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Old Jan 26th, 2013, 03:48 PM
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homebrew

”2d10, not 1d20”I'm thinking of implementing this in the main game. Rather than having 1d20 (which has no mode, but an average of between 10 and 11) I'm thinking of doing “exploding” 2d10 (which has a mode of 10, 11, and an incalculable average) this will make for a more predictable game- unlike before where we had over9000 misses, and two out of two enemies dying from crits. The method is simple, instead of rolling 1d20, roll 2d10 and add them together. Roll any 1s again, subtracting the result-1. Roll any 10s again, adding the result -1. critical hits/misses work as normal- a roll higher than your lowest crit range (usually 19 or 20) before bonuses automatically succeeds, and you roll again to see if you get extra crit damage. A roll of 1 or lower automatically fails, and bad things may happen at the GM's discretion. Note that because of this exploding property, you can go into infinity in either direction (be it highly unlikely)
 
the game itself

this homebrew game was develeoped to be a “proto-game” it is a game without a setting, and it needs a setting to function. It was designed to allow pretty much anything that makes sense, and allow really perverse shifts in setting/crossovers. Mechanically speaking, what if the jean luc picard crashed into hogwarts? Under most systems, it would be a balancing nightmare, but this system handles such oddball situations with absurd ease. Also look for the smooth as silk, done-in-a-flash methods of character creation, meant to allow for sit-down-and-play, lightning fast prep time.

Your core stats are
Level: your general badassery. You get a +your level bonus to all skills. Your level equals your average top X scores, where X is your level.
Skills: how good you are at certain things. Each time you use a skill successfully, you progress a little towards getting better at it.
Stamina: self-explanatory. Is 100, and yes, that is a percent. Your stamina decreases when you use strenuous skills.

That's it. You literally need to do 0 work to make a lvl1 character- just pick a skill and you're done. Not even that, you can retroactively assign it as needed!

”The core mechanic”for any skill, roll 1d20 (read: 2d10 exploding XP) and add your skill bonus and level. Whatever you're rolling against rolls a “defensive skill” if yours is higher, you succeed. If your bonus Is higher than +10, you “split” it, rolling once with +10, then again with the rest, and taking the highest result.
 


Combat's only slightly trickier, you don't just attack, you attack in a certain way, which, depending on the setting, does certain things. If your attack succeeds, you've hit him, and do a damage roll. Rather than using the kill system as normal, the damage roll gets a +([your attack roll]-[your opponent's defense roll]) bonus. The higher this roll, the worse an effect gets put on your opponent (again, depending on the setting)

”effects”rather than using a damage system, this game uses an effects system, which provides anything from debuffs to inability to use skills to death. For example, if you shoot someone in this real-world setting, depending on the damage roll, it can result in anything from “just winged him and he's in pain” to “got his leg, he's not going anywhere for a while” to “boom! Headshot! Ded”
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Old Feb 6th, 2013, 12:12 AM
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Introduction
this game is intended to be best described as a cross between battlefront and DoW. The setting is generally unimportant, but a knock-off of the 40k universe set in a more magic-punk setting is what I'm going to describe here.

Battlefront is a nice game, but it lacks much strategy. You basically shoot ****, and try to do so in the back lines. Pretty straightforward. The advantage of a player being in an area, rather than letting the bots do it is the skill the player brings to the table, which is attractive, to say the least. Including inspiration from battlefront will bring a rewarding and engaging player experience to the table

DOW is perhaps my favorite RTS. I can't really find a fault with it, aside from perhaps some control issues. These control issues, as well as an unhealthy focus on resource management, is common to all RTS genres. I would say, then, that this game is primarily an RTS, with elements of battlefront's fps mixed in.

terms
DU: Distance Unit. A unit of distance. Duh. Assume 5ft IRL, variable in-game
rand: a random number between two numbers. Undecided on which ones. Possibly 100, 20, or 6 as of now, let's go with 20.
Tick: one unit of game time. Variable, but roughly, at this time, equal to one second.
LP: luck points. Similar to HP, always a percentage. When hit by a weapon, LP goes down by the odds of that weapon outright killing that unit. If a unit's LP <= 0 it dies. This is calculated when it is hit by a weapon, immediately after the LP is reduced, before the tick ends. Regenerates naturally by 1/tick.
MP: mana points. Used for weapons, shields, ammunition, currency... a certain number (usually enough to run whatever is generating it) is generated each tick but just about everything. they all have their own MP bar and max MP. MP generated over max is wasted.
DS: Damage Skill. how powerful a weapon is. Adds to the offensive roll to see if the weapon penetrated the armor. (thus increasing damage to LP)
AS: Armor Skill. how powerful an armor is. Adds to the defensive roll to see if the armor stopped the weapon (thus decreasing damage to LP)
R: Range. Not to be confused with RS. The range at which the RS rolls. In the beginning/board game version, only a line. The higher the better.
RS: Ranged Skill. When attacking with a ranged weapon, the shot “spreads” along a line 2*([maxrand]-RS) long. The line is R DUs away, forming a “triangle of fire” in which a shot can occur. In the 3d version, this will be expanded 360 degrees into a circle instead of a line, making a “cone of fire”
CS: Combat Skill. When attacking in close combat, in order to hit, it is your CS+rand vs opponents CS+rand. If your value is higher, you hit. Note that this means that, while close combat always deals damage, it's a bit less than ranged, balancing out ranged attack's possibility of not hitting at all
speed: your speed in DUs. Duh
attack paths: the path the AI will follow. When the AI “sees” an enemy, it notes its location, extrapolates what its location will be in [the average human reaction time] and sets its attack path there (if it's set to close combat) or to a nearby firing position on that location (if its ranged). After [the average human reaction time] it runs the calculation again. If it does not see an enemy, or strays too far from its default attack path, it will revert to its default attack path.

A brief summary of the game
the game has two screens of play, easily switched between by the tab button.
1. RTS screen or tactical screen. In this view, you have the option of commanding your troops through simple point-and-click to set their attack paths. In addition, you can select buildings to set the default attack paths of the units it creates, and change those units' equipment, or even the units they produce.
2. Combat screen. In this view, you take control of a single unit. If this unit is part of a larger one, the entire unit sets its attack path to your location until they see an enemy. WASD to move, mouse to aim, click to attack, numbers to switch weapons. Abilities of the non-combat sort will appear at the bottom of the screen. You can use this to build buildings, entrench troops, etc. at the top, you can assign units to flags, allowing you to select and control them in a flash.
You start out with a flagship. A flagship has multiple systems each with their own LP and MP bar (and can upgrade to more) can create units, build buildings, is fairly slow, but still mobile, and has a rather large max MP. This is going to be your go-to ship for a long while. Your ship spawns a unit every so many ticks, and generates MP every tick. You can build buildings to spawn their own units. The goal, as in DoW, is to destroy the enemy flagship.
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