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[Q&A] Iridium Lite

Started by HinterWelt, July 27, 2007, 04:44:05 PM

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HinterWelt

As per Kyle's request here, This thread is to answer any and all questions about Iridium Lite.

A Summary:
Iridium Lite for your consideration
1. Short - 6 standard pages 12 statement size

2. Hit Locations

3. Skill list

4. Magic system based on skill task resolution.

5. Free

6. Has an optional Karma mechanic for cinematic action.

7. 11 stats, ranged 1-20. Chargen can be random or point buy.

8. Currently used in the Squirrel Attack! line and Supers Inc.

9. Is a lite version of the Iridium Standard system. Most would gauge it a medium heaviness objectively due to hit locations, optional rules and combat options.

So, if you have any questions here is where to post them.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
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Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
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Kyle Aaron

Rightyo, here we go:)

  • What is an Aptitude? I mean, I know it's a number which adds to your Stat+Skill, but how do you see it? As like a natural talent, or a character class? Have you recommendations on how many skills it ought to cover for game balance or realism? Are the Aptitudes just the same thing as the Profession Paths?
  • Skill points come from the stats Wis & Int (2 of the 11). Since a skill test is always Stat+Skill, won't this lead to easy minimaxing?
  • Why don't stats help with unskilled skill tests, instead of just Aptitude?
  • Why doesn't Aptitude help with unskilled weapon tests? How are weapon skills different from other skills? Is this just a game balance "let's not let the munchkins max out" thing?
  • You mention hit locations, but there's no list of them, of increased difficulties to hit or anything like that...? The text does refer to recovering Fortitude for particular areas, but with no list of areas... Nor is there any random hit location table - which there should be if there are hit locations at all. Or are we meant to infer it from Character Creation #6?
  • Is Fatigue only used for (magical/psi) Effects?
  • Is there a character sheet we can download?
That's all for now ;)
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HinterWelt

Quote from: Kyle AaronRightyo, here we go:)

What is an Aptitude? I mean, I know it's a number which adds to your Stat+Skill, but how do you see it? As like a natural talent, or a character class? Have you recommendations on how many skills it ought to cover for game balance or realism? Are the Aptitudes just the same thing as the Profession Paths?
Aptitude is just what it sounds like, natural aptitude. It is a modifier to skill success and represents things like childhood skills, a natural ability in athletics (movement aptitude) or an affinity for a profession when adult.

Side Note: Professions would be collection of skills awarded during chargen. So, if you were a gunslinger profession, you might receive Weapon Use (.45 Revolver), Dodge and Intimidation. Professions are not required but may be added if it helps define your scenario.
Quote from: Kyle AaronSkill points come from the stats Wis & Int (2 of the 11). Since a skill test is always Stat+Skill, won't this lead to easy minimaxing?
Well, it may but what it means is the points you buy your skill ranks from come from WIS and INT. Skill success in general is generated froma range of stats. So, for instance, Oratory is based on CHA + Oratory Rank + Performer Apt. Having a high WIS and INT does not help. Also, it should be noted that, although I have some suggestions for stats to use, one of the reasons I leave it up to the GM is that situations will often call for different Stat combos. For instance, with Oratory a player may state that they wish to play up their natural beauty and wow the crowd with that instead of just words. Suddenly, APP becomes more important.

Now, all that said, yes WIS and INT are important. However, I have always held that such is the case in life. ;)
 
Quote from: Kyle AaronWhy don't stats help with unskilled skill tests, instead of just Aptitude?
Mostly a game balance issue here. I could have taken some fraction, rescaled the stats or come up with a reference chart but it seemed much smoother to use just Aptitude. The problem is, and the logical solution I will admit, is to use Aptitude + Stat. However, this can yield only a nominal difference from having a skill. Keep in mind the ratios that make up a success are Stat (1/2) + Skill (1/4) + Aptitude (just over 1/4). The most you can expect from a skill + Stat + Apt combo is 21. The Most from a Stat + Apt is 16. The most from just Apt is 6.

Now, the in game explanation is you need your skill to maximize your statistics. So, part of a skill is knowing how to use your STR.
Quote from: Kyle AaronWhy doesn't Aptitude help with unskilled weapon tests? How are weapon skills different from other skills? Is this just a game balance "let's not let the munchkins max out" thing?
Well, they do...but not in combat. For Targeting (and I just noticed the link I gave you is to an older version) you use your Weapon Use skill and thus Fighter Aptitude plays in. Updated Iridium Lite Link with Targeting as Weapon Use skill.

As to combat itself, in part, yes. In part, Iridium Lite is a lite version of Iridium Standard. If we added Fighter Apt to the "to Hit" you would serious push the probability of hitting up. I could add it to the "To Damage" for a weapon. I might just do that. Thanks for the idea.
Quote from: Kyle AaronYou mention hit locations, but there's no list of them, of increased difficulties to hit or anything like that...? The text does refer to recovering Fortitude for particular areas, but with no list of areas... Nor is there any random hit location table - which there should be if there are hit locations at all. Or are we meant to infer it from Character Creation #6?
From that and from the character sheet. It is, in this system, no harder to hit someone in the head than in the foot. This is a concession to ease of play. You could, quite easily, add a minus to the skill check to hit areas that you belive should be more difficult;i.e. the head.
Quote from: Kyle AaronIs Fatigue only used for (magical/psi) Effects?
Currently, yes. I have toyed with (read used in play) the idea that you could use Fatigue the same way you use Karma but for physical or mentally draining tasks. For instance, you spend 3 fatigue to hack the mainframe, or spend 5 fatigue to lift the car off your friend. I do not think it should be used for rerolling failed skill checks.

That said, there are not official rules for the above.
Quote from: Kyle AaronIs there a character sheet we can download?

I do not have a generic one at this time but here is the Supers Inc version for the Daedalus corp.

Thanks for the questions,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

James J Skach

Quote from: HinterWeltNow, all that said, yes WIS and INT are important. However, I have always held that such is the case in life. ;)
Yeah, this is Bill inherent snobbery against us dumb, menial gamers.  Swine. ;)
 
Could you provide a bit of a description regarding the differences between Standard and Lite?  I know Lite is what Kyle asked about, but it might help.

And any news on updates/revisions?
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HinterWelt

Quote from: James J SkachYeah, this is Bill inherent snobbery against us dumb, menial gamers.  Swine. ;)
 
Could you provide a bit of a description regarding the differences between Standard and Lite?  I know Lite is what Kyle asked about, but it might help.

And any news on updates/revisions?

Sure, straight from the swine.

Let's see if this format works.

Iridium Lite
1. Stats go from 1-10 (human range)
2. Has Aptitudes to modify skill checks, magic
3. Stats modify skills directly
4. Has Karma, used as a plot modifying meta-game rule, as used, it decreases to be replenished at the end of the session, based on LUC, Also has LUC stat
5. Skill checks range from 2-21, open ended rolling, done on a d20
6. One form of magic, point based skill magic meaning you must make a check to activate an effect.
7. No classes. There are professions but they are optional and meant only to add skills during chargen.
8. Skills cap out at rank 5.

Iridium Standard
1. Stats go from 1-20 (human range)
2. No Aptitudes.
3. Stats modify skills through modifiers
4. Uses the LUCK stat in place of Karma, LUCK checks are perform (d20 vs LUC) and it does not decrease
5. Skill checks range from 2-100+, skill checks are open ended, done on a d100
6. Magic has three basic systems, point based spell magic, free form realm based magic and a focused chi magic that is a mix of the two.
7. Classes, meant to add skills, modify advancement and add bonuses to in class-type skills.
8. No skill caps.

Those are the ones I can think of. Jim, you have any more?

As for new versions, well, the thread has stalled out on the boards but I am planning on doing some sort if Iridium V2. The question is, do we base it on Iridium Lite or just a streamlining of Iridium?

Currently my thoughts for improvements on Iridium are:
1. Standardize all bonuses from stats. Make them as uniform as possible.
2. Consider a more defined options for code (Thanks Jim).
3. Consider conversion to one format for Skills and Stats. This means either all percentiles or all 1-20 range.
4. Consider rolling Targeting up into Weapon Use to minimize skill purchases for combat.

That is what I have right now. As to when, I have to say we are in the early phases of evaluation. Some folks are suggesting stuff but we need to look it over before proceeding. So, I would not think before next year.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Silverlion

I really liked the system in Superheroes, Inc.

About my only complaint was the switching between rolling high and rolling low. I much prefer there to be a consistency to the way mechanical results are read (and used) as it creates less confusion for players when they know X is good and Y is bad for this game. Switching between them isn't terrible, but it doesn't make the game as easy to explain, and stick in memory for some people.


I think your current options for change look like the right direction.
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HinterWelt

Quote from: SilverlionI really liked the system in Superheroes, Inc.

About my only complaint was the switching between rolling high and rolling low. I much prefer there to be a consistency to the way mechanical results are read (and used) as it creates less confusion for players when they know X is good and Y is bad for this game. Switching between them isn't terrible, but it doesn't make the game as easy to explain, and stick in memory for some people.


I think your current options for change look like the right direction.
This has been a point of contention with some play testers as well. I should have added to the list that I want to look into making a roll under combat system. I am not sure I could agree with a roll over system for skills (the other option) since the whole design philosophy for skills and many other aspects are roll under. This is doen because you are rolling within your abilities (we had this discussion Silverlion but I will repeat it here for interested parties) or within your skills and not against the difficulty of an external challenge. I am not saying that is a "wrong" way to approach design but just not the approach I prefer. Now, combat is approached that you are attempting to defeat the opponent's ability so you try to roll over their (STR+CON+AGL/3) Defense. Again, this comes closing to dealing with an external challenge however it is still very much about your ability since skills and stats play into combat. I do think that it would be less traumatic tot he system to alter the relatively smaller scope of combat though and bring it in line with the skills system.

So, to accomplish this we would need to turn Defense on its ear, making it a modifier for a skill check. I would like to keep the idea that your movement, physical quickness, is how difficult you are to hit. So, we could have a Weapon Use skill check minus Defense. Hrm, that yields a lot of hits. Anyone could easily attain 80% out the gate and a 15 Defense is not unreasonable. That would be about 65% hits. If we take it to percentile (multiply by 5) you end up with 75% and only a 5% hit probability. Hm, this might take some thought.
Here is the roll under combat optional rule for Iridium Lite.


Optional Roll Under Attack Resolution
This form of combat may be used for continuity with the rest of the Iridium Lite skill system. In this combat system, the attacker rolls under their DEX + Fighter Aptitude + Weapon Use - Opponent's AGL. For instance, if an attacker has a DEX equal to 5, a Fighter Aptitude of 1 and a Pistol Use of 4, their base is 10. If the opponent's AGL is 4 then the attacker must role under a 6 on
a d20.

In all other ways, combat proceeds as described above.


I would be very interested in hearing your, and anyone else's, opinions or suggestions on the changes.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?