Chronicles - Tabletop Roleplaying - Development Thread
Daniel36:
Hmm, I think I just came up with a good solution.
These are the base stats:
MOV - Your movement. Set in stone.
FS - Fighting skill. Close combat. The higher the better
BS - Ballistic Skill. Shooting. The lower the better.
ATT - The amount of attacks. Upgrades with weapon.
HP - Your Hit Points.
SP - Your Skill Points, used for special attacks, spells and to add or deduct to a dice roll.
When "leveling up", you gain +2 HP and +1 SP and you may choose to add +1 to your FS or -1 to your BS or an additional +2 to HP or a +1 to SP.
Now, leveling up is a bit different to how it usually works (though not really). You can only level up if you are in a town that has facilities for you to train. This can be a barracks for fighty types or a library for studious types, it's up to the GM to determine if a town has the necessary accomodations to do so. You pay a set amount of cash to level up, which will probably become higher as you train more.
Does this system sound okay?
Daniel36:
I have become very happy with my character creation solution, so for now I guess I don't need your thoughts on that (though they are still appreciated), but what I do want to discuss is the following.
Chronicles uses a dice roll for "basic actions", which are actions that basically everyone can do, albeit to a varying degree of success, whenever a situation arises where there is a definite chance of failure and when failure has consequence. I want to make this list as complete as possible. Right now these are the "basic actions";
Running and Jumping
Climbing
Pushing
Swimming
Hiding and Moving Silently
Eavesdropping and Listening
Applying Bandages
Using a Wand
Which am I missing right now? I am not too happy with "Pushing", I may need to change that name. Also note that these do not encompass "conversational" actions, I have chosen to leave conversational roleplay to the players and GM, not to a dice roll.
Thanks!
Daniel36:
The previous question still stands (and will as long as people give me good suggestions!) but I came across something that I also really want to discuss.
I came up with a really easy to use system for determining whether or not you "hit" with a close combat weapon.
Basically, every character and enemy has a Fighting Skill (FS) value, that shows how well they can fight. This value is actually three values, and can look like this:
(4) 8 (12)
The system works as follows;
If your FS is equal, you hit on a 7+
If your enemy's FS is lower, you hit on a 5+
If your enemy's FS is equal to or lower than your left value, you hit on a 4+
If your enemy's FS is higher, you hit on an 8+
If your enemy's FS is equal to or higher than your right value, you hit on a 10+
However, I need to decide how to establish the left and right value. I first chose to make the left value half of the middle value deducted (rounded up), and the right value half of the middle value added (rounded up).
This makes combat interesting, as the better you are, the easier you can hit weaklings and the more skill an enemy needs to possess to hit you easier.
But then I started wondering, what if your FS is changed during battle (by a spell or something), then you have to number crunch, which I personally suck at, so I thought, what if the left value is just the middle -4, and the right value is just the middle +4
This would be the difference:
1 2 3 / 1 2 6
2 3 5 / 1 3 7
2 4 6 / 1 4 8
3 5 8 / 1 5 9
3 6 9 / 2 6 10
4 7 11 / 3 7 11
4 8 12 / 4 8 12
5 9 14 / 5 9 13
5 10 15 / 6 10 14
6 11 17 / 7 11 15
6 12 18 / 8 12 16
7 13 20 / 9 13 17
7 14 21 / 10 14 18
8 15 23 / 11 15 19
8 16 24 / 12 16 20
I personally like the second best, because it involves less math. I hate math! But I can add or deduct 4. I can do that! The first one gives more differentiation, but if I use the second one I am probably going to start higher with the FS.
Let me know. Feedback is very much appreciated.
Daniel36:
Should lockpicking and trap disarming be a Perk, or should it be a Basic Action that every Adventurer can pull off, but with different degrees of success?
Daniel36:
Okay, so I am hoping people will reply to the following question. The previous ones I suppose I have dealt with already.
Anyways, in my quest for a more interesting character creation process, I felt I made things unnecessarily complicated once more and went back to re-simplify some of the steps. I want to ask the following question.
Aside from combat and special skills, each adventurer is able to use "basic actions"
These are as follows:
Running and Jumping
Climbing
Swimming
Hiding and Moving Silently
Eavesdropping and Listening
Lockpicking and Trap Disarming
Using a Wand
Rolls for these are a success on a 7+ on 2D6. You can improve them once to a 5+ and once more to a 4+, or degrade to an 8+ or 10+.
Question : Will I pre-generate these per race? So I decide which a Dwarf will suck at and which it will be good at, and for an Elf, etcetera?
Or will I leave this decision to the player? For each improvement you need to make another one worse.
I am leaning towards the second. The choice between a Dwarf or Elf (etcetera) will instead have different effects then.
Let me know what you guys think. Oh, and I decided to leave out “Pushing” and “Applying Bandage”, as I didn't really come up with a good use for those actions.
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