Submitted by SheikhJahbooty on Fri, 2009-07-03 14:54.
Settings
Alas the dangers of P2P. Although I have Norton installed, there is only so much it can do. So when my hard drive very nearly stopped responding altogether, I just reformatted it and got on with my life. It's become almost normal at this point. All my important files were backed up or spread out over the three other computers on the network, so it hardly seems like an inconvenience anymore.
So I'm going through my most recent archives and backups and I realize that files I haven't changed but still like, you know, for reference, aren't on them, so I got out my old archives, and I found this really strange file.
Submitted by sablevarg on Sat, 2009-06-27 16:15.
I have a pdf of what I have come up with on magic so far...
This is completely untested so any help or even a suggestion to 86 the whole thing and start over will be appreciated (as long as it's constructive criticism)
Submitted by sablevarg on Sat, 2009-06-27 16:14.
Combat will be an opposed roll of the attacker's successes versus the defender's successes any positive successes adds to the number of die rolled for damage; zero or negative means no damage was done.
Weapons have several factors to them: Reach(R), Weapon Speed(WS), Attack(AT), Defense(DF), and Damage(DAM); many of them also have several special abilities.
Reach: The optimal range for the weapon; the difference between the reaches of the two weapons is an advantage for one of the combatants. If one combatant is successful but the other isn't, then the winner gets the advantage.
Example: A dagger has a reach of 0, a broad sword has a reach of 2; as long as the swordsman keeps successes (parrys count) he keeps the daggerman at a -2d6 penalty on his attack rolls (but not parries); if at any time, the daggerman succedes the penalty is lost; if the daggerman succedes and the swordsman fails, then the swordsman would get the -2d6 penalty.
Submitted by sablevarg on Sat, 2009-06-27 15:55.
I haven't completed all of the adjustments and would really like some input on this section
The number of die you roll are the combination of Aspect and Skill: so if you have an Awareness of +4 and Burglar skill of 6 than you have 10d6. If you have Wisdom of -2 and a Streetwise skill of 1 than you have a -1d6 roll (or no chance of success). A roll of 5 or 6 is a success; a roll of 1 is considered a fumble.
The fumbles don't reduce the successes, but if there are more 1s than 5s and 6s you fumble (even if you succede in your roll; you still have some bad side effect).
Example: You have a total of 7d6 in the Perform skill and use it to sing an ode for money in the local tavern: you roll 1,1,1,1,5,6,6; you succeded in playing a beautiful ode, but then stood to bow, pitched forward into the neighboring table, and spilled everyones drink.
Submitted by sablevarg on Sat, 2009-06-27 15:10.
Skills are what a character needs to do anything, from fighting to negotiating a deal. When you pick a skill, you will pick a specialty within that skill that gains a one-point drop in the success roll (i.e. 4 instead of 5 will result in a success).
The specialties listed below are only a partial list, to get the general idea; you can pick any narrow section of the skill (with GMs approval).
Characters start with 100 points to pick skills; the cost of each level of skill is listed below.
SKILL COSTS
Skill Level: Cost
1st: 3
2nd: 9
3rd: 18
4th: 30
Submitted by sablevarg on Sat, 2009-06-27 14:54.
Again, this is long; but I like variety:
Drawbacks are the detrimental parts of your character, or, optimistically, the parts of your character that you must overcome to achieve greatness. They defer a certain number of points back for edges. You can have as many as seven Drawbacks, but it is suggested that you take no more than three as they can really hobble a character.
Note: drawbacks marked with an asterisk (*) can be bought off after character creation, paying the points as if it were a double cost skill of the level of the drawback value, (i.e. Overweight would be like a double cost 2nd level skill: 18 xp)
Submitted by sablevarg on Sat, 2009-06-27 14:51.
This is kind of a long entry; but I like Variety:
Edges are extra abilities that further define your character, giving him an ‘edge’ in certain situations. Characters are given 3 pts to purchase edges, additional points can be gained by taking Drawbacks.
The cost of an edge is listed in parenthesis next to the name a description follows. Not all edges are useful in all games, so chose with care. A list of edges follows:
Note: edges marked with an asterisk (*) can be purchased after character creation as if it were a double cost skill of the level of the edge cost, (i.e. Lightsleeper would be like a double cost 2nd level skill: 18 xp)
Submitted by sablevarg on Sat, 2009-06-27 14:42.
There are three main stats, described below; each stat has three ‘aspects’ that further define them, also described below. The stats are assigned either a +1, 0, or –1. Then an aspect from each group is further adjusted by giving it an additional +1; you can give another aspect in that group a further boost can reduce the either or both of the other two aspects in the group. Therefore, aspects will have a normal range of –2 to +4, with 0 being the average.
Physical: This measures your athletic and martial ability.
Strength (STR): Your physical power, lifting ability, and damage.
Submitted by sablevarg on Sat, 2009-06-27 14:32.
Design
I am creating this role playing game and am hoping for some help; the system seems kind of 'clunky'. I want to keep the system multiple D6 (to keep it cheap to play) and I want to keep the stats as positive and negative with zero average; anything else is open if it will make the system run smoother. Thanx.
Submitted by Relentless96 on Sat, 2009-06-27 02:20.
Just a quick post, as I have just come home from playing in a tournament of Monsterpocalypse. Has anyone else tried this game? It really is a lot of fun.
The premise? You control a godzilla-sized monster, a number of units, and some buildings. Your goal? To destroy the other monster. It has some unique dice pool mechanics, plus for a simple game it has a lot of depth. Plus, when you can bodyslam your opponent into a skyscraper, it adds to the joy.
Just thought I would spread the word, as I have enjoyed playing this game a lot. Plus it is easy to collect and get into. Do a google search a
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