions and Timing

A character may act in the world as he sees fit and within his ability. There are three kind of actions, movement, combat and skills, each having rules attached to them though each action may be taken no matter the situation. Actions take time and only a set number can be undertaken at a time.

Combat and Combat Actions

Combat is an inevitable facet of games, whether it be with swords or words.



Skills and Skill Actions
Skills are actions that may be undertaken at any time, in combat or outside of combat, and add a bit of flavor and flesh out what a character can and cannot do. Skills, unlike combat and movement, are determined by a number of different stats depending on the skill being undertaken

Movement and Movement Actions

Innis Cabal
2011-04-13, 07:23 PM
=Placeholder for Character creation=

Innis Cabal
2011-04-13, 07:25 PM
The Four Roles

While many RPG's have various classes that define a character, this system will be using Character Creation and Class Creation, allowing for both social and combat roles to be determined by different though interlinked choices. Each character can pick and choose abilities and benefits from four "Role" pools, effectively allowing them total control of what their characters can do in the scope of the game.

Physical Combat

The Physical Combat Role is as it sounds, powers and general abilities concerning front line combat and survivability in dangerous situations. In most regards this would be classified as the "Tank" role though physical damage dealing is also included in this Role. Ranged attacks also fall into this Role though overlap with the Subtlety Role exists.


The Subtlety Role encompasses sneaking, cunning or underhand social situations and precision attacks. Commonly refereed to as the Rogue or Assassin talents, the Subtlety Role relies on misdirection and swift thinking


The Arcane forces, the Magic Role is both what is commonly divided between healing and combat magic. The Magic Role is strictly for direct effects and encompasses both ranged combat and physical magical forces


The Support Role is a strange combination of the other three roles, solely dedicated to assisting in and out of combat. Buffing skills are the bread and butter of this role.

Innis Cabal
2011-04-13, 07:26 PM
=Place Holder for Encounter Generation=