JeenLeen
2017-10-03, 12:43 PM
There's a homebrew system I'm been working on, based loosely on Fate Accelerated and largely based on the defunct play-by-post game here (http://www.giantitp.com/forums/showthread.php?519665-Fate-Magic-of-Jacksonville-(IC)&p=21856953#post21856953).
Current Idea
I prefer to have it be d10, d6, or 2d6-based.
My idea is that, for any contest (combat, avoiding obstacles, etc.) the player rolls d10 + Title*2 + Approach + (positive modifiers - negative modifiers).
The result is compared to 5 + target's Title*2 + target's Approach.
Generally, the Title * 2 and Approach parts should cancel out. They exist mainly for a way for a lower-level person (i.e., lower Title) to have that reflected. Approach, as in Fate Accelerated, is how one is going about the contest.
The positive modifiers - negative modifiers would generally be +/- 2, though it could vary wildly depending on how many Aspects are invoked (similar to Fate Accelerated, though some aspects can be invoked without spending fate points.)
When compared to the target number, this is the result:
Success by 10 or more: complete victory. Can impose up to 3 Consequences (-1 penalties) or kill/bind the target.
Success by 5 or more: winning. can impose up to 2 consequnces. Can banish a spirit.
Success (equal roll to target number): getting an edge. Can impose 1 consequence.
Fialure by 5 or less: setback. 1 consequence (generally -1 penalty) is imposed to the PC.
Failure by 10 or less: losing. 2 consequences imposed.
Failure by more than 10: complete defeat. Usually means ruination or death. If left alive, long-term consequence.
The DM never rolls dice.
Question
My main question boils down to if the d10 compares well to the 5, or should something else be used?
Also, does the failure/success results seem fair & make sense?
I'm considering making 10 to kill a mortal or banish a spirit, and something like 12 or 15 to bind a spirit. (In the game, binding them lets you summon their power, so it's an extra Aspect you gain some uses of.)
I want luck to be a factor, but not for the roll to be incredibly swingy. The idea is that combat should take a couple rounds to let the player try to work around what they are experiencing.
The system doesn't have stress, HP, or similar things like Fate Accelerated. Instead, consequences last and take effort to remove. I might add something that, if you succeed but gained -1 penalties, the number of penalties equate to some number of short-term, mid-term, and long-term negative Aspects.
Current Idea
I prefer to have it be d10, d6, or 2d6-based.
My idea is that, for any contest (combat, avoiding obstacles, etc.) the player rolls d10 + Title*2 + Approach + (positive modifiers - negative modifiers).
The result is compared to 5 + target's Title*2 + target's Approach.
Generally, the Title * 2 and Approach parts should cancel out. They exist mainly for a way for a lower-level person (i.e., lower Title) to have that reflected. Approach, as in Fate Accelerated, is how one is going about the contest.
The positive modifiers - negative modifiers would generally be +/- 2, though it could vary wildly depending on how many Aspects are invoked (similar to Fate Accelerated, though some aspects can be invoked without spending fate points.)
When compared to the target number, this is the result:
Success by 10 or more: complete victory. Can impose up to 3 Consequences (-1 penalties) or kill/bind the target.
Success by 5 or more: winning. can impose up to 2 consequnces. Can banish a spirit.
Success (equal roll to target number): getting an edge. Can impose 1 consequence.
Fialure by 5 or less: setback. 1 consequence (generally -1 penalty) is imposed to the PC.
Failure by 10 or less: losing. 2 consequences imposed.
Failure by more than 10: complete defeat. Usually means ruination or death. If left alive, long-term consequence.
The DM never rolls dice.
Question
My main question boils down to if the d10 compares well to the 5, or should something else be used?
Also, does the failure/success results seem fair & make sense?
I'm considering making 10 to kill a mortal or banish a spirit, and something like 12 or 15 to bind a spirit. (In the game, binding them lets you summon their power, so it's an extra Aspect you gain some uses of.)
I want luck to be a factor, but not for the roll to be incredibly swingy. The idea is that combat should take a couple rounds to let the player try to work around what they are experiencing.
The system doesn't have stress, HP, or similar things like Fate Accelerated. Instead, consequences last and take effort to remove. I might add something that, if you succeed but gained -1 penalties, the number of penalties equate to some number of short-term, mid-term, and long-term negative Aspects.