PhoenixPhyre
2023-01-09, 05:28 PM
I'm kinda noodling through an idea I had for a custom system and working on the core resolution mechanic.
Goals
1. Mostly flat curve. No dice pools. At most 2 dice. Why? Ease of use, mostly. I personally don't care for curved results very much.
2. Very bounded accuracy. All TNs between 5 and 20 and fairly insensitive to level/gear/etc. No stacking numeric modifiers or circumstance bonuses/maluses.
3. Simple and easy to use. Everything is either static or wrapped up in one "extra modifier".
System
Two types of rolls: Attacks and Tasks. No saves--going 4e style with everything directly harmful being an attack. Tasks are everything else.
6 Archetype Scores: Knowing, Perceptive, Precise, Strong, Tough, and Willful. (names not final). Range from 0 - 5. Set partially by class (which gives +2 to one and +1 to another), partially by lineage (granting a +1 to two different values, stacking), and partially by choice (another stacking +1). Over 10 levels you get +1 to two more. Weapons specify either STR or PRE for attacks; spells specify either KNO or PER for their attacks.
Both kinds of rolls are (1d20 + boost die) + Archetype Bonus >= TN. TN is one of (physical defense, magical defense) for attacks, or a fixed static value (range 10-20, with <10 being auto-success) for tasks.
Special thing here is the boost die--that includes all the effects of various things. By default, your boost die is 0. Each class gives training in two archetype that increases with level; this training basically sets your base boost die for any roll using that archetype. At higher levels, it also puts a floor -- at Master, you can't fail a TN 10 check. At Grandmaster (the highest), you can't fail a TN 12 check.
Other things may modify your boost die (applying Boost N / Bane N, which increases or decreases your boost die accordingly for all checks, so your actual boost die is your base for that archetype + the global modifier:
Boost level | Boost Die
-4 | -1d10
-3 | -1d8
-2 | -1d6
-1 | -1d4
0 | 0
+1 | +1d4
+2 | +1d6
+3 | +1d8
+4 | +1d10
+5 | +1d12
Damage for attacks is separate, but importantly "critical hits" (aka total on d20 + boost die > 20) for attacks do not increase damage, they impose conditions that affect the boost die (mostly).
That's it--everything revolves around modifying the boost die. Everything else is static at any given level.
The two defenses are set by your class and an archetype (Base + archetype, using TOU for physical and WIL for magical); armor acts as damage reduction not deflection.
Monsters do not make task rolls--instead they have features which modify the boost die (so a perceptive guard means you're making a Precise Task Roll against an environmental TN with bane N).
Training (applies to archetypes):
Hindered: Base boost is -1. If hindered by armor, cannot cast spells in armor.
Neutral (default): Base boost is 0.
Journeyman: Base boost is +1
Master: Base boost is +2, treat any total below 10 as 10.
Grandmaster: Base boost is +3, treat any total below 12 as 12.
Two questions:
1. Does this look sane? Are there obvious flaws here? Is this clunky? Have I described it anything like sensibly?
2. Are there systems that already do something somewhat similar (flat die + "modifier die") I can crib off of/gain inspiration from?
The VERY VERY VERY ROUGH draft of my initial thoughts here is in a google doc (https://docs.google.com/document/d/14PFKE3dTkMIjAvjZV91L7VG9OB9kopNZY14HAQ0BdI8/edit?usp=sharing) (CC-BY-SA 4.0 license (https://creativecommons.org/licenses/by-sa/4.0/legalcode))
Goals
1. Mostly flat curve. No dice pools. At most 2 dice. Why? Ease of use, mostly. I personally don't care for curved results very much.
2. Very bounded accuracy. All TNs between 5 and 20 and fairly insensitive to level/gear/etc. No stacking numeric modifiers or circumstance bonuses/maluses.
3. Simple and easy to use. Everything is either static or wrapped up in one "extra modifier".
System
Two types of rolls: Attacks and Tasks. No saves--going 4e style with everything directly harmful being an attack. Tasks are everything else.
6 Archetype Scores: Knowing, Perceptive, Precise, Strong, Tough, and Willful. (names not final). Range from 0 - 5. Set partially by class (which gives +2 to one and +1 to another), partially by lineage (granting a +1 to two different values, stacking), and partially by choice (another stacking +1). Over 10 levels you get +1 to two more. Weapons specify either STR or PRE for attacks; spells specify either KNO or PER for their attacks.
Both kinds of rolls are (1d20 + boost die) + Archetype Bonus >= TN. TN is one of (physical defense, magical defense) for attacks, or a fixed static value (range 10-20, with <10 being auto-success) for tasks.
Special thing here is the boost die--that includes all the effects of various things. By default, your boost die is 0. Each class gives training in two archetype that increases with level; this training basically sets your base boost die for any roll using that archetype. At higher levels, it also puts a floor -- at Master, you can't fail a TN 10 check. At Grandmaster (the highest), you can't fail a TN 12 check.
Other things may modify your boost die (applying Boost N / Bane N, which increases or decreases your boost die accordingly for all checks, so your actual boost die is your base for that archetype + the global modifier:
Boost level | Boost Die
-4 | -1d10
-3 | -1d8
-2 | -1d6
-1 | -1d4
0 | 0
+1 | +1d4
+2 | +1d6
+3 | +1d8
+4 | +1d10
+5 | +1d12
Damage for attacks is separate, but importantly "critical hits" (aka total on d20 + boost die > 20) for attacks do not increase damage, they impose conditions that affect the boost die (mostly).
That's it--everything revolves around modifying the boost die. Everything else is static at any given level.
The two defenses are set by your class and an archetype (Base + archetype, using TOU for physical and WIL for magical); armor acts as damage reduction not deflection.
Monsters do not make task rolls--instead they have features which modify the boost die (so a perceptive guard means you're making a Precise Task Roll against an environmental TN with bane N).
Training (applies to archetypes):
Hindered: Base boost is -1. If hindered by armor, cannot cast spells in armor.
Neutral (default): Base boost is 0.
Journeyman: Base boost is +1
Master: Base boost is +2, treat any total below 10 as 10.
Grandmaster: Base boost is +3, treat any total below 12 as 12.
Two questions:
1. Does this look sane? Are there obvious flaws here? Is this clunky? Have I described it anything like sensibly?
2. Are there systems that already do something somewhat similar (flat die + "modifier die") I can crib off of/gain inspiration from?
The VERY VERY VERY ROUGH draft of my initial thoughts here is in a google doc (https://docs.google.com/document/d/14PFKE3dTkMIjAvjZV91L7VG9OB9kopNZY14HAQ0BdI8/edit?usp=sharing) (CC-BY-SA 4.0 license (https://creativecommons.org/licenses/by-sa/4.0/legalcode))