THM
2016-08-30, 06:57 AM
Hi
For a while I've been toying with the idea of a new system, here are the core mechanics of what I have in mind, would love some feedback (will explain only action roll)
a player's char (PC) have stats, skills, technique and extra bonus, but at the end, it means he have a dicepool between 1 and 24.
the dice pool is of d10 (but the max he roll is 12, I'll explain)
the player select virtuous rank (VR) between 4, 6,8 or 10.
any action got target number (TN), base effect and scaling factor (which rely on tool used such as great axe, wand, expensive paper)
so this is how it is rolled -
the player select VR, and roll his dice pool, he then sum up all the die that came equal or higher then the VR (for example, a player rolling 5 die, selecting VR of 6, and getting scores of 4,7,9,10,10, he sum up only die that came 6 or more getting total of 36)
Every die that scored exactly the selected virtuous rank, is multiplied by a factor based on virtuous rank:
VR 4 -> *2
VR 6 -> *3
VR 8 -> *4
VR 10 -> *6
now the player check by how much (if at all) he passed the target number and the scaling factor, his action resolution roll (damage/heal/influence...) is base effect + (action roll-target number)/scaling factor (rounded down).
so, let's go back to our previous example, this time we'll call it sword swing, the TN is 20, the base effect is 2d10, and scaling factor is 5 (5f2 for short) and our friend got 36 in his roll, so his damage roll in this case is 2+(36-20)/5 die or 5d10, he rolls the 5d10 and get 28, the damage done is 28.
scaling above 12 die
as I've said, the max number of die is always 12, scaling above 12 works differently for action roll, and action resolve roll (hit/damage rolls)
action roll -
for every 2 die above 12 he would have had based on his stats/skills, the player replace one die as if he rolled the VR, so, if the player should have had 16 die (which means this is a very high exp built char) he rolls 10 die, and get 2 more as if he rolled the VR, if the VR he picked is 8, he's rolling 10d10, and get extra 2*8*VR multplier, or 10d10 +64
resolve roll -
if the player should have more then 12 die, for every die above 12, he multiply the score by (number of die-11)
if he rolled high and should have rolled 15 die of damage, he's rolling 12d12 and multiply the total by 4.
this is it, got tons more, but want to have a feedback on my base mechanic.
thanks.
For a while I've been toying with the idea of a new system, here are the core mechanics of what I have in mind, would love some feedback (will explain only action roll)
a player's char (PC) have stats, skills, technique and extra bonus, but at the end, it means he have a dicepool between 1 and 24.
the dice pool is of d10 (but the max he roll is 12, I'll explain)
the player select virtuous rank (VR) between 4, 6,8 or 10.
any action got target number (TN), base effect and scaling factor (which rely on tool used such as great axe, wand, expensive paper)
so this is how it is rolled -
the player select VR, and roll his dice pool, he then sum up all the die that came equal or higher then the VR (for example, a player rolling 5 die, selecting VR of 6, and getting scores of 4,7,9,10,10, he sum up only die that came 6 or more getting total of 36)
Every die that scored exactly the selected virtuous rank, is multiplied by a factor based on virtuous rank:
VR 4 -> *2
VR 6 -> *3
VR 8 -> *4
VR 10 -> *6
now the player check by how much (if at all) he passed the target number and the scaling factor, his action resolution roll (damage/heal/influence...) is base effect + (action roll-target number)/scaling factor (rounded down).
so, let's go back to our previous example, this time we'll call it sword swing, the TN is 20, the base effect is 2d10, and scaling factor is 5 (5f2 for short) and our friend got 36 in his roll, so his damage roll in this case is 2+(36-20)/5 die or 5d10, he rolls the 5d10 and get 28, the damage done is 28.
scaling above 12 die
as I've said, the max number of die is always 12, scaling above 12 works differently for action roll, and action resolve roll (hit/damage rolls)
action roll -
for every 2 die above 12 he would have had based on his stats/skills, the player replace one die as if he rolled the VR, so, if the player should have had 16 die (which means this is a very high exp built char) he rolls 10 die, and get 2 more as if he rolled the VR, if the VR he picked is 8, he's rolling 10d10, and get extra 2*8*VR multplier, or 10d10 +64
resolve roll -
if the player should have more then 12 die, for every die above 12, he multiply the score by (number of die-11)
if he rolled high and should have rolled 15 die of damage, he's rolling 12d12 and multiply the total by 4.
this is it, got tons more, but want to have a feedback on my base mechanic.
thanks.