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[Initial system design] How does this read to you?

Started by vgunn, November 15, 2016, 04:28:29 PM

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vgunn

Note: this is just the base, more will be added. I've kept it generic, but would add flavor to suit the genre. Looking for some feedback on how it reads and the overall design.

Every character comes with seven attributes. There are three scores, three saves, and one lucky number. Roll 3d6 seven times and then decide on where to put each result. Higher numbers are better for your scores, while lower numbers are better for your saves. For your lucky number, use personal preference.

Your rolls will help you to choose a class. In this game, your class is a combination of background and skills. You'll begin play at level one. Your level is how experienced and talented you are in your class. If using your class, an attempt will always succeed--unless difficulty or opponent is above your level.

Whenever you attempt to overcome an opponent, obstacle, or dilemma, you'll need to use one of your scores and roll a d20. If the result is equal or below your score, you have succeeded. Rolling your exact score is a critical success. If you attempt an action outside of your class or the difficulty is greater than your level, this number becomes the chance of critical failure.

Use CONFRONT when facing another opponent in a non-lethal situation. Use AVOID when trying to get past a physical or non-physical obstacle. Use RESOLVE when confronted by a dilemma.

Sometimes in the game you will find yourself in danger. When this occurs you'll need to make a save. Roll a d20 and if the result is higher than your save number, you have succeeded. If the difficulty or opponent's level is higher than yours, then the difference is added to the save, making it harder to succeed.

Save with COOL when responding under pressure. Save with GRIT when faced with adversity. Save with QUICK when reacting on impulse.

Sample Character

Name: Felix "the Cat"
Class (level): Cutpurse (2)
Scores: Confront (12) Avoid (15) Resolve (14)
Saves: Cool (8) Grit (11) Quick (10)
Lucky Number: (7)

Let's say Felix is attempting to break into a safe. The difficulty for the safe is a 7. If the difficulty is 2 or less, the attempt automatically succeeds. Since this is not the case, the difference is 5 and becomes the risk factor for the cracking the safe.

He will use his AVOID score of 15 to try to crack the safe (since it is considered an obstacle). Felix needs to roll 6-15 to be successful. A roll of 15 is a critical success.  A roll of 16-20 the attempt fails, but nothing bad happens. A roll of 1-5 is a critical failure.

Felix rolls a 2 and his attempt at cracking the safe fails badly. Not only does the safe not open, but the three guards in the next room overhear him and give chase. Felix manages to get outside and looks for a way to escape.If Felix's level is higher than the guards, then automatically escapes (at least for a while).

If the level of any of the guards is equal or higher than the thief, then Felix has to make a save roll and the difference in level is added to the score. One of the guards is level 1 and soon gives up the chase. However, the second guard is level 3, and the third is level 4. Take the highest difference, guard (4) versus cutpurse (2) and add that number (2) to the save.

Felix makes COOL save as he is attempts to escape. He has an 8, along with difference in level makes his save number a 10. Felix will need to roll an 11 or higher, or else be caught.

Keep in mind that you can, once per session, switch out a die roll and replace with your lucky number. It can be switched for either a score or save. In this example, Felix's lucky number is 7. If he had decided to use his lucky number when attempting to break into the safe, the roll of 2 would have been switched to 7 and the safe would have been cracked instead.
 

Bloody Stupid Johnson

The main issue I see is that level either
a) Absolutely determines if you automatically make it or;
b) applies a tiny modifier to your chance of success (-1 on d20).

So if I'm level 3, there's a huge difference between a level 3 and a level 4 task. If I'm level 2, there's a tiny difference (-1) between a level 3 and a level 4 task.

I expect the scale of "levels" to be important because the GM will be setting/varying different levels, and if I were doing it I sort of have my eyes cross over as I try to do it according to what are basically two different, contradictory, systems.  One wants a huge level range, the other only a few levels.
I think you could reconcile this by switching to a smaller die size and having just a few levels.

vgunn

Quote from: Bloody Stupid Johnson;931206The main issue I see is that level either
a) Absolutely determines if you automatically make it or;
b) applies a tiny modifier to your chance of success (-1 on d20).

So if I'm level 3, there's a huge difference between a level 3 and a level 4 task. If I'm level 2, there's a tiny difference (-1) between a level 3 and a level 4 task.

I expect the scale of "levels" to be important because the GM will be setting/varying different levels, and if I were doing it I sort of have my eyes cross over as I try to do it according to what are basically two different, contradictory, systems.  One wants a huge level range, the other only a few levels.
I think you could reconcile this by switching to a smaller die size and having just a few levels.

Interesting.

What about making it the difference instead?

If you are level 3 and you are attempting something (CON, AVO, RES) where the difficulty level is 4, then the chance of critical failure is 1.

If you are level 2 and you are attempting something (CON, AVO, RES) where the difficulty level is 4, then the chance of critical failure is 1-2.

If you are level 2 and you are attempting something (CON, AVO, RES) where the difficulty level is 9, then the chance of critical failure is 1-7.
 

Bloody Stupid Johnson

Reading it again, I think I missed that but were you doing it already?
Generally I'm more fond of having the critical screwup be some proportion of failure chance than having it rise that quickly, but yes it would be a deterrent.

vgunn

Quote from: Bloody Stupid Johnson;931252Reading it again, I think I missed that but were you doing it already?
Generally I'm more fond of having the critical screwup be some proportion of failure chance than having it rise that quickly, but yes it would be a deterrent.

Yes, I did--my mind is baked for some reason and was thinking otherwise.