This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

OortWorld

Started by Will, August 11, 2014, 06:12:14 PM

Previous topic - Next topic

dragoner

My natural feeling towards most of games mechanics is to just keep it open and simple, like use an attribute bonus or maybe a generalized skill, both together.
The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

Will

Well, trying to come up with a somewhat random 'generate a territory.'

Like, tech, resources, etc.

And I keep veering into 'OK THIS PLACE HAS ABUNDANT HELIUM AND...'

And then I slap myself a few times.

What I have now is, I think, a bit more doable:

Tech: 2-6: Low tech; 7-9: Standard tech; 10+ Advanced tech
Territorial characteristics: d6 x d6. Roll six times. You may arrange which have greater or lesser importance.
You may also decide to roll 1d6 once on each row.
(6x6 grid here)

Balkanized: There are deep rifts in this territory, and occasional outright battle between two or more groups. You must be very careful here; each side will be calculating whose side you are on.
Until you prove yourself, you will be at -1 to parley with anyone in the territory. If you are inducted into a given side, that side will treat them favorably (depending on other factors), but all other sides will be at -2 to parley.
You can often get help from your allied group when taking action against other groups, and may gain henchmen while in the territory.

Meritocracy: This territory is interested in what you can do for them, and your proven skills. Proving yourself may take different forms – higher tech regions may use standardized testing, while others believe in proof by action.
Once your skills have been recognized, the territory will treat you with according respect. You may be able to negotiate for goods and services, exchanging for service to the territory.

(etc)


So, example:
Tech: (rolled a 7) Standard
Territorial characteristics: Haven, Frontier, Cluster trade, Vital supply, Cut-off, Scattered.

So it's a frontier place that's cut-off from other local territories, with a scattered population that's a welcoming, somewhat idealistic, haven for refugees.
It has trade with another cluster (long distance), and has an abundance of some resource (given everything above, guessing exotic minerals or possibly valuable organics).

Each of those factors has possible benefits. Haven means you can probably talk locals out of various goods and services. Cut-off and cluster trade somewhat balance one another -- on the one hand, there's a lack of regular trade from other territories. On the other hand, you have interesting goods from another cluster.

Not the most exciting location, but there's the possibility of claim jumpers, local criminals fleeing other parts, and so on.


Another try:
Tech: (6) Low tech
Territorial characteristics: Centralized, Calculating, Lawless, Vital demand, Autocracy, Depressed.

Eeek.

Ok, centralized population, so most of the people here are gathered in a tight grouping of habitats, possibly around one or two large bodies.
Autocratic and lawless goes nicely together, as does economically depressed.
Calculating refers to the general character of people here. And, well, given they live in a tightly grouped territory with obsolete tech and a struggling economy, that... sort of makes sense.

As for Vital demand, maybe they really want pop music... but given everything, I'm going to say the government is really interested in weapons and small ships.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Will

After about 15 different ideas on how to handle technology, finally finding a less tinkery approach:

Technology becomes _tags_.

So a low tech rifle is rugged and easy to repair, but doesn't have a lot of cool features.
An advanced tech rifle can fold up and attach to your thigh, the rifle can heal itself over time, but if it gets Hacked the effects can spread to your other advanced gear.

(I'm somewhat inspired by things like 'simply built assault rifles can take sand being poured in them')
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Will

I could really use some brainstorming ideas here.

So the tech idea I mentioned previously, expanded.
Every item gets a bonus tag related to technology. (Some Moves grant more, but that's starting)

There are default tags, not connected to a specific technology (like Rugged). There are Lowtech tags, for regions with specifically no Advancements (like Dumb (immune to Hacking)).

There are tags per tech. So, for Advanced Energy, one tag is 'Efficient.'

Then there are hybrid technologies where advanced technologies have fused into something more, and here's where I could use help.

The technologies are:
Materials (advanced, well, materials; superconductors, morphic metals, amorphous metal (glass-like metal), etc)
Biology (genetics, agriculture, the usual)
Systemics (computing, math, interfaces)
Energy (high energy physics, power systems, antimatter, etc)
Fields (virtual fields, gravitics, and similar)

Materials + Biology: Organotech (living guns and ships and such)
Materials + Systemics: Biomechanical (machines complex enough to resemble life)
Energy + Fields: Hard light (energy manipulated to act solid)
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Will

Not sure if this should be the same thread, since I've massively overhauled everything over to 5e. ANYhoo...

Certain 'spell-like' purposes will be gear.

So, no magical healing, just medkits:

Medkit. This has 10 charges, which are replenished during a Long Rest. In the hands of someone proficient in Medicine, a Medkit can be used to perform basic examination and diagnosis. A charge can be expended with an action to stabilize someone at 0 hit points without the need to roll.

(medkit priced and functions mostly like healer's kit)

Advanced Medkit. Based on Advanced Biology, this device is capable of in-depth medical examination and diagnosis. It also has 5 charges of medicine, reconstructive nanites, and regenerative serum. Charges can be replenished during a Long Rest at a fabricator or facility with Advanced Biology.
Delivering a healing charge is touch range, requiring an action. The target is healed of 1d8 damage if the medic has no proficiency in Medicine. With proficiency, the target is healed of 1d8 damage per point of proficiency + Wisdom modifier.
A healing charge can also provide protective antitoxin, giving the target advantage on saves vs. poisons for one hour. This does not require proficiency.
Finally, a healing charge can be used to recover from various conditions. This requires proficiency in Medicine. Remove one of the following: blinded, deafened, paralyzed, or poisoned.

(one healing charge is 100 gp, or about twice the cost of a healing potion. This roughly translates to : a character with Medicine proficiency has something like Cure Wound)


Been wrangling with grenades. Current state of the rules:

Grenade. Grenades are generally thrown, light weapons. If the character has to deal with a ceiling, throwing range is 4/12. If the ceiling is more than 4 increments above the floor or you are in low/no acceleration, you have a throwing range of 6/24. In low/no acceleration, throwing results in recoil.
  Grenade launchers can extend range a great deal. In freefall, there is no maximum range. If it becomes important, grenade speed is 90 increments per round (~82 km/h).
  Normally an attacker aims a grenade at a particular spot (grid intersection). This is normally an AC 5 target. If the attacker manages to fail, roll 1d8 to determine which direction from the target location the grenade lands. Roll 1d10 to determine how many squares from the target location the grenade lands.
  AC to hit a location might go up depending on obstacles and cover. In this case, a failure means objects along the way are hit, instead.
  The target of a grenade attack may make a Dex 10 (15?) reaction to move up to half base move rate and, if desired, go prone. Movement allows the character to dive behind cover or simply get some distance from the blast. Any movement is then used up for the subsequent round. Disadvantage to Stealth also applies to this check. If the check is failed, the target doesn't move in time to avoid the grenade, though can still continue the planned move after taking the blast, if desired.
  The specific effects of dodging depend on the type of grenade (see description).
  Targets cannot dodge a grenade if they are surprised.
  In open space it may be important to try to hit a character directly. In this case, the attacker makes a ranged touch roll. If successful, the target takes a direct hit. Note that the target may still attempt to dive out of the way, in which case the hit does not connect (and the grenade might just keep moving out of the area).


  Grenade, HE. High Explosive grenades generally function the same way, dealing different types of damage depending on their design. Damage of a HE grenade is 4d6+2 for the first radius increment, 1d6+1 for the second, and 1 for the third radius increment.
  Armor provides passive protection against area effects, including grenades – Light provides DR 1, Medium DR 3, and Heavy DR 6.
  Default trigger for a grenade is contact explosive – the grenade is armed a split second after being thrown, and then explodes whenever it hits a solid surface. You may take an action to switch to a timer, allowing the grenade to detonate at a specified range.
  Default mode for a grenade is offensive – it has a radius increment of 1. You may take an action to switch it to defensive, though this action can be combined with setting a timer if desired. Defensive mode has a radius increment of 4, making it difficult to throw far enough without being caught in some of the blast.
  When dodging a grenade, the target halves damage if going prone, or avoids all damage if behind hard cover.
  Targets can also attempt to make a dodge reaction to move toward/grab/hug/dive on a grenade. Doing so doubles damage (8d6+4), but everyone in the area is considered one more radius increment further away and half of that damage. Nearby characters may also try to dodge away.
Grenade      Damage type   Notes
Concussive      Thunder      Does not work in a vacuum
Fuel-Air Explosive   Fire         Does not work in a vacuum
Fragmentation      Piercing      —
Storm         Lightning      —


Still judging balance. Grenades are a bit on par with 2nd level spells, more or less, but have a lot of potential limitations. Targets get a limited sort of save (dive for cover), but also can use armor as DR. (I'm not sure about armor as DR, might be a dangerous can of worms to open)

Will have a special ops class that expands on grenades and other stuff, to serve as a pseudo-caster, though I'll have to figure out how to balance that with armor and fighting ability.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

yabaziou

While GURPS is not my thing, its techbooks may help you shaping your world. Maybe Eclipse phase can also help (if i understand well their policy, the PDFs are free). Checking Starts without number can be a good idea.

Since you are using DW, have you read Adventures on Dungeon Planet, an Sword & Planet book for DW ?
My Tumblr blog : http://yabaziou.tumblr.com/

Currently reading : D&D 5, World of Darkness (Old and New) and GI Joe RPG

Currently planning : Courts of the Shadow Fey for D&D 5

Currently playing : Savage Worlds fantasy and Savage World Rifts

Will

Actually, I'm using 5e D&D now... but yes, I did check out Adventures on Dungeon Planet.

I also used to own a large stack of GURPS books, many moons ago. Heh

(GURPS War Against the Chtorr! Uplift! Aliens (one or two of the books?) Space, of course...)
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.