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2017-10-03, 08:52 PM (ISO 8601)
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- Jun 2011
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Planning an Original System. Need help
As the title says, I'm planning an original system of my own that focuses more on storytelling, and I need an opinion on my ideas.
No Ability Scores; Characters are measured in two sets. Attributes and Skills.
Attributes = List of things you can attribute to the character (Agility, Strength, Vitality, Willpower, Intellect, Perception, Charisma, etc.) Can also include Race and Profession as separate Attributes.
Skills = What your character is skilled at.
For each Attribute or Skill that applies to the task, you add a +1 bonus to your total roll.
BASIC ROLL: Roll 2d10. Your result is the highest number minus the lowest number.
E.G. Ian just rolled a 10 and a 5. 10 minus 5 is equal to 5. THEN, he applies any bonuses from his Attributes and Skills.
Basically, I'm still planning the basic mechanics, but I'm thinking this is a cool starting point to what I have.Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-03, 08:55 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Planning an Original System. Need help
No ability scores! But attributes.
Not too dissimilar concepts.
Overall, though, that core mechanic seems neat, if a bit slow.I have a LOT of Homebrew!
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2017-10-03, 08:57 PM (ISO 8601)
- Join Date
- Jun 2011
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- Astral Sea
- Gender
Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-03, 09:29 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Planning an Original System. Need help
I do get that, I just find it a touch funny that you used near-synonyms.
Overall, though, why 2d10 (highest minus lowest)? You get a weird distribution.
0 10% 1 18% 2 16% 3 14% 4 12% 5 10% 6 8% 7 6% 8 4% 9 2%
Do you want to err to the low end?I have a LOT of Homebrew!
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2017-10-03, 09:32 PM (ISO 8601)
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- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Last edited by Ralcos; 2017-10-03 at 09:43 PM.
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2017-10-04, 10:07 AM (ISO 8601)
- Join Date
- Jan 2009
Re: Planning an Original System. Need help
Mechanically, seems like a decent system, as long as you build what a success is based on the probability distribution.
From a player-perspective, though, having to do subtraction with every roll would make me dislike this system. Also, there's a certain emotional feeling about rolling a high result on a die; that rolling high is not necessarily good (e.g., a 9 is good but not if you already rolled a 10), that might upset some sentiments, if only subconsciously.
Would Skills also be a flat +1 or not, or could you have up to +X (e.g., something like 1-3 for novice, skilled, and master ranks.)?
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2017-10-04, 10:30 AM (ISO 8601)
- Join Date
- Nov 2015
Re: Planning an Original System. Need help
Honestly if you're looking for something with a narrative focus, that's a lot of math to be doing for any decision point.
Have you tried looking at how Dungeon World or Fate handles things?Last edited by UrielAwakened; 2017-10-04 at 10:30 AM.
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2017-10-04, 11:08 AM (ISO 8601)
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- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-04, 11:10 AM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
- Gender
Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-04, 01:28 PM (ISO 8601)
- Join Date
- Nov 2015
Re: Planning an Original System. Need help
You have some modifiers to I think 6 abilities.
Roll 2d6 and add your modifier, if you're a 10 or higher you pass, if it's a 7 to 9 you pass with consequences. Consequences depend on which ability score you use and players get to choose what those consequences are as well. For instance, if you use Dex to shoot, the consequence can be you run out of ammo, or now you're in a bad position for return fire, etc..
No math or need to compare to anything beyond a known-value. Super fast.Last edited by UrielAwakened; 2017-10-04 at 01:30 PM.
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2017-10-04, 02:18 PM (ISO 8601)
- Join Date
- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-04, 02:30 PM (ISO 8601)
- Join Date
- Nov 2015
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2017-10-04, 03:39 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
- Gender
Re: Planning an Original System. Need help
So, the average of 2d10 is 10.5 yes?
How about I keep Attributes and Skills the same in terms of mechanics (Can be Novice (+1), Expert (+2), or Masters (+3)).
Then it's a 2d10 roll, using the appropriate attributes or skills to apply to the check, and try to beat a DC based on the difficulty.
Easy Tasks, you have to roll a total of 8 or above.
Average Tasks, you have to roll a total of 10 or above.
Hard Tasks, you have to roll a total of 12 or above.
This a better plan than before?Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-04, 03:42 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Planning an Original System. Need help
11, actually.
I have a LOT of Homebrew!
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2017-10-04, 03:43 PM (ISO 8601)
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- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Last edited by Ralcos; 2017-10-04 at 03:46 PM.
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-04, 08:49 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Oklahoma
- Gender
Re: Planning an Original System. Need help
I like the original dice mechanic actually.
However, to mitigate the 0 result, you should allow doubles to either count as a hard result (like a crit), or allow doubles to count as the number they actually are (10/10 is 10, not 0). This splits the 10% across all other possible results (1-9 each gain 1%, and characters gain a 1% chance of getting a 10).
Also, certain character special abilities could grant additional conditional d10s, with the character using whichever pair is best for them.Last edited by MoleMage; 2017-10-04 at 08:51 PM.
Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.
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2017-10-04, 10:38 PM (ISO 8601)
- Join Date
- Jun 2011
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- Astral Sea
- Gender
Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
-
2017-10-05, 10:45 AM (ISO 8601)
- Join Date
- Nov 2015
Re: Planning an Original System. Need help
It's just weirdly complicated. Humans are worse at subtraction than addition and mathematically 2d10 with a base DC of 10 is no different than 1d10-1d10 with a base DC of 0.
You're complicating it for the sake of being different which isn't good game design IMO.
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2017-10-05, 01:07 PM (ISO 8601)
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- Jun 2009
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- Oklahoma
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Re: Planning an Original System. Need help
Mathmatical Distrubtion of those two calculations is not the same.
Large d10 minus small d10 produces a steeper curve situated more heavily at the low end (1), 2d10 is equally likely to be greater than or less than 11, leading to more variance. Also, if you are adding constants to either result, the impact of a constant changes if the possible values are 1 to 10 compared to 2 to 20 (+1 to the 0 to 9 has greater impact).
Your concerns about subtraction at the table are valid though. Personally I've never found it to be an issue when dealing with small numbers (penalties for example have never tripped up or frustrated my DnD players), but I also play primarily with various kinds of engineers so my experiences probably are somewhat inaccurate to the norm.
EDIT: Bad image URLsLast edited by MoleMage; 2017-10-05 at 01:08 PM.
Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.
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2017-10-05, 01:12 PM (ISO 8601)
- Join Date
- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
-
2017-10-05, 01:21 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
- Gender
Re: Planning an Original System. Need help
I think an example is needed here.
Let's say I keep the Hi minus Low mechanic:
E.G.
James wants to hack a computer, and I as GM, give it a medium DC (6).
He rolls a 5 and a 2, and applies his "Intellect" Attribute, and his "Computers" Skill to this test. He's an Expert in both Computers and Intellect (+2 from each).
5 - 2 = 3
3 + 4 = 7
He succeeds with flying colors, hacking the computer!
Now, if we do the 2d10 total idea...
An Average Difficulty is 12.
5 + 2 = 7
7 + 4 = 11
Normally, he'd fail, or pass with mild consequences.
NOTE: This is me typing up my thoughts, so it's not too coherent.
I'm just wanting to show what I want to do in action.Last edited by Ralcos; 2017-10-05 at 01:22 PM.
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2017-10-05, 02:03 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Planning an Original System. Need help
The mechanic has been (approximately) used before and worked - Qin: The Warring States uses it with the only difference being that doubles count as the number on the dice instead of zero.
The part that I'd be more worried about working properly is the bonus by accretion - having lots of different bonuses in effect is often a source of bloat and slowdown, and the system seems practically built around that.
Putting aside for the moment how zero centered distributions can be nicer to work with for a number of reasons (consistently doing one digit operations instead of two digit operations comes to mind, as does the obvious symmetry in terms of how much better or how much worse than average one does) the system proposed isn't 1d10-1d10. It's the absolute value of 1d10-1d10.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.
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2017-10-05, 03:20 PM (ISO 8601)
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- Jun 2011
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- Astral Sea
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Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-05, 09:14 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Planning an Original System. Need help
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.
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2017-10-05, 10:10 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
- Gender
Re: Planning an Original System. Need help
What I was thinking for that.
Attributes are "descriptors" or "Major Abilities".
E.g. Strength, Vitality, Intellect, Magic, Race (Can only be chosen at Level 1)/Classes.
Skills are "Actions" or "Minor Abilities".
E.g. Weapon skills, Athletics, Lore, Endurance, Craft, Profession, ETC.
Each Attribute or Skill can be Novice (+1), Expert (+2), or Master (+3), trained from Level 1.
I'll probably have limited sets for when I actually build out the game on paper.
Honestly, I think I'm going too broad in this idea, but I'm only thinking that characters/creatures would only have up to six Attributes and up to six Skills.Last edited by Ralcos; 2017-10-05 at 10:11 PM.
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2017-10-06, 06:30 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Oklahoma
- Gender
Re: Planning an Original System. Need help
You could split things into categories, and say that only one thing from each category applies. Say you have two Attributes: Expert Elf and Novice Dexterity. You need to cross a tightrope. You can use one or the other, but not both. If you have an appropriate skill (like acrobatics), you can also use it, but not more than two. Or one skill and one talent. But put a hard limit on the number of modifiers to any single roll and you can control the unwieldy nature of adding a bunch of small modifiers to a roll.
Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.
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2017-10-06, 09:12 AM (ISO 8601)
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- Jun 2011
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- Astral Sea
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2017-10-06, 09:54 AM (ISO 8601)
- Join Date
- Feb 2012
Re: Planning an Original System. Need help
I've been playing games for the better part of 4 decades, and I just want to throw this out there:
TSR Marvel Superheroes had the simplist, most narrative style of problem resolution- the chart. You could easily do the same with a simplified 0-10 chart. Put all the bonuses into picking the column, and remove the math. Colors give narrative explanations of act.
Spoiler: the chart
Keeper of the 49 Rules.
Pet Peeve: Yay ≠ Yeah
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2017-10-06, 02:07 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
- Gender
Re: Planning an Original System. Need help
Sweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew:
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2017-10-06, 02:35 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Astral Sea
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Re: Planning an Original System. Need help
Made a chart! Is the idea fine?
I was thinking of doing it in a manner akin to other games that give effects based on how successful the roll is.
https://docs.google.com/spreadsheets...it?usp=sharingSweet Kobold from Vault 13 by ThePrez1776 !
"If the powers that be are angry, give them a weapon."
Homebrew: