[The Elder Scrolls d100 RPG] With Some Cruncy concepts
barruktp:
This project came about because it seemed like The Elder Scrolls video games (Skyrim being the most recent example) were naturally suited for d100 tabletop play. So I looked around, and the only thing I could find was a very brief attempt at fitting the setting into BRP. Not quite what I was looking for, so I went ahead and created my own system from scratch. As these things go, it has kind of ballooned, so now I have a full on conversion with lots of new combat mechanics.
What's the same with other systems:
d100, skills 0 - 100, most rolls are rolled beneath the skill to pass, roll at the skill or slightly under at a critical range to critical.
Combat takes place on a standard hex grid.
What's new in my system:
1. Instead of having to roll to level up skills like in BRP, you get XP for doing most tasks, that you turn in for skill levelups. The amount of XP needed to level up a skill is an upward curve.
2. Perks: All of the perks from Skyrim have been included, however a great many have been tweaked to make them fit into a tabletop RPG environment.
3. Combat movement system. This is big one... Each combatant has a momentum vector that is tracked on the map by a small paper arrow. The combination of the attackers momentum + the defenders momentum determines the combat situation, whether the defender is easier to hit or harder to hit. Because defenders can change their momentum via Response actions, the idea is to represent dodging, parrying, strafing, etc in the combat mechanics. It does make the combat a bit crunchy, however on whole the system is not as crunchy as some (notably Shadowrun).
Anyway, please take a look and let me know what you think. Any feedback, constructive or not, is appreciated.
https://docs.google.com/open?id=0B6cJpLaRHAmIMDBjMTk4MmYtMjU1OS00NjczLTllZDktMGM5NWNmNjgwYTAz
Thanks!
barruktp:
Sorry for the type-o in the thread title.
Here's a slightly better version to look at:
https://docs.google.com/open?id=0B6cJpLaRHAmIMWE4YTZiNGItNTY5OS00ZjM2LTlkNDctYWQ4YzY4OTVjYmJm
This one includes a combat example page and some minor tweaks to the combat turn sequence.
JoyWriter:
A friend of mine tried this with oblivion, one of the things we found was that using skill levels to mean success chance was not actually very in keeping with the feel of the game; we wanted it to effect how good what we did was, rather than whether we did anything at all. Shifting degree of success essentially.
Have you considered doing something similar? Setting up a system to stand in for player skill and AI quirks and mediating success chances, and keeping the skill system focused on what that success means?
For example you could use your combat momentum system to produce the success probabilities in combat on it's own...
barruktp:
Quote from: JoyWriter on January 03, 2012, 11:07:15 AM
Have you considered doing something similar? Setting up a system to stand in for player skill and AI quirks and mediating success chances, and keeping the skill system focused on what that success means?
Yes that is one of the main reasons I put in the momentum system. I wanted melee fighters to have a high chance of hitting something if they were in a good position to attack, like charging straight on at an enemy who is standing still. I call that a "lunge" attack, and it provides a +50 bonus. So the minimum chance of of hitting a lunge is 65%, and once you skill up to 50 it would be automatic. At that point the extra points bleed over into a higher critical hit chance.
As far ranged attacks with arrows and spells, I wanted to simulate how in the game you can hit things from a long distance, but you have to spend a bit of time carefully aiming to do so. So I included an "Aim" action that you do between drawing and releasing, each aim action adds +20 to hit for the attack. Just like in Skyrim and Oblivion, aiming with a bow costs stamina, but aiming with a spell does not cost extra magicka.
barruktp:
Also, for self-cast and healing spells, if you fail the casting roll you still cast the spell, however the magicka cost is increased.
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