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  1. - Top - End - #1
    Ogre in the Playground
     
    Devmaar's Avatar

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    Default PEACH my new game system

    This is the first time I've tried anything like this but I think it's okay. Not quite finished but I'm ready to get some criticisms on what I've done so far.

    The intention was to create a reasonably simple game system that would allow games to be started and played quickly. I'm hoping it will end up usable for one-shots when only part of a regular gaming group is available.

    So, here it is:

    Quest v.2

    Character Creation
    Spoiler
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    [1] Generate Stats:
    Roll 1d10 7 times , re-rolling 1s and 10s, and assign to the following stats;
    Strength
    Skill
    Stealth
    Magic
    Personality
    Health
    Luck

    The character gains hp equal to double their health score.

    Roll 1d10 to generate your speed.

    Roll 1d10 and use the race chart to select your character's race, apply the appropriate stat modifiers, this can raise them above 9 but cannot reduce them below 1.

    Roll 1d10 and use the starsign chart to select your character's starsign, record the appropriate effect.


    [2] Choose a Class:
    Warrior; needs at least one of skill and strength to be high in order to be effective. Begins play with a number of Fighting Techniques.

    Rogue; should have at least medium scores in skill and stealth in order to be effective. Has the ability to backstab enemies for additional damage and open locks.

    Mage; needs a high magic in order to be effective. Begins play with a number of spells.


    [3] Generate Equipment:
    Roll 1d10 and divide the result by two, rounding up if necessary, this is the number of items you begin play with.
    Roll 1d% and consult the starting equipment table for your class for each item you receive, rerolling if you get the same item twice.
    Optionally, you may exchange any of your items for the item you would have received hd you rolled a 01.
    Be sure to note down the effects of your items.

    Roll 1d%, this the amount of currency you start with.


    ****If you're playing a rogue you're done, otherwise carry on****

    [4] Select Abilities:
    Warriors choose techniques;
    A warrior chooses whether he is a skill-focused or strength-focused warrior.
    The number of techniques a warrior begins play with is equal to the appropriate stat.
    To learn a technique a warrior must have the appropriate stat, skill or strength, equal to or greater than the technique's level x 2.
    A warrior cannot learn a technique until he has learned all lower level techniques in that school.
    A warrrior also chooses one school to be his 'specialisation'. He gains the unique ability for that school and can gain the 5th level ability from that school once he meets the other requirements.

    Mages choose spells;
    A mage bigins play knowing a number of spells equal to his magic stat.
    To learn a spell a mage must have a magic score equal to or greater than the spell's level x 2.
    A mage cannot learn a spell until he has learned all lower level spells in that school.
    A mage must also decide which of the following they wish to be:
    >Orange mage- better able to cast spell that damage opponents but less skilled in more subtle applications of magic (+1 magic for the purposes of orange spells, -1 magic for the purposes of blue spells)
    >Blue mage- better able to use healing and support magic but less able to use magic as a weapon (+1 magic for the purposes of blue spells, -1 magic for the purposes of orange spells)
    >Grey mage- equally adept with both types of magic (no bonuses or penalties)

    ****Done, enjoy the game****


    Races
    Spoiler
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    1-3 human: normal
    4 elf: +2 magic -2 luck
    5 dwarf: +2 health -2 stealth
    6 gnome: +2 skill -2 strength
    7 hobbit: +2 luck -2 strength
    8 orc: +2 strength -2 magic
    9 goblin: +2 stealth -2 skill
    10 dark elf: +2 magic +2 skill -2 strength -2 health


    Starsign
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    1- Bull: +2 physical damage
    2- Tower: +2 physical defense
    3- Tree: +1 health
    4- Cloak: +4 backstab damage (allows non-rogues to backstab)
    5- Zephyr: +2 dodging
    6- Merchant: +2 negotiations
    7- Meteor: +2 orange (non-casters learn 1 orange spell)
    8- Harp: +2 blue (non-casters learn 1 blue spell)
    9- Shield: +2 magical defense
    10- Re-roll


    Starting Equipment
    Spoiler
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    WARRIOR
    0-10 short sword (+1 physical damage)
    11-20 shield (+1 physical defense)
    21-30 armour (+1.5 physical defense)
    31-40 sword (+1.5 physical damage)
    41-50 helmet (immune to backstabs)
    51-60 greatsword (+2 physical damage)
    61-70 hero's shield (+2 physical defense)
    71-80 mighty armour (+2.5 physical defense)
    81-90 visor of excellent vision (can see sneaking enemies, can make a skill check to see invisible enemies)
    91-99 crystal of healing (+3 health)
    100- sword of legend (+4 physical attack and damage)

    ROGUE
    0-10 dagger (+1 backstab)
    11-20 lockpicks (can use skill to open locks)
    21-30 monocle of valuation (can determine value, can use skill to find magic)
    31-40 ring of sneaking (+2.5 stealth)
    41-50 excellent lockpicks (+2.5 to openeing locks)
    51-60 gloves of evasion (+2.5 dodging)
    61-70 boots of speed (+4 speed)
    71-80 robe of shadows (+2.5 stealth)
    81-90 black dagger (+4 backstab)
    91-99 cap of celerity (+1.5 skill, stealth, luck)
    100- ring of invisibility (invisibility)

    CASTER
    0-10 knife (allows attacks)
    11-20 simple wand (+1 magic)
    21-30 ivory mask (+1 magic)
    31-40 crystal knife (+1 magic)
    41-50 [colour] robe (+2 to colour (gray gives plus 20 magic))
    51-60 amulet of warding (+2.5 magical defense)
    61-70 good wand (+2 magic)
    71-80 ring of magical protection (+3.5 magical defense)
    81-90 gloves of sorcery (+3 magic)
    91-99 cap of celerity (+1.5 skill, stealth, luck)
    100- staff of power (+4 magic)


    Abilities
    Spoiler
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    Still to come


    Combat Techniques
    Spoiler
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    * = Can be activated on a counter attack
    " = Is always active

    SKILL:
    Spoiler
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    Striking Cobra: you use skill instead of strength for damage.
    (1) Quick Attack* (attack then move)
    (2) Lightning Strike* (attack same enemy twice)
    (3) Crippling Strike* (attack damages strength or skill instead of hp)
    (4) Hidden Strike* (cannot be dodged, damage also applies to skill and strength)
    >5< Excellent Speed" (can attack twice, or attack and move, as one action)

    Spinning Tiger: gain 1 on to-hit rolls
    (1) Running Strike (move then attack)
    (2) Spin Attack (attack two enemies)
    (3) Whirling Attack (attack all adjacent enemies)
    (4) Whirling Charge (move double your speed, attack all enemies you pass)
    >5< Attacks made using Spinning Tiger techniques cannot be dodged

    Running Horse: gain 2 speed
    (1) Great Speed" (your speed is doubled)
    (2) Tireless Run" (you are immune to exhaustion)
    (3) Loping Charge" (you can move and attack)
    (4) Tireless Charge" (you can move double your speed and attack)
    >5< Effortless Speed (move your speed for no action)

    Swooping Eagle: you can use your skill stat for jump checks
    (1) Fly-By Strike (you can move part of your speed to reach an enemy, attack, then move the rest of your speed)
    (2) Leap Attack (if you move at least 2 you spaces can make a jump check to deal double damage)
    (3) Swooping Grab" (when you use fly-by strike you can grab your enemy instead of attacking)
    (4) Death From Above" (leap attack cannot be dodged)
    >5< Flight" (you can pass a jump check to activate the spell fly, only affecting yourself, for one turn, this does not take an action and all attacks in this turn count as Leap Attacks, you can make more than one attack this turn using Fly-By attack, but only one attack per enemy)

    Waiting Shark: gain 1 dodge
    (1) Cautious Defense (you dodge all attacks before your next turn)
    (2) Lightning Reaction" (if an enemy misses an attack on you, you may take a counter attack)
    (3) Counter-Strike" (whenever you are attacked, make a counter attack, if it hits, the original attack fails)
    (4) Return Attack" (whenever you hit with the counter attack from 'Counter-Strike" add the damage roll from their attack to the damage you deal)
    >5< Assistance (one chosen ally within 30' can use your Waiting Shark techniques for one round)


    STRENGTH:
    Spoiler
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    Raging Boar: gain 0.5 strength
    (1) Rage (+0.5 strength for 5 rounds)
    (2) Greater Rage (+1 strength for 5 rounds)
    (3) Incredible Rage (+2 strength for 5 rounds)
    (4) Legendary Rage (+4 strength for 5 rounds)
    >5< Raging Destruction (damage dealt while in a rage is doubled)

    Charging Lion: add 1 to damage dealt after you moved in the same turn
    (1) Charge (move and attack)
    (2) Wild Charge (move and attack, take any amount from your dodge bonus and add it to your damage bonus, this lasts until the start of your next turn)
    (3) Great Charge" (when using charge or wild charge deal double damage)
    (4) Glorious Charge (move double your speed and attack dealing triple damage)
    >5< Perfect Charge" (your attacks using Glorious Charge cannot be dodged)

    Roaring Dragon: you can use your strength stat for intimidate checks
    (1) Terrifying Roar (attempt an intimidate check against all enemies within 30')
    (2) Rallying Cry (all allies within 30' gain 0.5 to every stat for 5 rounds) (this does not stack with itself)
    (3) Painful Roar (all enemies within 30' take 1d10 damage)
    (4) Deadly Roar (attack all enemies within 30', this attack cannot be dodged)
    >5< Burning Roar" (deal an extra 3d10 fire damage to enemies affected by Deadly Roar)

    Vicious Ape: your attacks deal an extra 0.5five damage that is not affected by physical defense
    (1) Wounding Strike (this attack cannot be dodged)
    (2) Punishing Wound" (your wounding strikes deal double damage)
    (3) Bleeding Wound" (your wounding strikes cause 0.5 bleeding damage)
    (4) Horrible Wound" (bleeding damage from your wounding strikes cannot be healed by anything less than 'greater healing)
    >5< Quick Wound" (you can use Wounding Strike on a counter-attack)

    Crushing Bear: you can use your strength instead of skill for rolls to grab an enemy
    (1) Quick Grab (move and make a grab attack)
    (2) Iron Hold" (double your die roll before adding the modifier on rolls to keep hold of enemies)
    (3) Painful Squeeze (deal regular attack damage to grabbed enemies)
    (4) Deadly Crush" (your painful squeeze deals double damage)
    >5< Double grab" (you can grab a second enemy if you already have one grabbed)


    Spells
    Spoiler
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    ORANGE:
    Spoiler
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    Curses:
    (1) Minor Hex (-0.5 to a stat for 5 rounds)
    (2) Minor Curse (-1 to a stat for 5 rounds)
    (3) Greater Hex (-2 to a stat for 5 rounds)
    (4) Greater Curse (-4 to a stat for 5 rounds)

    Fire:
    (1) Fire Blast (1d10 damage, 20' forward)
    (2) Spray of Fire (1d10 damage, 20' radius quarter circle forward)
    (3) Fire Orb (1d10 damage, 20'radius circle within 50')
    (4) Fire strike (3d10 damage, 20' radius circle with 50')

    Lightning:
    (1) Bolt of Lightning (1d10 damage auto-hit within 50')
    (2) Twin bolt of Lightning (1d10 damage auto-hit 2 targets within 50')
    (3) Chain Lightning (1d10 damage auto-hit all targets within 20')
    (4) Lightning Storm (1d10 damge auto-hit all targets within 50')

    Poison: UNDER RECONSTRUCTION
    (1) Envenom Weapon (--)
    (2) Minor Poison (--)
    (3) Poison (--)
    (4) Greater Poison (--)

    Earth:
    (1) Earth Shift (30' radius circle within 50', skill check to stay standing)
    (2) Rock Throw (skill check to hit, 1d10 damage)
    (3) Rockfall (must be cliff etc. nearby, All within 30' of it take 3d10 damage)
    (4) Earthquake (30' radius circle within 50', everyone falls takes 2d10 damage)



    BLUE:

    Spoiler
    Show
    Enchantment:
    (1) Calm (calm down an enemy)
    (2) Convince (target believes your lie)
    (3) Charm (target becomes your friend)
    (4) Control (target is under your control for 1 week)

    Healing:
    (1) Least Healing (+0.5 hp)
    (2) Lesser Healing (+1 hp)
    (3) Healing (+2 hp)
    (4) Greater Healing (+4 hp)

    Shielding:
    (1) Least Protection (+0.5 to all defense for 5 rounds)
    (2) Lesser Protection (+1 to all defense for 5 rounds)
    (3) Protection (+1.5 to all defense for 5 rounds)
    (4) Greater Protection (+2 to all defense for 5 rounds)

    Empowering:
    (1) Least Boost (+0.5 to a stat for 5 rounds)
    (2) Lesser Boost (+1 to a stat for 5 rounds)
    (3) Boost (+2 to a stat for 5 rounds)
    (4) Greater Boost (+4 to a stat for 5 rounds)

    Transportation:
    (1) Levitation (you and up to 5 others within 20' fly up to 10' above the ground at a speed of 4 for 10 rounds)
    (2) Flight (you and up to 5 others within 20' fly up to any height at a speed of 8 for 10 rounds)
    (3) Translocation (you and up to 5 others within 20' disappear and reappear at any point you can see or is within 100')
    (4) Teleportation (you and up to 5 others within 20' disappear and reappear at any place with which you are familiar)


    Combat Rules
    Spoiler
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    These rules assume that the game is being played on a square grid where each space is equivalent to 5' in-game.

    Where a rule, spell or technique calls for a character to 'make a check' they succeed if they roll less than their score in the appropriate stat on a d%

    Combatants act in order of their skill stat, highest to lowest.

    On their turn combatants can perform one action. This could be any of the following:
    - Move
    - Attack
    - Cast a spell
    - Use a combat technique
    - Stand from fallen
    - Grab an enemy
    - Attempt to escape a grab
    - Enter stealth
    - Awaken an ally


    MOVE:
    A character can move a number of squares equal to their speed (or 5xtheir speed in feet). If a character could attack an enemy but instead chooses to move away, that enemy may immediately make a counter attack.

    ATTACK:
    A character must be within 5' of an enemy to attack.

    There are two stages to attack: the to-hit roll and the damage roll.

    (attacker) To-hit roll; roll d% + strength OR skill + any bonuses from equipment,
    (target) Dodge roll; roll d% + skill + any bonuses from equipment.
    If the dodge roll is higher the attack misses and the turn is over, if the to-hit roll is higher continue to the damage roll.

    (attacker)Damage roll; roll d% + strength + bonuses from equipment
    (target) Physical Defense roll; roll d% + strength + bonuses from equipment
    If the damage roll is higher the difference is subtracted from the targets hp.
    BACKSTAB DAMAGE: This applies when a rogue attacks in the following situations:
    >The target is asleep or unconscious.
    >The target is fallen
    >The target cannot see the rogue
    >The target is grabbed or is grabbing someone
    >The target has not yet had a turn in this fight
    On a Backstab attack a rogue adds their skill stat to their damage roll in addition to their strength stat

    CAST A SPELL:
    A character can cast any spell they know provided they succeed on a magic check.
    If they succeed the spell activates and adds to their magical fatigue.
    Magical fatigue is added to the rolls made to attempt to cast spells.
    The amount a spell adds to fatigue is 0.1 for 1st level, 0.3 for 2nd level, 0.6 for third level and 1 for 4th level.
    A night's rest removes all magical fatigue.
    If they fail the spell does not activate and they are knocked unconscious by the magical energy.

    If a character is affected by a spell against their will they may make a magical defense throw.
    Magical defense roll; roll d% + magic + bonuses from equipment.
    Caster roll; roll d% + magic
    If the defense roll is higher the spell fails, otherwise it works as normal.

    USE A COMBAT TECHNIQUE:
    A character can utilise any technique they know provided they succeed on a strength or skill check as appropriate to the technique.
    If they succeed the technique activates and adds to their physical fatigue.
    Physical fatigue is added to the rolls made to attempt to use techniques.
    The amount a technique adds to fatigue is 0.1 for 1st level, 0.3 for 2nd level, 0.6 for third level, 1 for 4th level and 1.5 for 5th level.
    A night's rest removes all Physical fatigue.
    If they fail the technique does not activate and they collapse unconscious from exhaustion.

    STAND FROM FALLEN:
    If a fallen character stands, this allows adjacent enemies to make counter-attacks on them. A fallen character cannot attack, or use techniques that involve movement or attacking, but can use spells and other techniques.

    GRAB AN ENEMY:
    To grab an enemy they must be within 5'.
    To grab an enemy make an attack using skill, if it hits you have grabbed your enemy.
    While grabbed a character cannot move, attack, use techniques or cast spells.

    ESCAPE A GRAB:
    If you are grabbed you can attempt to escape.
    Both the grabbed character and the one grabbing them roll d10 + strength.
    If the grabbed character rolls higher they escape, otherwise they remain grabbed.

    ENTER STEALTH:
    Any character can make a stealth check to enter stealth. While in stealth a character cannot be seen by their enemies.
    If they have reason to believe there are hidden enemies in the area a character may make a skill check to see them. This does not require an action.

    AWAKEN AN ALLY:
    Wake up a sleeping or unconscious ally.


    Combat Effects
    Spoiler
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    Still to come


    Character Advancement
    Spoiler
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    Still to come


    More Equipment
    Spoiler
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    Still to come



    As well as criticism on what I've done I'm also looking for ideas for more spells and combat techniques.
    Last edited by Devmaar; 2010-10-31 at 04:03 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    Devmaar's Avatar

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    Default Re: PEACH my new game system

    Changelog:
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    • Adjusted to be more d10 based than d% based
    • Increased hp
    • Made stat allocation customisable


    Clarifications:
    Spoiler
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    if needed


    Some of the credit needs to go to Krull for his continued input.
    Last edited by Devmaar; 2010-10-31 at 04:39 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Dragon Elite's Avatar

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    Default Re: PEACH my new game system

    Seems good, however a bunch of lucky rolls can make your character way overpowered. Also, speed is mesed up. Wait, do you get to choose you class before you know your race or after? That seems very important.
    I would be happy to playtest this anyway. It looks fun.
    Last edited by Dragon Elite; 2010-10-31 at 01:38 PM.
    -- The Dragon
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  4. - Top - End - #4
    Ogre in the Playground
     
    Devmaar's Avatar

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    Default Re: PEACH my new game system

    You're right about the rolls, but I can't think of a way to counteract that with detracting from the 'random generation' feel I was aiming for.

    You choose class after all the stat generation rolls are done so you would know your race and starsign.

    Thanks

    EDIT: What's wrong with speed?
    Last edited by Devmaar; 2010-10-31 at 01:55 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Dust's Avatar

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    Default Re: PEACH my new game system

    Disclaimer: I sound like a jerk throughout the rest of this post. Please don't think my bluntness means I'm trying to handwave all your hard work. Consider it just putting the H in PEACH.

    Let's see what we have here.

    Quote Originally Posted by Devmaar View Post
    Roll 1d% for each of the following, re-rolling anything below 10 or above 90, and assign in the order rolled;

    Roll 1d10 and use the race chart to select your character's race

    Roll 1d10 and use the starsign chart to select your character's starsign
    Here's my first issue, right out of the gate. For me, this alone makes the system unplayable. Nothing kills the fun faster than not being allowed to play what you want to play because of some random dice rolls. Had your heart set on being a wizard but wound up with 10 in magic and lots of strength/health? TOO BAD.
    Hate elves but that's what you rolled? GET OVER IT. THIS SYSTEM IS GRITTY, SON.

    Made worse by the fact that admit only a few lines later that each of the three possible classes needs a high score in a certain attribute to be effective. Rolled low scores across the board except for high personality and luck, and moderate health? Sorry; you're SoL.

    Quote Originally Posted by Devmaar View Post
    Poison:
    (1) Envenom Weapon (weapon within 50' gains poison 1)
    (2) Minor Poison (poison 1)
    Why would I ever want Minor Poison when Envenom weapon lets me give it to my allies, making my warrior pal who never misses able to poison every single enemy in combat with his normal attacks while I go do other stuff? Actually, lots of abilities and spells are like this.

    Quote Originally Posted by Devmaar View Post
    Damage roll; roll d% + strength + bonuses from equipment
    (target) Physical Defense roll; roll d% + strength + bonuses from equipment
    If the damage roll is higher the difference is subtracted from the targets hp.
    BACKSTAB DAMAGE: This applies when a rogue attacks in the following situations:
    >The target is asleep or unconscious.
    >The target is fallen
    >The target cannot see the rogue
    >The target is grabbed or is grabbing someone
    >The target has not yet had a turn in this fight
    On a Backstab attack a rogue adds their skill stat to their damage roll in addition to their strength stat
    And this is where the system falls down completely into complete unbalance. Let's do some creation speculation, using PURE AVERAGES as the defining characteristic here, which is a moot point on a d% roll anyway, but whatever.

    Steve is playing a Fighter. Like we already discussed, Steve rolls dead average on every. Single. Stat. 40 in every attribute (since the scale is 10-90, 40 is the average) across the board. He's a human. He rolls 5 for his equipment, giving him two items. He rolls a 51 and 51, giving him a helmet that makes him immune to backstabs and a greatsword which grants +20 physical damage. He rolls 4 on his starsign and gets +40 backstab damage. Our warrior, with his Strength of 40, thus gets 4 abilities, but he cannot get higher than level 2 abilities. Makes sense.
    So Steve, wanting to compensate for his low accuracy and damage, takes the Vicious Ape tree of abilities, making his attacks deal an extra 5 damage that is not affected by physical defense, and he can use a Wounding Strike which deals double damage and cannot be dodged. He also picks up the first rank in Spinning Tiger, granting him a +10 on to-hit rolls and the ability to move and attack in a single turn. Finally, he dips into the Charging Lion tree, which lets him add 10 to damage dealt after you moved in the same turn.

    Okay. So combat starts and Steve goes first. He charges into combat and smacks an enemy with Wounding Strike or his sword; I don't know if techniques count as 'attacks' or not, though I suspect they do since Wounding Strike is listed as 'this attack.'

    He rolls 50 on his d% roll to-hit, adds his 40 strength, adds +10 for Spinning Tiger for a total of 100. His opponent, the Target Dummy, rolls dead average as well which means Spinning Tiger makes the attack succeed.

    Steve's damage roll is thus 50 on his d%, his 40 strength, 40 from backstab, 20 from his sword, 10 from charging lion, and 5 from Wounding Strike which ignores armor. This is doubled for a total of 320+10.

    His opponent, were he the DARK ELF PARAGON OF UNSTOPPABLENESS with a result of 100 on the d%, 120 in his attribute, and the maximum +25 from armor, would STILL take 175+10 damage, killing him before you can say 'Wow, that's borked.'

    Even without Wounding Strike, you're looking at 165 damage which is more than enough to KO most opponents.


    Alright. Now for our second character. Tim is the theoretical, conceptual maximum. He beats the odds and rolls a 90 in EVERY attribute, he has 10 speed, 5 items, maximum items, and the works. He rolls the best possible race for a mage, an Elf, and thus decides to play that. For his items, he gets the STAFF OF POWER, gloves of sorcery, the good wand, and a gray robe. He also chooses to be an offensive caster, an Orange Mage. Awesome; that's 120 magic.
    So he begins play with a whopping 9 spells since that's his 'real' attribute, and for the sake of this theoretical experiment, let's just say he has literally everything short of levitation and enchantment.

    So he goes first, and Steve's in trouble. There's no way he can possibly deal with the incredible magical accuracy of TIM, who rolls a 100 on his d% PLUS his 210 magical attribute.

    Steve, true to form, rolls a 1 on his d% to resist, for a total of 41.

    The air crackles with thunder, and Tim lets loose the single most powerful spell in his arsenal; Fire Strike. He could have caused an Earthquake or auto-hit everything with Lightning Storm, but no, we're just talking raw damage here. And like every roll before this, Tim rolls maximum damage on his attack...!

    ...for a total of 30 damage. Steve blinks, singed, confused, but alive.

    I don't think anything more needs to be said.

    Quote Originally Posted by Devmaar View Post
    Waiting Shark
    (3) Counter-Strike" (whenever you are attacked, make a counter attack, if it hits, the original attack fails)
    (4) Return Attack" (whenever you hit with the counter attack from 'Counter-Strike" add the damage roll from their attack to the damage you deal)

    Striking Cobra: you use skill instead of strength for damage.
    (4) Hidden Strike* (can be used as a counterattack, cannot be dodged, damage also applies to skill and strength)
    Really, I could keep going here, but what's the point? The base percentile mechanic is so broken that the system isn't usable for anything longer than an amusing one-shot; certainly not for making lasting characters you'd care about.
    Since there's no average roll results that come from using multiple dice and adding the totals, everything about your character is a crapshoot, and unfortunately, that's not even the worst of the balance issues.

    You'll have to give this some more work and thought.

  6. - Top - End - #6
    Ogre in the Playground
     
    Devmaar's Avatar

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    Default Re: PEACH my new game system

    You've given me a lot to think about and I'll try and work on it.

    The one thing I will say in my defence is that 'Steve' has misunderstood some rules:
    • Taking the 1st level technique in the school doesn't grant the special ability, that can only be obtained by specialising in that school
    • It is not possible to activate 'Wounding Strike' and 'Running Strike' in the same turn as activating a technique uses up the action for the turn


    That doesn't change the fact that you made good points and the system needs a lot of work. Thanks for your input.

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    Barbarian in the Playground
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    Default Re: PEACH my new game system

    Maybe a new name? I think I got up to about Quest 3.7 Xegga before I stopped making mine.

    Point is, Quest is a very generic name for a system.

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    Bugbear in the Playground
     
    Dust's Avatar

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    Default Re: PEACH my new game system

    Ah, yes, I see both of those things now. My error.
    If you don't mind my asking, why don't you convert purely do a d10 system? Your attributes don't NEED to be a scale of 20-90 when 2-9 would work just as well, and you're already dividing them for a factor of ten for some calculations anyway.
    Last edited by Dust; 2010-10-31 at 03:06 PM.

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    Ogre in the Playground
     
    Devmaar's Avatar

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    Default Re: PEACH my new game system

    Quote Originally Posted by Lev View Post
    Maybe a new name? I think I got up to about Quest 3.7 Xegga before I stopped making mine.

    Point is, Quest is a very generic name for a system.
    Quest is just until I think of something better.

    Quote Originally Posted by Dust View Post
    Ah, yes, I see both of those things now. My error.
    If you don't mind my asking, why don't you convert purely do a d10 system? Your attributes don't NEED to be a scale of 20-90 when 2-9 would work just as well, and you're already dividing them for a factor of ten for some calculations anyway.
    Good idea, I'll do that. That change leaves a lot of decimal numbers to work with. Do you think that's a problem?
    Based on your earlier comments I also increased hp and made the stat allocation customisable.

    I think the biggest problem is going to be sorting out the spells and combat techniques.
    Last edited by Devmaar; 2010-10-31 at 04:40 PM.

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    RedWizardGuy

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    Default Re: PEACH my new game system

    Ever heard of the RPG system known as Warrior, Rogue, Mage? It seems like a sort of simplified version of what you're looking for here.

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    Devmaar's Avatar

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    Default Re: PEACH my new game system

    Quote Originally Posted by Pyromancer999 View Post
    Ever heard of the RPG system known as Warrior, Rogue, Mage? It seems like a sort of simplified version of what you're looking for here.
    No I haven't. I'll look it up.

    It looks good but I'm going to keep working at this, mostly to see if I can get it to work.
    Last edited by Devmaar; 2010-10-31 at 04:36 PM.

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