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  1. - Top - End - #1
    Pixie in the Playground
     
    RogueGuy

    Join Date
    Aug 2010
    Location
    Duluth, MN
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    Male

    Default Combat System Help for New TTRPG

    Hi all! To get straight to the point, I am in need of a combat/weapons system for a tabletop rpg I'm making. So far, I have somthing like this worked out: A character's skill in a weapon category, e.g., 'shotguns', would determine his capabilities with weapons that fall under that category. As of right now, each weapon has it's own 10 lvls, with some weapons being grouped together. To elaborate, a char with 42/100 points in 'pistol skill' would be able to use all of that weapons stats up to the fourth level, since the points/lvl ratio is 10/1. A character with 0-9 points in a weapons skill could only use that weapon's zero lvl(low damage die, negative roll mods, no beneficial effects), while a char with 100 weapons skill could use that weapons lvl 10 features(high damage die, positive roll mods, use of beneficial effects such as 'headshot', etc.). I'm planning on a d20-esqe rules/combat system, but that is not set in stone. So, what do you think of this system? What do you like? What do you HATE? Please, be HONEST! Feel absolutely free to scrap everything all together and come up with your own system, all critiques and ideas are welcome.

    Oh, and if you're interested, the setting is modern/post-modern zombie apocalypse. Thanks!

  2. - Top - End - #2
    Titan in the Playground
     
    Knaight's Avatar

    Join Date
    Aug 2008

    Default Re: Combat System Help for New TTRPG

    If there are ten levels of skill, the experience should involve 10 levels, not 100. Other than that, it sounds like an interesting idea that could work.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    May 2009

    Default Re: Combat System Help for New TTRPG

    You might get a better response in the Homebrew forum.

  4. - Top - End - #4
    Ettin in the Playground
     
    Erloas's Avatar

    Join Date
    Oct 2006
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    Male

    Default Re: Combat System Help for New TTRPG

    10 levels of skills for each weapon type seems like overkill to me. I don't see how you could really differentiate more then a few types of weapons with that much range on the weapon skill.

    Maybe if it were something simple like each level adds a +1 to damage or range or accuracy (possibly alternating which bonus a weapon gets for certain levels), but much more then that I think would be too hard to keep track of. If there is any progression/improvements in weapons it could really mess with your level progression system if you are changing much with that progression.

    Also with a very long weapon skill progression system you could very well essentially limit any one character to only ever using a single weapon type.

  5. - Top - End - #5
    Retired Mod in the Playground Retired Moderator
    Join Date
    Jul 2005
    Location
    South Korea
    Gender
    Male

    Default Re: Combat System Help for New TTRPG

    The Red Towel: This belongs in Homebrew. Moved.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Jul 2007

    Default Re: Combat System Help for New TTRPG

    Quote Originally Posted by Erloas View Post
    10 levels of skills for each weapon type seems like overkill to me. I don't see how you could really differentiate more then a few types of weapons with that much range on the weapon skill.

    Maybe if it were something simple like each level adds a +1 to damage or range or accuracy (possibly alternating which bonus a weapon gets for certain levels), but much more then that I think would be too hard to keep track of. If there is any progression/improvements in weapons it could really mess with your level progression system if you are changing much with that progression.

    Also with a very long weapon skill progression system you could very well essentially limit any one character to only ever using a single weapon type.
    Assuming that things level up the way that DnD characters level up, after the first 5 - 8 levels or so you're beyond human skill levels anyway. Adding on additional benefits and granularity could be fun.

    To the OP: Does this replace the BAB mechanic? Do classes get a pool of "weapon points" based on their function that can then be distributed to the weapons the character chooses to specialize in? Could you give more information about your custom system (like is it based on any current systems?)?

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