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[Forge-main] Re: Mecanics
[Forge-main] Re: Mecanics
Mon, 4 Nov 2002 12:18:16 -0800 (PST)
Hail! Sisyphus D wrote:
> Unless I am indeed misunderstanding our goal -- a
> distinct possibility, so let me know -- we'd like to
> create a versatile, fast-moving system based upon
> (ability + trait = roll modifier) => roll modifier +
> die roll vs. target difficulty.
and Ricardo wrote:
> You are absolutely right here, although the above is not so strictly set
> in stone. I want a simple, 1-5 or 1-10 decimal scale using one dice roll
> only (if possible) per check. However, the mechanic I published is not
> set in stone (see the alternative mechanics below for other examples of
> the type of things I'm looking for).
> Hmm... you are right there, although looking at d20 a ability score of
> 10 (average) and a difficulty of 19 (quite high) gives you a 10% chance
> of success as well. However, I think you are right. Is there anyway we
> can modify this to make it more realistic?
> Actually, I absolutely agree here. The advantage of d6 is that they are
> so prolific. The only problem is that they don't give a natural result
> range. It boils down to 1-10 versus 1-6. Also, with the proliferation of
> computers and programmable calculators people can create dice-like
> results without the actual physical objects. We could create a 2d6
> system, though, what do you all think?
Also, a system will end up having circumstance bonuses, from tools / unusual
So putting all this together, the ideal system would have an ability + skill +
circumstance + die
roll versus decimal target difficulty. The die roll should be added to make the
result curve more
gaussian and avoid the 10% chance of doing the near impossible. On the 0 - 5
modifiers go to + 3, skill will probably be similar, also going to + 3, 2d6
ranges from 2 to 12
and circumstance goes to say + 2. Adding this up and saying that near
impossible is equivalent to
saying only a well suited person skilled in the art with everything going for
him on a lucky day
can do this, the target difficulty will range up to 3 + 3 + 2 + 12 = 20. Twenty
is still decimal
and although a zero to ten difficulty would be more comfortable to use, twenty
is ok, provides
more granularity and is necessary by the nature of integer bonuses and integer
> Alternatively, you could have an alternative Earth where a Greek-like
> civilization has managed to survive to the present day (or earlier with
> no Dark Ages to inhibit scientific development).
That's another good way of developing a high tech Greek fantasy world and I
really like the whole
concept so I suggest that provisionally we start thinking of our first
prototype world in that
> I thought it would be a much more open system, with experience awarded
> for quest victory, but also for good roleplaying and bonus points for
> contributing roleplaying material to the game (PC diaries, drawing
> pictures, etc). Rather than have a d20 kill a monster, get points
> system, have a simpler system that allows people greater freedom for
> awarding points.
This sounds great, the only reason I was talking about an experience system is
because I didn't
notice it in the web page; but, that method is excellent and I hope to play in
a world like that.
> So, magic creation and spells would be slightly different to G&M or d20.
> For example, you could create a fireball spell as above which would be a
> level 6 spell (Power score 6).
> That means we could still use your excellent magical items in the above
> system, all that would be required would be some tweaking of the rules
> you use. We would also first have to devise a stable system of magic first.
Works for me! As soon as there is a stable magic system with some example items
I'll start porting
experimentalist stuff over.
I'm glad we're all talking and working on this game concept. I really hope we
can keep going at
this pace and build a world to start stomping through soon;)
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- [Forge-main] Re: Mecanics,
Enrique Perez <=