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Eldritch Role-Playing System

Started by kregmosier, January 11, 2008, 02:24:35 PM

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kregmosier

have we done this one yet?  I just read about it yesterday and it sounds pretty interesting:

the Eldritch Role-Playing System

A post regarding combat

from a thread on TBP here: http://forum.rpg.net/showthread.php?t=373122

QuoteThe core mechanic is based on die-ranks. For any single ability, die type corresponds to "rank,." The more sides on the die, the higher the rank. Ability ranks normally progress from D4 through D12. This is the "die-rank." Many in-game calculations require the highest possible number rolled on a die-rank. This number is the Maximum Rank Value, abbreviated MRV. A single broad ability can branch off into several narrower focuses, each branch represented by up to two additional dice, with each die representing successive tiers of ability. There are up to three tiers of ability in any one branch, beginning with the root ability, called basic. Next is Specialization, and Mastery, respectively.

Examples of ability use follow:

Arm wreslting contest:

Contestant 1: possesses "Feats of Strength" D6.
Contestant 2: possesses "Feats of Strength" at the default D4.
Both rolls the die-rank corresponding to their ability. They compare rolls, the higher roll wins (only in truly threatening circumstances to defenders win ties).

Attempt to Hurt an Opponent:

Fighter 1: Has Melee D6 (the basic ability to swing things with deadly force), and is specialized in Bludgeons at D4.

Swordsman: Has Melee (the basic ability to swing things with deadly force) D4, Swords weapon group at D8, and "long sword" specifically at D4.

round 1: Fighter 1 swings a tree branch, rolls 1D6 + 1D4 and generates 8 "threat points".
The swordman announces he is using his "evade" defense pool, subtracts 8 points that score and sidesteps the attack.

The Swordsman swings, rolling D4+D8+D4 (+3 threat points due to sword type), and gets the result of 13 (plus 3), for a total of 16 threat points. The fighter uses his "Weaponry" Defense Pool to defend, but only had 10 points in that score. 6 threat points penetrate to his leather armor. The player rolls 1D6 for his leather armor, gets a 6, and breathes a sigh of relief. His "toughness" defense is untouched.

Attempt to Disarm: The swordsman tires of the the battle so annouces his intention to disarm, rolls his D4+D8+D4 (or stated as 2D4+1D8), and rolls 13. His opponent rolls his D6+D4, and cannot exceed 10 points even with his best roll, so is disarmed. The GM may instead choose to conduct the attempt as a "threat points" versus "Weaponry" defense pool, but it works either way.

Attempt to scale a wall: Static opposition happens when there is no active, living opponent, such as when a character is trying to climb a wall; obviously, the wall is not trying to push the character off. For ability checks of this type, the Game Master will assign an appropriate Challenge Rank. The challenge will correspond to a number of dice used in an opposition roll. The result of that roll is the "target number" that must be matched or exceeded with a roll of the PC's relevant ADC (ability-dice-chain). In this case the GM decides the wall is hard to climb and announces the character must roll his Climbing ability to meet or exceed a random roll vs. 2D6.



Inside the corebook are rules for character generation (including abilities descriptions, equipment, generic races info, etc.), action resolution (describing the die-rank system), combat, magic (including magic item creation), NPC and Monster creation, and then GM stuff like a character sheet (which I'd also intend to have available as a download).

The magic system is simple and fun to use, with combat related spells operating in the same way as melee attacks. Magic is no different in how ability is handled. Arcanum is the basic, restricted ability, meaning characters must train in the art before attempting any feat related to it. Basic knowledge in Arcanum allows knowledge of all magic in general, whatever the source. Specializations are in sources of magic power. There are different sources of power; mystic study, supernatural awareness, primordial connection, and psychogenic ability. Schools of magic are related to those sources of power. Wizards, alchemists and artificers are masters of mystic study. Theurgists and Sorcerers are masters of the supernatural. Druids and Elementalists are adepts of the primordial connection. Telepaths and pyschokinetic characters are powerful masters of the mind. All spells in the game are based on twelve basic Effects: Augment, Conjure/Banish, Curse, Fortify, Harm, Influence, Obscure, Perceive, Protect, Restore, Travel, and Transmute. The method of spell casting depends on the power source, with certain very powerful spells perhaps requiring special rituals or items, but the GM decides in those situations. ERP uses only twelve basic spell types, each flexible enough in their rules to simulate any fantasy spell, either through improvisation (useful for GMs) or spell lists. A mage wishes to paralyze an opponent? Easier said than done, but the arcanist would simply roll his related ability dice, representing Potential Harm to the victim, and should those threat points exceed the target's "Resilience" ability, the victim becomes frozen in place. The arcanist can maintain the spell after the first round with concentration and spell point expenditure. However, there are no instant death spells.

How much information goes into a character? Well, every character has access to most basic abilities at D4 rank. Then, one would jot down specalizations and masteries on the character sheet. For most actions that's most of the information needed. Here are some examples of skill successions (just a sample, without assigned die-ranks):

Animal Handling > Wild Animals > Wolves, deer
Handicraft > Cobbling > Boots, slippers, shoes
Endurance * > Pain > Physical, elemental, torture
Feats of Strength > Lifting & Carrying > Lifting, carrying, holding
Investigation > Scholarly > Specific academic field
Resistance * > Magic resistance > Specific source
Skullduggery > Sleight of Hand > Holdout, conceal

Then, in addition to all of the common stuff like race, gender, background, equipment, etc, you'd want to work out the details for action scenes. Here's a quote of a sample dwarven fighter right out of the book:

Melee D8 > Axes D4

Ranged D4 (automatic)

Unarmed D4 (automatic)

His Specialization with the axe grants him +2 points to damage, and a +1 to initiative in battle when using his 1-handed combat axe. The melee ability "branches" out to form an "ability-dice-chain" of Melee and Axes. Whenever he rolls an attack using an axe, he rolls an ADC of D8+D4, and adds whatever weapon modifiers are applicable.

Arcanum D4 > Primordial D4. Whenever Gegdin casts a spell, he rolls an ADC of 2D4, either to determine magical effects or to compare the results against opposing dice rolls. Likewise, if there is a spell that inflicts Potential-Harm (see Glossary or Combat section), he rolls 2D4 to determine the results. He knows two spells: Strength of the Earth and Stone Hide.

His defense pools are as follows:

Active DPs (ADPs)

Weaponry: Melee Ability Tree = 12 hit points, representing defensive skill with weaponry.

Evade: Reflexes + Agility + Pugilism (Specialization) = 8 hit points. Gegdin does not possess skill in the Specialization of Pugilism, and has only average rank in the unrestricted abilities of Reflexes (D4) and Agility (D4).

Dodge: Speed + Agility = 8 hit points. Gegdin possesses only the automatically granted, average rank in both speed and agility.

Deflect: Base Melee MRV + Shield + Magic = 8 hit points. Although the dwarf typically holds no shield, he has enough combat knowledge to pick up random objects and use them as impromptu shields, if he desires.

Passive DPs (PDPs)

Toughness: Endurance×2 + Resistance = 18 hit points. The dwarf has a minimum of D6 for each of these categories, and is therefore tougher than the average human is.

Resilience: Resistance×2 + Willpower + Arcanum tree = 26 hit points. Gegdin's Resistance is respectable, his Willpower average. He would have a score of 16 if not for his ability and Specialization in Arcanum, which adds up to a total score of 26 Resilience points.

His chain mail armor affords him between 1 to 8 points of protection (1d8) versus any attack that exceeds the hit points of his chosen Active Defense.

...note I'll cover monster and NPC generation in a post coming soon.
-k
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kryyst

Interesting, but reading the examples doesn't inspire anything in me.
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architect.zero

Reading through the examples is giving me a headache.

Conceptually, it seems vaguely related to the d6 System crossed with the plethora of polyhedra found in Savage Worlds or Deadlands 1e. edit: actually, it seems more like Earthdawn, without the STEP table.

The magic system basics that were outlined seemed interesting, but on a whole it just seemed... meh.  I'm sure there's nothing wrong with it, but it seems like Yet Another Roleplaying Game System (YARGS!).

Caesar Slaad

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Dancross

Quote from: architect.zeroReading through the examples is giving me a headache.

Maybe the quickstart guide won't give you a headache when we get that out :p

Quoteit seems like Yet Another Roleplaying Game System (YARGS!).

:pundit:  Maybe I should have named it YARGS...that's a fairly cool acronym!
 

Consonant Dude

The system is reminiscent of Sovereign Stone. Only less elegant.

Larry D. Hols is listed in the credits, which means it will likely suck ass.
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