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Author Topic: Yet another generic RPG system  (Read 1670 times)

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Offline Pariah

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Yet another generic RPG system
« on: November 28, 2009, 11:09:46 PM »
And because I never actually finish anything I start, I figured I might as well put what little I have done online so that in the future, I might maybe come back to it...

Quote from: Attributes
Willpower
Cunning
Brawn
Agility
Personality
Hunger
Quote from: Skills
Armor: Unarmored, Light, Heavy  //Unarmored&Light: Agility&Cunning Heavy: Willpower&Brawn//
Weapon: Bow, Crossbow, Longsword, Claymore, Dagger, Sword and Knife //Ranged: Cunning&Agility, Light Melee: Hunger&Agility, Heavy Melee Hunger&Brawn//
Health //Brawn+Hunger//
Acrobatics //Agility&Brawn//
Athletics //Brawn&Willpower//
Craft: ???  //Cunning//
Sneak //Agility//
Communication //All traits depending on situation//
Mercantile //Personality&Cunning//
Security //Agility&Cunning//
Language //Willpower&Cunning//
---Literacy //Cunning&Agility//
Survival //Hunger&Cunning//
Awareness //Willpower//
Magic: Summoning, Alteration, Destruction, Restoration, Illusion //Willpower, Cunning, Personality//

skill pnts awarded as congrats for still being alive

Quote from: Difficulty
Extremely Easy   +16
Very Easy   +8
Moderately Easy   +4
Easy      +2
Kinda Easy   +1
Normal      0
Kinda Hard   -1
Hard      -2
Moderately Hard   -4
Very Hard   -8
Extremely Hard   -16

Quote from: Weapon Damage
Skill   Damage
0-5   1d2
6-8   1d3
9-11   1d4
12-13   1d6
14-15   1d8
16   1d10
17-18   1d12
19-20   2d6
21-23   2d8
24-25   3d6
26-28   3d8
29   3d10
30   3d12
***NOTE***Maxing any of the dice doubles the damage for that dice (IE rolling 2d6 and getting a 6 and 2=14)

Quote from: another table thing
Damage->Wounds
2-8   1
9-12   4
13-16   7
17-19   10
20-22   13
23-25   16
26-28   19
29-31   22
32-34   25
35+   30

Quote from: I need to give examples of what falls under each of these ranges
Weapon Damage Multipliers and Descriptors
Small Blade      .5   Fast
Medium Blade      1   Normal
Large Blade      2   Two Handed
Extra Large Blade   4   Unwieldy
Small Bludgeon      .75   Normal
Medium Bludgeon      1.5   Heavy
Large Bludgeon      3   Two Handed
Extra Large Bludgeon   6   Unwieldy
Small Ranged      1   Normal
Medium Ranged      2   Bow-Must be standing Crossbow- Slow
Large Ranged      4   Bow-Heavy draw Crossbow- Really d**n slow
Extra Large Ranged   8   Seige Weapon

Quote from: pc centric combat???
Difference Between Att Skill and Def Skill=Apply this mod to attacks or def (Active rolls by PCs only)
15+   Extremely Easy/Hard
10-14   Very Easy/Hard
6-9   Moderately Easy/Hard
3-5   Easy/Hard
1-2   Kinda Easy/Hard
0   Normal

Quote from: I'm pretty sure the only reason I even did this is because I had to learn a language
Learning Languages
0+    Very Easy
1   Moderately Easy
1+   Kinda Easy
2   Normal
2+   Kinda Hard
3   Moderately Hard
3+   Very Hard
4   Extremely Hard
****Note**** #'s go with ILR ratings for language, which is used on dlpt
They were immediately and absolutely recognizable as adventurers... They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came. They were inspired by dubious virtues.  China Mieville - Perdido Street Station

Offline Pariah

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Skills
« Reply #1 on: November 28, 2009, 11:39:17 PM »
Skills are a combination of (generally) an average of two attributes, with any additional assign skill points added to the total.  With a range of 1 (Couldn't use this skill to get out of a wet paper bag) - 30 (Is a god)

Armor: Unarmored, Light, Heavy  //Unarmored&Light: Agility&Cunning Heavy: Willpower&Brawn//

Armor covers a character's ability to use their protective layer to deflect and take blows, or to dance nimbly out of the way if they're not wearing any armor.  The reason for wearing light armor over none is that if you're incapacitated (ie busy arm wrestling an ogre) then the armor still does it's job when someone tries to shoot an arrow at you, where as if you're unarmored, you lose all ability to dodge attacks when you're indisposed.

Weapon: Bow, Crossbow, Longsword, Claymore, Dagger, Sword and Knife //Ranged: Cunning&Agility, Light Melee: Hunger&Agility, Heavy Melee Hunger&Brawn//

You can specialize in a specific type of weapon, if you feel like spending skill points on that kinda stuff... However, based on your natural abilities, it is assumed you've at least played with other types of weapons, and so understand how they function, at the very least...  Increased skill in a particular weapon increases the likelihood of hitting the broadside of a barn, and the damage you'll do when you actually hit.

Health //Brawn+Hunger//

The only 'skill' that is not an average of the multiple attributes going in to it, weaklings with no will to live generally fare poorly, however even if you're one of those guys you can beef up and stay alive.

Acrobatics //Agility&Brawn//

Your ability to jump around like a fairy, as well as do parkour and balance on a tightrope 30 stories above the streets of New York.

Athletics //Brawn&Willpower//

If it's part of a Triathalon, Iron Man contest, or some other endurance sport, this skill covers it, it's not so much the actual technical parts of various sports, but more what most of them share: Running for a long time, swimming alot, occasionally climbing into the bleachers to give high-fives to the fans.

Craft: ???  //Cunning//

I named this one poorly, it covers everything from Blacksmithing to Violin Playing...  Just name something that requires time and dedication to learn how to do, and it probably falls under this skill.  People with some smarts can fake a lot of the easier tasks like a pro, but doing the real hard stuff requires actual training.

Sneak //Agility//

Hiding in the shadows, moving silently through a bell display, picking someone's pocket, and all the other sneaky things fall under this skill.

Communication //All traits depending on situation//

Mmmm, interpersonal skills.  Stuff like saying hello doesn't really require the use of this skill, but when you want to talk someone into playing another round at your rigged game, or sell their mother to you, that's when this skill comes in handy.  Beef&Hunger make for good intimidation tactics, where as Cunning&Personality are the bread and butter of silver tongued ***tards world round. Also under this skill is gathering information that isn't readily available anywhere but from the mouths of lambs, such as where the thieves guide hq is, or how the king is going to give everyone a lolipop to celebrate his birthday this month.

Mercantile //Personality&Cunning//

Buying, Selling, and cheating other people out of their hard earned cash fall under here.  Also see our special offers on how to tell if the 'priceless' artifact One-Eyed Joe is trying to sell you on the street corner is in fact a fake.

Security //Agility&Cunning//

Breaking and Entering, Lockpicking, Trapmaking, Trap disarming, Non-Disarmable traps, Disarming non-disarmable traps; All the stuff you keep the thief in the party for, because it's definately not their fighting skills.

Language //Willpower&Cunning//

Learn to speak an exotic language, so that foreigners can laugh at you when you go to their country and butcher their language.

---Literacy //Cunning&Agility//

Learn to read and write in that language, or in your own as the case may be.  Also includes such skills as how to decipher chicken scratch, cursive, and make forgeries.

Survival //Hunger&Cunning//

First aide, how to find north by the moss growing on trees (doesn't work in florida, moss grows on all sides of the tree), traps and snares, tracking.  All those fun outdoor skills you commonly associate with the ranger.

Awareness //Willpower//

Learn how to really see things, how to hear with your eyes and taste with your ears, spot forgeries, and tell when someone is hiding something from you.

Magic: Summoning, Alteration, Destruction, Restoration, Illusion //Willpower, Cunning, Personality//

Ahh, the occult.  There is no problem that cannot be solved by the proper application of force and an army of zombies, oh and maybe a fireball or two.
They were immediately and absolutely recognizable as adventurers... They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came. They were inspired by dubious virtues.  China Mieville - Perdido Street Station