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RPG Laboratory

Kingdom Come: Mechanics

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=======[ KINGDOM COME ]=======
Forward:
The last post may have left a few of you thinking "Big intro, no content", rest assured I'll post it as I work on it.

Anyway I thought I'd start with the core mechanics. Essentially
a players "avatar" or character is a collection of textual attributes and simple statistics.

When designing the layout for characters I realized even with simple mechanics an RPG could falter at the character-building stage. Who wants to sit for an hour, reference the rulebook, and pick out dozens of stats for their character (most of which they are unfamiliar with) only to possibly start over later because it turns out they don't like the way their character turned out?

I don't want to waste precious session time, even if I *do* enjoy creating new characters. A game should be fun at all stages and should require a minimum of setup. On more then once occasion entire 2-3 hour sessions have been consumed creating new characters.

We spend so much time creating characters, perfecting alter-egos in our mind, yet defining the game environment so stringently, is it any wonder that we are witness to so much meta-gaming and power-gaming?

Well enough of that, I'm sure your more interested in the mechanics rather than the philosophy of game design. On with the show!

Mechanics:
Every game session is managed by a single player known only as the "Battle Master". His job is to present the game world to the player in a believable and consistent manner.
The BattleMaster (BM) also doubles as various NPC characters, as well as presenting particular scenarios and conflicts in the game world.

All the games mechanics are founded on the D6 die-type for simplicity. No longer will you be relegated to funky D20, D10, or other odd dice. No longer will you be faced with multiple rolls because you do not have enough of a particular die, nor will you be faced (if a casual gamer) with the unfortunate problem of not having the needed die-type. The D6 die-type are relatively common, and even if it seems like you have none, chances are some are buried in an old junk drawer or box or something ;)

Lastly you have a character known as an "avatar" (because I hate having to constantly retype player character).
An avatar is composed of traits, abilities, skills and equipment.

*Basic* Traits encompass any possible description of your character that would not confer any bonus or disadvantage. You have ten slots for writing character traits in. Are you making a quick character? Then only fill out one or two slots! Making a highly detailed character that your likely to get attached to? Then fill out as many as needed!

Abilities comprise what someone might call your "Stats".
These include Health, Stamina, and Wit. "OMG no Strength? What about Dexterity? Wisdom? Charisma?". Remember this is a "lite" RPG and I mean it.

Actually if you observe the meaning of the various D&D abilities as well as the various synonyms you will note several things.

  1. Most are redundant.
  2. Most rely on the subtility of language based on vocabulary which may not translate into other languages all that well.
  3. Most elaborate on things that need no elaboration.

In this case Health simply means how physically fit someone is. It is a measure of someones bodily strength such that you might say "He is healthy and strong as an ox."
If someone is stabbed and badly bleeding in real life they will naturally be weaker. This will be a gradual decline. If you look at D&D (I love to bash it) this only *immediately* occurs at 0 HP.

Naturally then an avatar will be stronger if it has higher health. If you want to get technical a human can only become so strong before muscle growth starts affecting height...but that is a topic for another time.

Stamina is a measure of a persons ability to move quickly when unburdened. It is the ability to move great distances before becoming weary. It is also a measure of reflexes. A person that is physically tired (running) or mentally exhausted (lack of sleep) will have slower reflexes and reaction time. This translates to lower battle-priority.
Therefore your max stamina also represents a sort of reflex score or "initiative" when combine with your Defense Rating.

Wit is the equivalent of wisdom and intelligence combine.
It is your knowledge, and more importantly your common-sense. I would have called it "Mind" but I'm trying to emphasis an integration of mind, spirit and body.

There are further abilities but I will cover those in a later post.

Anyway lets move onto skills. Skills are what really define the character. Skills come in many flavors from [basic] to [special]. A skill that is basic is just written plainly, whereas a skill that is special is denoted with a [s] prefixed to it's name. Skills are advanced by adding points which you gain after any *major* event or after leveling. You always gain 2 skill points per level. A skills level may not exceed the characters level. All avatars have twenty skill slots. Skills and special skills will be covered in-depth within further postings.

Equipment is equally important as all other categories. The first three slots represent the players two arms/hands and a backup weapon that is within immediate reach.

The next three slots are reserved for armor. Finally the last 4 slots are reserved for inventory, with the very last slot used for tracking money and small objects that are of no significant weight or size. Camping equipment, or equipment appropriate for the region is assumed and need not be written down.

Mechanics: Simple Combat
Described herein is a simple overview of combat. The "epic battles" portion will be reserved for a later posting when I'm not so tired :)

Battle in this case is assumed between two opponents simply armed and ignoring terrain. Assuming both combatants are player controlled this is what a battle might look like...
**Tandal the grinning theif approaches Beryth the tavern-keeper**

Tandal: "Give me your coin or I'll slit your throat."

**Beryth stands firmly. He looks angry**

Beryth: "Over my dead body!"

Tandal: "Very well."

**Tandal smiles and lunges at Beryth**

BM: "Both avatars are wearing ragged leather so they only get +1 to their Defense Rating (DR)."

BM: "With Natural DR, both players now have 2 DR."

BM: "Because Tandal openly attacked Beryth, and they have equal armor, Combat Priority goes to Beryth."

Tom(Tindal, OOC): "I will use my short sword to slash with."

Joey(Beryth, OOC): "I will use my club to bludgeon with."

BM: "Joey roll 1D6 and add the appropriate modifiers."
**Joey rolls 1D6 and gets a two(2). With the bludgeons modifier of +1 to damage, Joey has an Attack Grade (AG) of 3.**

**Beryth successfully hits Tindal, with the attack either
going through Tindal's ragged leather armor (1+1DR) or else hitting a vulnerable spot**

**Tindal is level two and thus has 4 HP. Beryth's AG(3)-Tindal's DR(2)=1 HP damage. No status effects.**

This is a perfect example of the first turn in a round of simple combat. What we have here is one avatar attacking another. Becuase the defender was fully aware of their opponent and both were carrying equal weight they both had equal initiative. In a situation like the example the defender thus gets the first blow as a "reflex". This is called combat priority.

Combat such as blocks, parry and terrain, multiple opponents, combat priority, and stamina effects will be covered in further postings.
[Shangra-La]

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