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Porphyry's fantasy RPG

Started by Porphyry, July 08, 2012, 10:02:07 AM

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Porphyry

We've just posted a rambling explaining our core assumptions, task resolution system, attributes and skills, and (perhaps more importantly) the motivations and ideas behind these systems.

You can find it here!

Simon

Bloody Stupid Johnson

Had a look..interested in the following here
*what you mean by the "escalation system"? Rolling up on a 20 or similar?
 
*how are you handling ability (attribute) loss that's different? (I actually like attribute damage myself, but from various internet conversations realize I seem to be in a minority here).
 
Not entirely on-topic here, but I'm pondering the frequency of marginal successes/marginal failures on 2d10 vs. d20. I like d20s of course, but was thinking about how you get increasingly-rare effects off that. Nothing you can do with the number itself, but often the raw number is less important that some sort of success level based off the roll.

Porphyry

Hey BSJ,

Escalation occurs whenever a test roll comes up double. You get to roll another d10 and add it to the test result. If this produces another double (or treble by now) you keep adding d10s and rolling.

It means that really difficult things (I'd need a miracle to kill that thing in one hit) could be possible, and that the more difficult the task is, the more unlikely this effect is (as it should be), but still possible.

A critical on a 20 (for example) should happen 5% of the time, regardless of the task or activity.

The escalation system means that there is always a chance of something extraordinary happening, but that the specific chance of that something is changed (usually decreased) by the actual task or difficulty.

Physical and mental damage are represented by attribute loss. There are no hit points (we have a resolve value which represents fight, mettle, stamina and so on, that once depleted leads to physical damage), instead physical damage actually reduces your attribute values. This means that all damage is actually suffered physical damage - we're talking slashes, broken bones, penetrative wounds and so on. And because skills are general bonuses, rather than the core method of interacting with certain actions, the calculations are kept down.

I'm not sure I understand what you mean in that last statement. A d20 has a flat line of chance over its range of values, whereas 2d10 has a parabola. They both have the same chance of rolling above 10 (the median value) but difference odds of rolling above 15 (for instance), and different odds of rolling any one specific number. Large modifiers, like skills move the focus of the parabola, meaning that lower (and higher) numbers are less likely to be rolled.

I hope that helps.

Bloody Stupid Johnson

Ah doubles. OK, cool - thanks for clarifying. Still confused as to how attribute loss works...direct me to the link when there is one if you're busy...I think it hadn't fully jelled that you had a resolve value for injuries separate to damage though, but I probably need to go re-read this in more detail.
 
The last statement is just me thinking out loud - it has no relevance to your system really, which already tackled the problem in a more straightforward way by using 2d10. However what I was trying to convey is that what is important is not necessarily the dice roll but the effect of the dice roll. For example, a task might have one level of success if you barely succeed ('marginal success', DC +0), a better success level if you succeed by 5 ('good') and a third if you succeed by 10 ('excellent' or 'critical').
A system can be set up so that higher effects are rarer, even though higher total rolls aren't; that might require the margins of success to be something that changes non-linearly (like margins 0/3/7/12 rather than 0/5/10). I can't think of any way of doing this without a table though, really. Anyway, pardon the rambling.

Porphyry

We had a similar system to what I think you're suggesting in an early draft.

Because we use 2d10, and because it has decreasing odds of rolling numbers as you move further away from the centre, we were able to incorporate specific degrees of success; beat the TN by 2 and something better happens, by 4 and something even better happens, and so on, but we scrapped it in the end. Eventually it was just too much to have look up every time - which good things would happen for which activity - and it got a little unbalanced - some tasks didn't have increasingly good outcomes.

So we changed our resolution system to ground the system in terms of what you want to happen. If you're trying to sneak by someone, you're just trying to sneak by - you're not trying to sneak by and have x, or y happen. Basically, we found the extra functionality required extra consideration, or more planning than we meant.

Escalation works better for us in that you can specify specifically what you want to do (no matter how unlikely) and you get it or you don't. It's a little more all out.

Consider
Margin of success - You rolled really well to shoot the goblin, you do extra damage, or you manage to penetrate do goblins or something else.

Escalation - You want to hit that one goblin, hiding in the group behind the shield and the fence. It's not very likely, but you can try.

While there is a lot of scope for random beneficial (or baneful) results, we favour the second approach. Getting just what you wanted, hopefully.

As always, hope that helps.

Simon

PS. The first part of our revised rules are here!

Porphyry

This is just a quick reply to let everyone know we've added some updates to our site. At the moment it is mostly discussion of a few minor changes to the core rules.

The link can be found here.

We hope you'll check it out.

Simon

Porphyry

Another update!

We've added the first draft of our adventuring rules on our website. These will be followed by the combat rules and the magic rules. Hopefully quite soon.

I'll also be putting another rambling up in the next few days discussing what we've been working on, and why.

We hope you'll check them out and let us know what you think.

Simon

PS. Quick link to our site is here, and downloads are here!

Tahmoh

I bookmarked your site and will give it a thorough read through at a later date(when i have a couple of hours to spend on a good read through the rules and such without being distracted).

Porphyry

That's very good to hear.

We look forward to your feedback. (We really like feedback!)

Simon

Porphyry

We've added another rambling 'Getting Going', in which we talk a little about the adventuring chapter.

We hope you'll have a look and, as ever, let us know what you think.

Simon

As usual, it can be found here.

Porphyry

Hey everyone,

Just a quick update.

We've been getting a lot of traffic from this site recently - even though not much has changed on our wordpress webs tie in the last few days.

We'd just like to ensure everyone that we're still working hard, and are hoping to have the next three chapters of our core rules up by the end of the weekend. This will put all of the core rules (those not related to character creation) up together, so we hope you'll keep a look out for that.

In the following two week, we'll be putting the main parts of our character creation rules up - these will still missing a lot of the talents, ethnicities, homelands, cultural traits and advantages (as before), but will give you a very good idea of how the process works.

After that (all going well), we should be uploading a playtest kit - containing some pre-generated characters, a short adventure, a feedback e-form and anything else we think necessary for you to run through a small game, experiencing our system and setting.

We're also working on a new website to replace our wordpress one.

All in all, we're pretty excited about the upcoming weeks, and hope that you will be too.

Thanks for checking up,

Simon

Porphyry

We've recently updated our blog.

This new posts explains a little about we've been up to, and what we intend to do.

Hopefully it answers a few questions regarding the future of our system.

We hope you'll check ti out.

Simon

Porphyry

We've added a new rambling.

This new post contains a very general overview of the game, setting and design idea.

It should really have been posted first.

Please have a read, and let us know what you think.

You can find it here!

Simon

Porphyry

The final (for a while) draft of the basic rules section is up.

This will be followed by the more detailed rules in the next week or so, and then the character creation rules. After that we will be uploading some pre-generated characters and a simple scenario (or two) so you can try them out and let us know what your think.

The document can be found here.

A lot of this is the same, but some of it isn't. We won't be changing it for a while - we know incremental changes can be problematic.

Have a read, and let us know what you think.

Simon

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