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InaVegt
2007-05-13, 04:46 AM
Primary statistics
There are 7 primary statistics, as shown in the table.
{table="head"]Primary statistics|Active|Defensive|Manipulative
Body|Strength|Toughness|Dexterity
Mind|Intelligence|Willpower|Personality
Other|Luck|
(one|stat)[/table]
The statistics can be improved by spending character points (values are yet to be determined, as are starting character points)

Secondary statistics
There are several secondary statistics, which of these are in place depends on the type of campaign run. If in the table there is a value of X game masters should assign an X as appropriate for the campaign.
{table="head"]Secondary statistics|Base value|Improve|campaign
Health|5 + Toughness + X + modifiers|no|all
Speed|2 + (dexterity + strength)/2 + modifiers|yes|all
Endurance|Health - 2 + X + modifiers|yes|all
Mental Health|X + willpower + modifiers|no|horror/psionic
Mind speed|2 + Intelligence + X + modifiers|yes|all
Magic|Personality + Intelligence + X + modifiers|yes|fantasy
Size|5 + X + modifiers|no|all
More|???|???|???[/table]

Skills (updated)
Skills can be bought for character points, they are classified under a difficulty rating which determines the point costs (to be determined) and untrained value of those skills.
{table="head"]Ranks|Easy|Moderate|Hard|Very hard
Untrained|1|0|-1|-3
1|2|1|0|-3
2|3|2|1|-2
3|4|3|2|-2
4|5|4|3|-1
+1|+1|+1|+1|+0.5[/table]

Advantages, Disadvantages and Traits
A character can have advantages, disadvantages and traits. Each of these has an associated point cost, you can take as many advantages as you can afford, a number of disadvantages with a point value totaling a number depending on the campaign at most and a number of traits depending on the campaign. These can give modifiers on secondary abilities not otherwise capable of being improved.

Equipment
Equipment is bought with money, the amount of money a character starts with and the prices of equipment depends on the campaign and any advantages, disadvantages and/or traits the character might have.

The basic mechanic
All rolls have a primary stat assigned, plenty of rolls will also have secondary and tertiary stats assigned. First you roll a number of dice (twelve siders) equal to your tertiary stat, remember the amount which landed on 9 or higher (successes). Then you roll a number of dice equal to your primary stat with a bonus equal to your secondary stat + the number of successes of your tertiary stat. Then these are compared to the target number (standard 9) which is your number of successes, this is then compared to the number of successes needed (depends on difficulty, in case of opposed tests this is equal to the number of successes your opponents had +1 )

Dice notations
Since the only die used is a d12 there is a different notation for dice, made for the special primary/secondary/tertiary system. This is [P: numbers | more numbers / S: Even more numbers / T: Lots | of | numbers.]

Combat basics
Turn order determination
At the start of the combat a [P: speed | Mind speed / S: Luck] check is made by all combatants, more successes go first, in the case of equal turn locations those turn orders are randomized.
Actions
A character has a number of physical actions in his turn equal to his speed score and a number of mental actions in a turn equal to his mind speed score. some actions take up something different than a single action and / or take up both mental and physical actions.
Targeted effects
Targeted effects consist of an opposed roll for determining if the effect makes way (can be skipped if both parties agree) and a determination of what happens afterwards. Example: Derek uses his bow to try and shoot Agard. This is an opposed roll of Derek's [P: Dexterity / S: Archery | -2 / T: Luck] against Agard's P: Dexterity / S: Armor | Dodge / T: Luck], is this attack hits another opposed roll will be made
[I]To be finished

What you can do!
You can help me by giving me suggestions to improve this, or you can take it and create your own system based on this.

Legal stuff
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Arakune
2007-05-13, 08:50 AM
some statistics are too much.. static, and have too much primary statistic pre-requisite.

for exemple:


Health: 5 + Toughness + X + modifiers
--change the toughness to toughness modifier, like the standart d20. It's a little bit more simple that way for newcomers.

Speed: 2 + (dexterity + strength)/2 + modifiers
--why dexterity+strenght? If you run, it's much more a matter of strength. Unless you use the dexterity to represent agility, speed, manual dexterity, etc. But if you show it that way you don't need the strength in the count.

But it's all up to you.

Try to create a table for the X statistic. Like Normal, Heroic, Fantasy, Epic, Galatic to give then a better guide line.

Try to limit the max. value of the disadvantages that you can get and that won't intefere with combat or you will have massive headche from munchikins. It's far too worse than normal D&D :smallannoyed: .

InaVegt
2007-05-13, 09:03 AM
Health: 5 + Toughness + X + modifiers
--change the toughness to toughness modifier, like the standart d20. It's a little bit more simple that way for newcomers.It's not d20, a toughness (or other primary stat) of 3 is supposed to be the limit of human achievement.


Speed: 2 + (dexterity + strength)/2 + modifiers
--why dexterity+strenght? If you run, it's much more a matter of strength. Unless you use the dexterity to represent agility, speed, manual dexterity, etc. But if you show it that way you don't need the strength in the count. It is supposed to represent both running speed and speed in tactical combat (which requires quite a lot of maneuvering)


Try to create a table for the X statistic. Like Normal, Heroic, Fantasy, Epic, Galatic to give then a better guide line. It's stat dependant, in a game were you are supposed to be very resistant to hits (+2 as X for Health) but don't have anymore endurance compared to a normal game you create a negative value for X for endurance (Making it -2 in this example) to set it back at standard value.


Try to limit the max. value of the disadvantages that you can get and that won't intefere with combat or you will have massive headche from munchikins. It's far too worse than normal D&D :smallannoyed: .


a number of disadvantages with a point value totaling a number depending on the campaign at most

Khoran
2007-05-13, 07:23 PM
Sounds interesting so far and I'm going to be watching this project for updates. Though, a couple things I'd like to ask just so I know what to look forward to.

0) What kind of Dice will I be using?
1) How does the rest of character creation work? From the sound of it, it's going to resemble something like BESM or 7th Sea, where you get a certain number of points in the begining to spend on your character.
2) How will character advancement work? Will Experiance be abstact (Hopefully with some guidelines) or will there be rules for granting experience?
3) Combat system. Not asking for anything specific, just any details you can give right now would be good.
4) Magic (For Fantasy Settings); will there already be existing spells, or will players creating there own spells, and if so, will there be a guide for it?
5) What kinda range will be detailed in the equiptment section and how detailed is it going to be? Also, are there rules/guidelines for item creation?

InaVegt
2007-05-14, 01:38 AM
Sounds interesting so far and I'm going to be watching this project for updates. Though, a couple things I'd like to ask just so I know what to look forward to.

0) What kind of Dice will I be using? twelve siders.

1) How does the rest of character creation work? From the sound of it, it's going to resemble something like BESM or 7th Sea, where you get a certain number of points in the begining to spend on your character.Indeed, points (need to work out the specifics for that)

2) How will character advancement work? Will Experiance be abstact (Hopefully with some guidelines) or will there be rules for granting experience?Additional points will be given during play, with guidelines.

3) Combat system. Not asking for anything specific, just any details you can give right now would be good. It'll basically be: Opposed attack (based on attack) vs defense (based on attack), then opposed damage (based on attack) vs health (Not based on attack)

4) Magic (For Fantasy Settings); will there already be existing spells, or will players creating there own spells, and if so, will there be a guide for it?It will most likely work through advantages.

5) What kinda range will be detailed in the equiptment section and how detailed is it going to be? Also, are there rules/guidelines for item creation?Depends on the amount of time I invest in this, there will be guidelines. (And strange weapons like wands which will be made for fantasy)

Khoran
2007-05-15, 08:46 AM
Cool, that's all I wanted to know. This system seems like it would be good to use for just about anything really, and it gives love to the d12 :P. I look forward to trying this out once it is completed.

If you want any assistance, I'd be willing to offer mine.

Tormsskull
2007-05-15, 02:11 PM
I have been working on my own system for a long time now, tweaking it here and there and trying to get it into working order. Your system has some similarities to mine, such as:

My system also has 9 attributes, though mine are a bit different than yours. I was concerned that 9 attributes might be too many for character generation, did you run into any issues with that as of yet?

My system uses creation points that a character can spend on Skills (skills in my system encompass a lot of abilities and actions) or Traits (unique things that modify skills or grant special abilities and more). There is also disadvantages that can be taken to purchase traits.

My basic rolling mechanic is all based on percent. d100 replaces d20 for attack rolls, skill usage, and spellcasting. A lot of skills that are represented in D&D are folded into different skills in my system.

The main purpose of my system is to harness role-playing. I try to make it less of a system that focuses on optimization (like D&D 3.5 is IMO), and one that gives the GM more influence in the game.

Anyhow, I think new systems are great because they expand the horizons. So good luck on yours and if I think of anything that won't work for my system I'll throw it out to you and maybe you'll be able to use it for something.

InaVegt
2007-05-16, 07:18 AM
Cool, that's all I wanted to know. This system seems like it would be good to use for just about anything really,
That's one of the purposes the purpose of this system.

and it gives love to the d12 :P. I look forward to trying this out once it is completed.
Thank you

If you want any assistance, I'd be willing to offer mine.
That would be most welcome.

@tormskull: 7 actually, there's only one other stat.