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Working on a Tabletop system...
#1
So a while back I finally got around to playing my first bit of tabletop roleplaying. It was a simple one, based on One Piece with a unique system that was also simple, and took less than an hour to understand. It got me to thinking about a world born from the imagination of a friend and myself, and several weeks and headaches later, I finally sat down to put my thoughts to text in a rough draft of simple rules for a tabletop system for an RPG set in this made up, crazy world my friend and I made. It takes inspiration from a lot of sources, and is designed to be simple and easy to grasp.

At the moment, having just finished my first rough draft of the basic rules, I was wondering if anyone here (since I'm fairly certain there are people here with more experience of these games in regards to playing and otherwise than I) has any input, whether problems they can spot right offhand or general advice on improvement. This is....shall I say, not my exact area of expertise, but it's something that's gotten my interest enough to try it. So, here we go, then:


[spoiler]Main Statistics

Health -- A representation of your physical health and well-being. If it hits 0, you're down.
Stamina -- How much energy you've got left, how much fight you've got left in you. Used on special techniques and abilities, and for specific tasks.
Strength -- How hard you can throw a punch or swing a weapon, how strong you are.
Dexterity -- How fast you are, how quick your reflexes are, your balance and flexibility.
Endurance -- How tough you are, how much of a beating you can withstand, both physical and magical, how much stamina you have.
Mind -- How smart you are, how quick and sharp your mind is, how much magic bite you have.
Willpower -- How much force of will you have, how well you can push through debilitating injuries or exhaustion and resist the will of others.

Strength, Dexterity, Endurance, Mind and Willpower range from 1 to 10, with 2 being an approximate average. At first level, you will have 8 points to distribute among these stats. At each level, you receive 1 additional stat point to distribute. You cannot increase the same stat more than once in a row.



Classes

Heavy Fighter

30 + (4 * Endurance score) = Health at first level; 1d10 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
12 + (2 * Mind score) = Skill Points at first level; 1 + Mind score = Skill Points per level
+3 Attack Bonus every other level
+1 Perk every other level

Light Fighter

24 + (4 * Endurance score) = Health at first level; 1d8 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
16 + (2 * Mind score) = Skill Points at first level; 2 + Mind score = Skill Points per level
+1 Attack Bonus every level
+1 Perk every other level

Support Fighter

18 + (4 * Endurance score) = Health at first level; 1d6 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
20 + (2 * Mind score) = Skill Points at first level; 3 + Mind score = Skill Points per level
+1 Attack Bonus every other level
+1 Perk at first level
+1 Perk every other level



Skills

Strength Skills
Climb -- Climbing walls, mountains, trees, extremely tall monsters, etc.
Jump -- How far and high you can jump.
Swim -- How well you can keep yourself moving in the water.
Grab -- How well you can keep hold of something or someone.

Dexterity Skills
Balance -- Keeping your balance on precarious footing.
Escape -- Getting out of unfortunate situations, such as being tied up or extremely small spaces.
Stealth -- Moving quietly, and without being seen, hiding, and thieving.
Tumble -- How well you can take a fall.
Run -- How fast you can run.

Endurance Skills
Resistance -- How well you can handle injuries, pain and debilitating effects.
Breath -- How long you can hold your breath underwater or in adverse conditions.
Resilience -- How well your body handles extreme conditions like poisoning, extreme heat or cold, or other adverse conditions.

Mind Skills
Deception -- Lying
Sight -- How sharp your eyesight is.
Search -- How good you are at ferreting out hidden objects of interest.
Lockpick -- How good you are at getting locks open.
Sense -- How good you are at picking up on minor details.
Knowledge -- How generally smart and informed of the world you are.
Healing -- How versed you are in tending to your own, and your allies', injuries.
Persuasion -- Convincing someone to see things your way.
Craft -- Making something from scratch.
Perform -- How good you are at putting on a show, like dancing or singing, or just being amusing and distracting.

Skill Ranks

All skills have ranks of 0 to 5. Each rank of a skill costs one more Skill Point than its current level to increase by one rank.

0 to 1 would cost 1 SP.
1 to 2 would cost 2 SP.
2 to 3 would cost 3 SP.
3 to 4 would cost 4 SP
4 to 5 would cost 5 SP.

A rank 0 skill is considered to be 'Untrained'.
A rank 1 or 2 skill is considered to be 'Practiced'.
A rank 3 or 4 skill is considered to be 'Skilled'.
A rank 5 skill is considered to be 'Mastered'.

When checking skills, roll 1d10 for each point in that skills respective stat (Strength, Dexterity, etc.), and check on the following table.

Untrained: Success on 9 or 10
Practiced: Success on 8, 9 or 10
Skilled: Success on 7, 8, 9, or 10
Mastered: Success on 6, 7, 8, 9, or 10

Some checks will require only a single success, while others may require multiple successes to pass.

In the event of an opposed check, the opposition will make their roll(s) as would a player. Opposed successes cancel out player successes at a rate of 1 to 1. If the player has at least 1 success remaining after opposition check, they succeed.



Combat

Combat is a simple measure of rolling a number of d10 equal to the appropriate stat for the attack in question.

Heavy Melee -- Strength
Light Melee -- Dexterity
Fast Ranged -- Dexterity
Precise Ranged -- Mind
Sorcery/Psychic Attack -- Mind
Willpower Attack -- Willpower

When defending against attacks, you may choose to block or dodge incoming attacks, and roll a number of d10 equal to the appropriate stat.

Block -- Endurance
Dodge -- Dexterity

In combat, the range for success is always 8, 9 or 10. A Defender's success in this range will cancel out an equal number of an attacker's successes. After defense has been resolved, the number of remaining successes is multiplied by the attack in question's power, resulting in the final damage.

In the event a Defender scores the same amount of successes as the Attacker, the Attacker will still deal minor damage, equal to half of one success, rounded down. If the Defender scores more successes, damage is negated entirely.

Combat Turn Order: 1d10 + Dexterity

Movement Range: 3 spaces + 1/2 Dexterity
Movement ranged can be increased by using the Run skill. Each success on a Run check adds 1 space of movement range, costing 1 Stamina for the check. By giving up the option to attack, a character may move 2 extra spaces per success.

In combat, a character can rest to recover their Stamina. Resting involves limiting movement to 1/2 Dexterity, and no attacks may be made. One round of resting restores Stamina equal to your Endurance.
Note that if you are attacked while resting, you will only recover half of your Endurance in Stamina, but you may defend yourself as normal.



Perks

At first level, all characters are allowed to choose two Perks that they qualify for.


Skill Focus -- Gain +1 rank in a Skill of your choice.

Skill Specialization -- Gain another +1 rank in your chosen Skill. Requires Skill Focus.

Weapon Focus -- Choose one type of weapon. All attacks made with that weapon type gain +1 to their success range.

Weapon Specialization -- Your chosen weapon type gets +1 damage. Requires Weapon Focus.

Hit the Deck -- Spend 2 Stamina to roll one additional d10 when making Dodge checks. Cannot be taken with Stand Fast.

Stand Fast -- Spend 2 Stamina to roll one additional d10 when making Block checks. Cannot be taken with Hit the Deck.

Perfection -- Force one perfect 10 on any roll, once per encounter.

Vigilance -- Gain +1 to Initiative rolls at the beginning of combat.

Ever-Vigilant -- Gain +3 to Initiative rolls at the beginning of combat. Requires Vigilance.

Rapid Fire -- When making a ranged attack, you may make a second ranged attack with one less d10 for a 2 Stamina cost.

Flurry Strikes -- When making a melee attack, you may make a second melee attack with one less d10 for a 2 Stamina cost.

Diehard -- When reduced to 0 HP, make a Willpower check. A roll of 9 or 10 will allow you to remain conscious and fighting for one more round, after which you will fall unconscious as normal unless you are healed. May only be invoked once per battle. Requires 5 Endurance.

Die Harder -- When reduced to 0 HP, make a Willpower check. On a success, remain standing and fighting for one more round. At the beginning of each following round, make another Willpower check, but with one less dice in your pool. When you run out of dice to roll or fail a check, fall unconscious as normal. Requires Diehard, 5 Endurance and 5 Willpower.

Second Wind -- Once per encounter, restore your Stamina to full, and make an Endurance check. On a success, no additional effects are incurred; on a failure, increase all Stamina costs by 1 for the remainder of the encounter. Requires 5 Willpower.

Sneaky -- At the beginning of combat, make a Stealth check. On a success, only enemies you attack will target you for one round per success.

Battle Aura -- Spend 6 Stamina to gain +1 to Damage and success range for one round. Requires 5 Willpower.

Toughness -- A flat gain of +5 Health. Can be taken up to three times.

Power Attack -- Spend 2 Stamina to gain +2 damage to one attack.

Focused Attack -- Spend 2 Stamina to roll an extra attack die for one attack.

Headlock -- When in melee range of a target, spend 2 Stamina, and make a Grab check. On a success, immobilize the target for the remainder of the round.

Crushing Grip -- Spend an additional 1 Stamina to force a Headlocked target to make an Endurance check or suffer 1d10 points of damage. Requires Headlock.

Two-Weapon Stance -- Reduces the penalty for wielding two weapons to simple one less die roll for each attack. Requires 4 Dexterity.

Two-Weapon Focus -- Completely removes the penalty for wielding two weapons. Requires Two-Weapon Stance and 5 Dexterity.

Two-Weapon Specialization -- Gain +1 to success range in combat when wielding two weapons. Requires Two-Weapon Specialization and 6 Dexterity. Cannot be taken with Weapon Focus.

Focused Defense -- Forgo attacking and spend 2 Stamina, but gain +1 dice rolls and +1 success range to Dodge and Block checks for one Round. Requires 3 Dexterity and Endurance.

Absolute Defense -- Spend 4 Stamina and forgo attacking for one round, but gain +1 dice rolls and +2 success range for Dodge and Block checks for one round. Requires Focused Defense and 5 Dexterity and Endurance.

Deep Reserves -- A flat gain of +3 Stamina. Can be taken up to three times.

Critical Blow -- Rolling a natural 10 on any attack roll counts as two successes.

Quick Recovery -- Resting restores 50% more Stamina.

Stunning Blow -- Spend 4 Stamina. On a succesful attack, the target makes a Willpower check. If they fail, then they are stunned and lose their next action.

Invigorate -- Make a Perform check. Add your successes to one allies' next attack or defense action.

Medical Expertise -- Increases Health restored by Healing checks by 50%.

Guardian -- Intercept an attack aimed at an ally within ten feet.

Falling With Style -- Increase your safe fall distance by 20 feet.

Aimed Shot -- Skip your move action, but increase the effective range of ranged attacks by 50%.

Sorcery Focus -- Reduce Stamina costs of Sorcery abilities by 25%. Cannot be taken with Psychic Focus or Willpower Focus. Requires 5 Mind.

Psychic Focus -- Reduce Stamina costs of Psychic abilities by 25%. Cannot be taken with Sorcery Focus or Willpower Focus. Requires 5 Mind.

Willpower Focus -- Reduce Stamina cost of Willpower abilities by 25 %. Cannot be taken with Sorcery focus or Psychic Focus. Requires 5 Willpower.




Weapons


Melee Weapons

Barring certain techniques or especially long-reaching weapons, melee weapons may only be used in melee combat, against targets directly next to you.

Ranged Weapons

Ranged weapons are typically powerful, but cannot be used effectively in melee range. Targets within 5 feet impart a -1 penalty to success range with ranged weapons.

Additionally, with regard to ranged weapons, attacks must have a clear line of sight to a target, or else an attack cannot be made. Ranged weapons must also be kept within proper range of effect. Going over a weapon's maximum range incurs a -1 success range penalty.

Two-Weapon Fighting

At times, you may wish to wield more than one weapon at a time. It has its advantages, but there are penalties for doing so due to the difficulty of wielding multiple weapons. All attacks made when wielding multiple weapons suffer a -1 penalty to both the success range for inflicting damage, and the number of dice for your attack roll, but when determining damage, roll for each weapon individually. While it is harder to connect with succesful attacks, you may inflict much more damage if you do.



Magic

The term 'Magic' encompasses a wide variety of powers in the world of Ferma. Whether it be actual sorcery, or using the power of your mind for psychic abilities, or even raw force of will to effect changes in the world around you, it is all reffered to in a blanket term as simply Magic.

Magic is difficult to learn, barring simple innate talent for it, and requires special study or gross amounts of effort to master even relatively simple spells. At first level, all characters may select one beginning spell or ability to have mastery of.

Sorcery

Perhaps the most 'conventional' form of magic on Ferma. Dealing with the working of and manipulating the elements of nature in the world around you. It is, at its core, inherently destructive, though the forces of nature may well be bent to other purposes by a creative mind.

Psychic Abilities

Exerting the power of your mind on the world around you, performing feats as simple as telekinetically pushing or moving objects about, or as violent as psychically restraining someone by crushing their body with your mind. Powerful abilities to be sure, with a wide range of applications, but strenuous to use.

Willpower

Willpower is an exceedingly simple force to describe, but difficult to accurately define. It is, at its most simple, the force of will of any particular creature, how strong their drive to live and fight on is. In certain individuals this manifests as otherwise unexplainable powers, capable of creating invisible armor, or surviving lethal injuries and many other fantastic abilities. The scope of Willpower and its range of powers is nearly limitless, only given limit by your imagination and spirit.[/spoiler]
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