Defcon (First Draft)
theletterQ:
Actually, on second glance, I don't even know what you have a Charisma score for at all. None of the skills listed in your skill-list seem like they would be linked to it. I think you may have included it in your list simply because lots of other RPGs have it. One of the most important thing to remember when designing a game is that every mechanical element you have should serve a purpose in making the game more fun, and serve the overall kind of game you want it to be.
About the only thing I can think of that this game would need Charisma for is Barter (Which isn't in your skill-list, but it could be added). However creating an attribute that's linked to just one skill and serves no other purpose seems like a waste of points. I might suggest just lumping barter under Intelligence. As unintuitive as it may seem based on how other games work, it will be INT-Based characters who will be doing the most bartering, because they'll probably be the ones building the most advanced equipment, and will therefore be the most likely to need specialty parts. Does that make sense?
Monkey_Zombie:
Heres a list of scraps http://defconscrapslist.wikispaces.com/home
Monkey_Zombie:
I'v changed a few things and I asked a friend to make a sample character.
Quote
Veeone
3rd level
Character stats
7 (+1)Perception (Stealth and Awareness)
5 (+1)Intelligence (Complex skills and Knowledge)
6 (+1)Endurance (Health and Resistance to damage)
6 (+1)Might (Carrying capacity and Melee damage)
8 (+1)Agility (Speed and Initiative)
10 (+2)Dexterity (Attack accuracy and Maneuverability)
Skills
6 points per lv.
0 Light Arms (Use of Hand guns)
7 (+1)Heavy Arms (Use of Shotguns and Rifles)
0 Explosives
0 Melee (Use of melee weapons)
5 (+1)Repair (Fix and maintain armor and equipment)
0 Hacking (Acquire information from computers and can disable security systems)
5 (+1)Lock picking (Picking locks and opening sealed containers)
4 Scavenge (Finding items and weapons in the environment and on opponents)
3 Camouflage (Conceal oneself from enemies)
0 First Aid (Heal damage)
3 Barter (trade goods)
Health
100
Carrying capacity
190 lb
---Weapons
-Lever Action Rifle
Aiming Value - 10
Armor Piercing - 10
DMG Value - 1d8
Range Value - 12
-Pump Action Shotgun
Aiming Value - 5
Armor Pierce - 8
DMG Value - 1d10
Range Value - 5
---Armor
Bent Street Sign + Shredded Tire + Rusted Chain - Torso - 23 def
Rubber strip + Giant insect shell x2 - Upper right Leg - 10 Def
Gear + Rubber Tubingx2 - Upper Left Arm - 6 def
Gear + Rubber Tubingx2 - Upper right arm - 6 def
Plastic Panel + Leather belt x2 - Lower right leg - 7 def
Total Armor Score: 52
Armor Difficulty: 26
The changes I've made to the main game are located here. http://defconrpg.wikispaces.com/
Bossy:
Quote from: Monkey_Zombie on January 31, 2012, 11:08:03 PM
Heres a list of scraps http://defconscrapslist.wikispaces.com/home
That is the kind of table that is cool to read because it is not a regular scifi or fantasy equipment list. It is actually different from what we usually see. I like that. I encourage you to complete these tables on the fly and make it awesome. Maybe you can draw some inspiration from a hardware shop catalogue...
I see that there is a "barter" column. I figured that your setting would be some kind of libertarian dreamland, heavily freemarket. Thus if you set a barter score for an item, then you somehow state how rare (or at leat how demanded) it is. It seems trivial but it is not. For instance I see that "giant insect shell" has a low barter value even though its armor value is quite decent. Does that mean that the world is infested with giant insects? If so, then it should appear in your bestiary. In the same way how can you explain the value of "circuit board" if it makes a poor armor?
The armor craft rules are okay. I'd like to see more general crafting incentives so that characters could (and should) devise weapons and other paraphernalia. I can see much fun in players saying: "okay, I've got a seel pipe and a a pair of glasses, I'll make me a rudimentary telescope". Emulate the scavenger creativity, that's what I'd do. But that's me.
bosky:
Vaguely reminds me of D20 Modern.
My one concern with the scrapping system would be alllllllll the book keeping. If your potential players are okay with lugging around half a paragraph of scrap that's okay, but I could see it becoming tedious in some cases. Then again I don't know how you could streamline it without "dumbing it down" to raw materials, which then would drop a lot of the flavor.
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