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Started by gameleaper, December 14, 2019, 10:20:00 AM

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VisionStorm

Quote from: Snowman0147;1116992Here is a better idea.
  • Attribute + Skill + Spec - Modifiers = Dice Pool
  • Stamina 2 + Athletics 3 + Running - 2 = 4
  • Manipulation 3 + Persuasion 3 + Fast Talk + 1 = 8 (simply because the target had a busy day and isn't really paying attention all that much to the fine details of the deal your making)

Combat dice pool is;
  • Attribute + Skill + Spec - Defense - Weapon Penalty = Dice Pool
  • Dexterity 3 + Weaponry 2 + Knives - 3 - 0 = 3
  • Strength 3 + Weaponry 2 + Swords - 3 - 2 = 1 (cause great swords have weapon penalty of 2)

To calculate damage;
  • Weapon + Successes of the attack roll - Armor = Total Damage
  • 1L + 1 - 1 = 1L (knife attack)
  • 4L + 1 -1 = 4L (great sword attack)

There I fixed it for you guys and it didn't take much effort for it.  Plus everyone can be resolved in one simple roll.  Even combat for in World of Darkness it takes four rolls to get through one single attack.  You get this nice and sleek single roll that is better than Chronicles of Darkness 2E as large weapons actually effects your use of them instead of reducing your initiative which doesn't make any since.  Why would a sniper rifle need to worry about initiative when it is a one shot one kill weapon?  -2 to attacks with a great sword makes more sense since it is a heavier weapon than say a knife and requires more effort to use while the damage pay load is very nice to have.  The knife is zero penalty to use because it is very light, easy to use, but it is balance out by its damage payload of +1 which is three less than great sword.  In a game where you need one sux to do damage that knife will hit more often, but it will never have the pay off that a great sword will have.  Likewise while your whiffing most of the time with the great sword when you do hit your enemy may not survive the cut.  

Now just remove the conditions, tilts, and beats.  Now you have a easy rules light game that you can run without wasting anyone's time.  I could toss out other things as Onyx Path and White Wolf love making bullshit mechanics that weighs down the game.  I really could, but some of you Vampire fans may bitch about it so I will stop it for now.

If you wanna reduce die rolls why not just remove Dice Pools instead of reducing them through modifiers? You could turn all ability values into modifiers (starting at 0 instead of 1) and use a single d10.

Task Resolution
Roll 1d10 +Total Modifiers (Ability+Difficulty) = Success Number

Success Number:
0* = Failure
1-2 = Partial Success
3-4 = Complete Success
5+ = Critical Success
*Additionally, a natural result of 1, along with a Success Number of 0, indicates a Critical Failure

Ability Modifiers
Rank (Attribute/Skill):
Low/Untrained = 0
Average/Skilled = 1
High/Expert = 2
Superior/Master = 3
Amazing/Grandmaster = 4

Specialist +1

Difficulty Modifier
Effortless = 0
Easy = -2
Average = -4
Difficult = -6
Challenging = -8
Formidable = -10
Daunting = -12
Near-Impossible = -14

VisionStorm

Quote from: Antiquation!;1117071I think you are all missing the point of the thread. Let's please try to keep it on-topic.

You mean having it reducted? :p

Snowman0147

Quote from: VisionStorm;1117098If you wanna reduce die rolls why not just remove Dice Pools instead of reducing them through modifiers? You could turn all ability values into modifiers (starting at 0 instead of 1) and use a single d10.

Task Resolution
Roll 1d10 +Total Modifiers (Ability+Difficulty) = Success Number

Success Number:
0* = Failure
1-2 = Partial Success
3-4 = Complete Success
5+ = Critical Success
*Additionally, a natural result of 1, along with a Success Number of 0, indicates a Critical Failure

Ability Modifiers
Rank (Attribute/Skill):
Low/Untrained = 0
Average/Skilled = 1
High/Expert = 2
Superior/Master = 3
Amazing/Grandmaster = 4

Specialist +1

Difficulty Modifier
Effortless = 0
Easy = -2
Average = -4
Difficult = -6
Challenging = -8
Formidable = -10
Daunting = -12
Near-Impossible = -14

Oh I agree that my system is far better with its roll down d20 mechanics.  Still WoD fans love the dice pool for some reason.

Brendan


VisionStorm

Quote from: Snowman0147;1117103Oh I agree that my system is far better with its roll down d20 mechanics.  Still WoD fans love the dice pool for some reason.

I actually kinda like dice pool mechanics, though I like d20+Mod mechanics better. But dice pool are number 2–if I'm gonna roll multiple dice anyways, I'd rather roll a bucket of d6s al la Shadowrun and count the successes. Though, part of the fun of dice pool systems is rolling multiple dice. If you reduce (or reduct?) them through roll difficulty rather than using test thresholds (# of successes need for full success) you not only reduce (reduct!) that fun, but you also mess with the die mechanic, cuz then characters with no training and only 1 die already would get 0 or negative dice.

So might as well eliminate dice pools and replace them with some sort fixed roll mechanic (like Roll+Mod or Roll Under) instead of reducing dice.

tenbones

Could do it with the Talislanta/Omega/Omni rules...

Average stat for a humans is 0. Stats can range from -5 to +5 for maximum human range.

Skills are flat ranks modified by linked Stat.

Stat+ Skill + d20 = (Consult the One Table)

One Table To Rule Them All

0 or less Critical Failure: the attempted action fails miserably, resulting in additional negative consequences of some sort (GM's ruling based on the intent of the action and prevailing circumstances).

1-5 Failure: the action fails to achieve the stated intent.

6-10 Partial Success: the action is moderately successful, and achieves some of the desired intent (such as half-damage from an attack).

11-19 Success: the action achieves the desired result.

20+ Critical Success: the action is even more successful than intended, achieving the stated intent and yielding additional benefits of some sort. The GM determines the additional results based on the circumstances (Critical Hit in combat).

You have degrees of success. You have GM arbitration (where you can list whatever environmental/circumstantial bonuses/penalties in the rules). You have Crits and Fumbles. All you need to do is delineate how Disciplines modify the established stats and task-resolution if at all.

Combat is Opposed or Static depending on if you're actively defending or attacking. You can make damage a static rating. So this would be one-roll results (unless it's an opposed check).

It's *really* easy.

Omega

Quote from: Antiquation!;1117071I think you are all missing the point of the thread. Let's please try to keep it on-topic.

reduction? :D

heh-heh. Honestly I can see what the OP was aiming for. But it is so far removed from a game its not even a storygame. Its just storytelling with a maybee oracle.