Simple System rework
horomancer:
After much down time I've gotten the gaming itch once again and have set about cobbling on my own system. Below is a link to the Googledoc that I'll update as I make progress. My prior trial run left me with a feeling that the mechanics could be more streamlined, though much thought has yielded few results. I feel the math behind the dice has much untapped potential, and trying to extract that potential without cumbersome math is proving challenging. It may be as simple as poor presentation on my part, possibly adding steps needlessly, so I've ripped out everything but the core skill check rule and will approach the interpreting of its result from the ad hoc rule set.
https://docs.google.com/document/d/1jYSIdP6lqggdYLTfjqU22ka5efXzXSToOXEHpcoygVY/edit?hl=en&authkey=CKj5q5QL
Paul Czege:
Hey,
So, when you say "[m]iscellaneous modifiers can be added based on narration and setting specific powers, equipment, or subsystems," that's a factor in addition to STAT+SKILL+DICE?
You say "STATs can range from 1d2 to 1d12". What's the range on SKILLs?
Paul
Ar Kayon:
What is the rationale behind using a step-die scheme for stats rather than a static number?
ssem:
sorry if i offend anyone by commenting on the posts without actually taking a look at the game.
earthdawn, deadlands and alternity are games ive played that use different dice for stats and skills. perhaps you can take a look at them for ideas and such...
Jan the sidetracking buttinski
horomancer:
The miscellaneous modifiers can be a wide range of adjustments to the STAT+SKILL+DICE combo and will be a product of the ad hoc rules. it could be something like a straight +N to the roll for some sorta awesome item that helps you perform a task to 'omit SKILL' from the roll do to some narration in game. I figured some rules and modifiers won't fit in all types of play or settings, so coming up with different ones that are small and to the point would make hammering out a good system easier.
I tried STATs as a straight integer last go around (range of -2 to +3). It worked, but it felt...stale. In that iteration you rolled 3d6 for DICE then add the value of SKILL and STAT. With stepped dice, a character can do just as poorly with a high stat, as another character could with a low stat, which i feel is realistic. A higher STAT now can generate +2 more on a roll per step rather than +1 with an integer, but the average roll is still going to be +1 over the next step for a large number group. Also, with making the STAT a die i go from adding 5 numbers (3 DICE 1 SKILL and 1 STAT) to 4 numbers (2 DICE 1 SKILL and 1 STAT) which tiddies things up a bit.
Also with the fumble mechanic, lower STATs = more fumbles than higher STATs, so high STATs can insulate you to a certain extent from really bad outcomes. It also makes dumping one of the STATs to min max more problematic since you will then be more likely to really screw up.
Lots of aspects i feel mimic reality better through a change that requires less math.
Also, skill range will most likely go from 0 to 10. If you think of an 'easy' task as something an unskilled average joe has 50% chance of success, then the easy DC would be 10. 50% of the time when you roll 3d6 you get an 11 or higher. I figure the exact numbers will be easier to tweek after i get some more rules
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