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Post by EK - Shadow of Death on Sept 26, 2004 18:38:38 GMT -5
That's true. We're exercising our artistic license without affecting the profits of the copyright holders.
So we've decided on the d10 using White Wolf-style difficulty and success system.
Next question: How will combat be run?
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Kariel
Peasant
Armour will never replace dexterity
Posts: 41
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Post by Kariel on Nov 20, 2004 13:39:43 GMT -5
Ek, just spent a bit of time going over everything written about the project. Didn't quite care for the skill system last talked about. I thought it was too complicated. Then I tried to write my own, ok I forgot how hard it is to cover all the bases and KISS too.
Anyhow here's a simplified general outline of what I came up with.
Stats (we can adjust what they are, I plugged in what I wanted) Intelligence wisdom strength speed dexterity charisma attractivness creativity These are based on 100pts+2d10
Skills (I am plugging in Jaleef's skills because I have them in front of me.)
Tacit
Halebrim fighting system Jaleen fighting system Kisuri fighting system Lie detection Movement detection light sculpture
Explicit
combat gun hovercar pilot cooking These are based on 100pts+2d10
How it works: Each skill "roll" has a couple of parts, but most of the parts can be figured out ahead. Like I used to add up my pluses for a certain weapon in D&D then it was just the roll plus that number.
Here are Jaleef's stats:
Intelligence: 11 wisdom: 10 strength: 18 speed: 21 dexterity: 21 charisma: 9 attractivness: 9 creativity: 19
Jaleef's Tacit skills:
Halebrim fighting system: 17 Jaleen fighting system: 17 Kisuri fighting system: 25 Lie detection: 15 Movement detection: 15 light sculpture: 9
Jaleef's Explicit skills:
combat gun: 5 hovercar pilot: 5 cooking: 5
To roll a Tacit skill you get the 2 most associated stats plus your skill plus 2d10. (I made tacit and explicit skills different to roll because real learning and book learning are not the same.)
So GM says "To kick that civilian in the head, you need a 40 total" I have Halebrim at 17, dexterity 21, speed 21. 59 total. this is my Halebrim fighting system base number. Only way I fail on this is to get less than 10% (or whatever) of what I needed. So 04 or less I miss. Gm decides how good i do based on actual number.
GM then says " to kick that highly trained combat vet in the head, you need a 80 total" My Halebrim is still 59, I roll 18 on 2d10 (lucky roll) my total is 77 I miss. If I had used Kisuri (base 67, total 85) I could have hit him.
To roll an explicit skill, you get your intelligence+the skill+2d10. The way you have explained these I think this makes sense. However, this tacit and explicit make no sense to the unenlightened. I have refered back to that page of your discussion numerous times to make sure I am using the terms correctly. May I humbly suggest "innate and learned", while not being totally accurate they are easier to keep straight.
So I want to drive this hovercar, which according to my stats I know how to do, but it is not a thing I have spent any time perfecting. I am only trying to drive to our next destination no biggie
GM says "you need a 20 to do this without significant error" skill is 5, intelligence is 11, base hovercar pilot is 16, I roll a 7, total is 23, I do ok.
Now different scenario, I want to drive the Hovercar in a high speed getaway while dodging other vehicles and the incoming fire of troopers.
GM says " you need a score of at least 50 just to survive this" we die. I have no business trying to do this feat. Give this to someone with innate ability in Hovercar pilot and it works. If Jaleef had this as a Tacit skill: base 37 (int+dex+skill) plus roll 14 (2d10)=51 sucess.
Now like any system this probably has holes big enough to fly a Super Star Destroyer through. The first Star Trek game ever published I wrote a character that, according to the rules, WAS capable of dodging a phazer. We never really played that game again. So feel free to nitpick.
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Post by EK - Shadow of Death on Nov 20, 2004 16:45:53 GMT -5
Interesting ideas, Kariel, but considering that we have a large task before us, lets go through this piece by piece. We'll start with that attribute system, since that what you have first.
We want to have a game that allows us to be both ultra-realistic or corny-fantasy, as the GM requires. As such, attributes must be both flexible and far-ranging, in order to encompass the huge variety of situations that we might encounter. As such, I would suggest modifying Kariel's list by adding an endurance/stamina and a wits attribute, and removing out the speed, creativity and wisdom attributes.
I think that adding the endurance attribute would show a person's natural ability to resist hardship and fatigue (useful in a variety of situations), as well as natural immunity to disease, etc. My issue with the speed attribute is that it refers to only one particular activity, and as such is too narrow-focused to be an attribute. What would happen if the character was playing a merman? Speed would seem very arbitrary in that case. If necessary, we can add a short-distance running or swimming tacit trait (representing individual training), but lacking that, dexterity and endurance should suffice. My concern with the creativity and wisdom attributes is that putting them in seems reduntant with the existence of intelligence. Intelligence, more than simply being book-smarts, is the ability to take two unrelated concepts and see the connection between them. It is more than simply having a good memory, it is being able to see all the shades of gray between black and white, to understand deeper meaning, and to be able to be able to do something with that knowledge. Intelligence is common sense, street smarts, savvy, and analytic ability; it is very possible to know a lot, but still have a low intelligence (you probably know people like this). Wits, being the converse of intelligence, refers to quickly and correctly one is able to adapt and react to sudden situations. Whether one is confronted by a beggar, ambushed on the streets, or playing a game of poker, wits is an absolute necessity.
Well, these are my suggestions; what do you guys think?
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Kariel
Peasant
Armour will never replace dexterity
Posts: 41
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Post by Kariel on Nov 21, 2004 21:34:37 GMT -5
I like the endurance idea, I have always thought this to be a good attribute, but a lot of people lump it with constitution. I agree that speed can be left out, I personally do a little triathlon racing and speed can be learned as a skill. I see your point on wisdom being redundant.
Creativity and wit. I understand what you are saying about intelligence and creativity, I think I could also make the same arguement stick for wit, in the context that the intelligence score could be used to cover this. I stuck creativity in there to cover things like light sculputure, painting, drawing, acting. It is very possible to be very creative and dumb as a stump. Or to be extremely intelligent and have absolutly no artistic ability at all. Just my outlook on it.
By the way how do you change the color of portions of text in your posts? Would make thinking to yourself or in my character's case being in the "other place" in his mind easier to percieve.
Kariel
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