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Building it back up: Delving and Danger

Started by Narf the Mouse, November 02, 2009, 09:30:26 PM

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Narf the Mouse

I've ripped everything down, including much of the foundations.

The current outline is a skill-based system with a 3d6 dice-roll. Skills cost the new level in the skill, times a multiplier based on how general the skill is. Skill cost is thus multiplied by General: Broad: Skill: (Specialization), 5x: 3x: 1x: 1x, with specializations knocking -1x off, minimum 1x.

Specializations (And specialization specializations, if you want one!) are worthwhile because, at Melee Combat: Swords: Arming sword +3, your next level will cost 4 skill points - And '...Arming Sword: My favorite sword +2' would cost 3 skill points and may well be very worth it, especially if your GM doesn't throw 'disarm weapon monsters' at you very much.

The system outline is aimed at being very 'GM-heavy'. It's up to the GM to decide when and how things apply. For example, several different wound rules are provided, but the GM both decides which to use and what qualifies as a 'wound' - For the 'Real Roleplayers', the GM may wish to have characters possibly die of grief...Which has happened in RL. Personally, I like hack'n'slash, but flavour to taste.

And, personally, I think the skill setup is flexible, without being vague or unclear. 'Melee Combat: Duels: Fencing Swords' is just as valid as 'Melee Combat: Swords: Broadswords'.


That being said, on to the example for you to judge. This is the 'current look' of the rules in character form. Step forth,

Sir Richard Olans of the Ruby Order

Wounds:
Minor ____/(4) Major: ____/(2) Lethal: ____/(1)

Skills: 50/50
Profession: Horseman +2 (9)
Profession: Lawman +2 (9)
Knowledge: Culture and Law: Criminal Law +3 (6)
Religious: Curse +2 (9)
Religious: Curse: Bindings +3 (6)
Melee Combat +1 (5)
Melee Combat: Swords +1 (3)
Melee Combat: Swords: Broadsword +2 (3)

Traits: 15/15
Knighthood
Profession: Lawman: Lawful Authority +3 (6)
Social: Knight +2 (6)
Manhunter
Profession: Lawman: Tracking +2 (3)

Equipment: 35/35 gp
Broadsword
Melee Combat: Swords: Broadsword +3 (6 gp)
Light shield
Melee Combat: (Defense) +1 (4 gp)
Chain armour
Melee Combat: (Defense) +2 (12 gp)
Horse
Profession: Horseman: (Horse) +3 (12 gp)
Holy symbol
Religious: Bless: Hope +1 (1)
Rations, waterskin, tent, clothing (as befits a knight), 20 ft rope, religious book.

As a side note, he only pays for equipment which provides a game benefit. The rest is flavour.
The names of the items are for SFX (Special effects; what it would look like 'on-screen'). Rename his 'Broadsword' to 'Ring' and the SFX becomes very different. Yes, I yoinked that term from Hero System.


Thus, we see a paladin, with supernatural powers to curse, and especially bind; skilled in the arts of law and the manhunt; a trained horseman with a good, but unexceptional, horse. His arms are limited and armour lacking, reflecting his lack of funds. Lastly, he carries his holy symbol, which has some minor power to inspire hope.
As flavouring, he has a religious text of his religion with him.


Thanks for any and all help.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Narf the Mouse

The rules, as they stood last time, present a problem.
First, Skill bonuses accumulate 'horizontally' - General skills, plus relevant broad skills, plus relevant skills, plus relevant specializations - And 'vertically' - Skills + Traits + Equipment.
This allows very high numbers, even over and above what 'no cap' skill purchasing does. While the price increase does help, the system is too 'gameable'.

Secondly, adding up multiple bonuses for every roll would get tiresome.

The solution is as thus: Only the highest relevant Skill, Trait and Item now bonuses apply.

This presents its own small, but vital problem - As currently stated, adding skill specializations is pointless - They don't increase your ability, they replace your ability, if applicable, while still costing as much as a skill.

The fix is simple - Specializations after the 1x price break add a +1 bonus to the specialization.

Demonstrating for us today is:
Randall 'Daggers' Brons

Character Points: 20/20

Skills: 12/20
Profession: Adventurer +1 (3)
Melee Combat: Daggers and Knives: Dirk +2 (3)
Melee Combat: Daggers and Knives: Dirk (Paired) +3 (3)
Social: Underworld +1 (3)

Traits: 4/20
Ambidexterity
Melee Combat: (Duel-wielding) +1 (4)

Equipment: 4/20
Paired Custom Dirks (1)
Melee Combat: Daggers and Knives: Dirk +1 (1)
Cloth and leather (3)
Melee Combat: (Defense: Armour) +1 (3)
At 20 points, Randall's major skills are in stabbing people with paired dirks; secondly, in single-dirk fighting and lastly, a little underworld and adventuring knowledge.

Randall 'Daggers' Brons

Character Points: 40/40

Skills: 25/40
Profession: Adventurer +1 (3)
Melee Combat (Bladed Weapons) +1 (4)
Melee Combat: Daggers and Knives: +1 (3)
Melee Combat: Daggers and Knives: Dirk +2 (3)
Melee Combat: Daggers and Knives: Dirk (Paired) +4 (6)
Social: Underworld +1 (3)
Social: Underworld: Survival: +2 (3)

Traits: 5/40
Ambidexterity
Melee Combat: (Duel-wielding) +1 (4)
Bit of a rep
Social: Underworld: (Reputation: Dangerous) +1 (1)

Equipment: 10/40
Paired Custom Dirks (7)
Melee Combat: Daggers and Knives: Dirk +1 (1)
Melee Combat: Daggers and Knives: Dirk (Paired) +3 (3)
Melee Combat: Daggers and Knives: Dirk: (Defense: Paired) +4 (3)
Cloth and leather (3)
Melee Combat: (Defense: Armour) +1 (3)
At 40 CP, he's mostly added some more skill with his daggers, but also a bit of general 'bladed weapons' fighting skill, so he's not completely helpless without his favorites.
He has a bit of a rep and better daggers - Probably enchanted. In addition, he's learned better how to survival in the 'criminal underworld'.

Randall 'Daggers' Brons

Character Points: 79/80

Skills: 51/80
Profession: Adventurer +1 (3)
Profession: Assassin +1 (3)
Profession: Assassin: (Stealth) +2 (6)
Melee Combat: +1 (5)
Melee Combat: (Bladed Weapons) +1 (4)
Melee Combat: Daggers and Knives: +2 (6)
Melee Combat: Daggers and Knives: Dirk +3 (6)
Melee Combat: Daggers and Knives: Dirk (Paired) +5 (10)
Social +1 (5)
Social: Underworld: Survival: +2 (3)

Traits: 8/80
Ambidexterity
Melee Combat: (Duel-wielding) +1 (4)
Bit of a rep
Social: Underworld: (Reputation: Dangerous) +2 (3)
Social: Underworld: (Reputation: Assassin) +1 (1)

Equipment: 20/80
Paired Custom Dirks (7)
Melee Combat: Daggers and Knives: Dirk +1 (1)
Melee Combat: Daggers and Knives: Dirk (Paired) +3 (3)
Melee Combat: Daggers and Knives: Dirk: (Defense: Paired) +4 (3)
Cloth and leather (3)
Melee Combat: (Defense: Armour) +1 (3)
Ring of the Cat (10)
Perception +1 (5)
Grace +1 (5)
At 80 pts, his reputation has increased and he's decided on a 'profession'. He's also picked up a rather useful, if costly, ring, filling out a couple of abilities from the extensive list. He's still focused on daggers, though, although a bit less helpless without them.

Questions:
If you were GM'ing the game, would you worry that the system was 'too gameable'?
Is having all the 'character points' in one pool better than 'one pool per ability type'?
How much explanation would you need for the abilities?
Does it 'look right'?
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.