Sep 24, 2023 4:18 pm
This post holds a resume of all the details I've been working on for my system. I will be working on this post as I find the time to do so.
Dice Rolls
The game is designed to run all of its rng through Xd6 because of two motives:
- Affordability. Because where I live, dice other than d6 are rare and their prices outpace the wallets of most of the population.
- Escalability. Because the game is designed with "legendary progression" in mind rather than being an afterthought.
The Standard Roll is Xd6 versus Target Number (from now on abbreviated TN.)
X here is a sum of Appropriate Stat, Appropriate Talent if any, Appropriate modifiers if any.
TN is defined as Difficulty x 5 (+/- 0~5, depending on minimal circumstances). So, your median Difficulty 3 is TN 15, but it can range between 10 and 20.
There are basically five possible results:
Failure: Low roll with more than 5 points of difference versus TN
Slip: Milder failure. Low roll with 5 diff or less versus TN.
Miracle: Critical Success. Result = TN. There are abilities that let you try to manipulate results. They are called Miracle-Forcing abilities for a good reason.
Success: Ordinary success. High roll with 5 diff or less versus TN
Excessive/Massive Success from now on abbreviated simply Excess: Success with a minor boon, should never be as good as a miracle. High roll with more than 5 diff versus TN.
Character Creation and Advancement
Takes snippets of Old School, Point Buy Systems, and the Cypher System to build up something unique and robust, easy to learn, hard to master. Essentially you begin making the typical choice based build, but later progress is made through various means, mostly through the expenditure of points.
To begin with, the player is led through three decisions, and each decision made will determine specific things and an additional subset of decisions.
I do it this way because of the next motives:
- Accessibility. When I tried to introduce a group of IRL friends to point buy systems they got overwhelmed at character creation. The systems expected a degree of rule-reading that they weren't willing to make at the moment. By lowering that bar, I expect that more players get to the point of actually playing the game.
- Variability: I like games where all (or as many as possible) build options have a reason to be. Games in which there is not an established orthodoxy of character building, and that aren't meant or designed to have one.
The core decisions to create a character are:
Lineage: This determines what kind of living being you are. The things you can do by nature. A lineage comes with a bundle of traits, including three Trait Selections, in which each player gets to choose between at least three options (can be more depending on the lineage) to customize its character a little.
Basically: Whether you are a human, elf, woodbot, elemental rodent or something else.
(Homebrew difficulty 3/10)
Archetype: This determines what kind of stuff you will specialize in doing. The archetype you start with is your Main Archetype, but you can access more archetypes by paying a fee. Each archetype levels up independently, when you buy specific stuff for it.
Your main archetype determines the baseline for your starting stats (you then pump them up some more at your criteria, with the same limits among all archetypes) Your starting Talent spread and your starting Equipment.
Every archetype you have grants you access to a market of abilities of its own, which are unlocked at set levels. Capstones are found at Archetype Level 30. Archetypes also have Specialties: Smaller, themed ability packs, that escalate the more you dedicate to both your archetype first, and your specialty second.
Specialties can be understood as subclasses, except one can branch out and take stuff from a different specialty.
The Archetypes are: Agent, Charlatan, Combatant, Explorer, Patron, Scholar, Supporter and Tinkerer.
(Homebrew Difficulty:
Entire new archetype 11/10
Extra abilities for existing archetype 0.5/10
Specialty 3/10)
Power System: The choice is divided between whether you start with access to a Power System or not. This is the special things that adds flavor to a character. What makes a common Scholar a Wizard, turns a Charlatan into a Bard, or grants a short, asocial teen girl the power to defeat an incomprehensible world ending threat (If I had a bonus die for every time Sanderson pulled this off, I'd have two bonus dice. Which isn't much, but it's weird it happened twice). All power systems are essentially its own sets of rules and progression within the boundaries of the game. And as such they have their own limits and are not exempt from risk, especially when you chew more than you can bite. Starting as a clean slate, without a Power System, also has its benefits, by boosting your more mundane side.
Dice Rolls
The game is designed to run all of its rng through Xd6 because of two motives:
- Affordability. Because where I live, dice other than d6 are rare and their prices outpace the wallets of most of the population.
- Escalability. Because the game is designed with "legendary progression" in mind rather than being an afterthought.
The Standard Roll is Xd6 versus Target Number (from now on abbreviated TN.)
X here is a sum of Appropriate Stat, Appropriate Talent if any, Appropriate modifiers if any.
TN is defined as Difficulty x 5 (+/- 0~5, depending on minimal circumstances). So, your median Difficulty 3 is TN 15, but it can range between 10 and 20.
There are basically five possible results:
Failure: Low roll with more than 5 points of difference versus TN
Slip: Milder failure. Low roll with 5 diff or less versus TN.
Miracle: Critical Success. Result = TN. There are abilities that let you try to manipulate results. They are called Miracle-Forcing abilities for a good reason.
Success: Ordinary success. High roll with 5 diff or less versus TN
Excessive/Massive Success from now on abbreviated simply Excess: Success with a minor boon, should never be as good as a miracle. High roll with more than 5 diff versus TN.
Character Creation and Advancement
Takes snippets of Old School, Point Buy Systems, and the Cypher System to build up something unique and robust, easy to learn, hard to master. Essentially you begin making the typical choice based build, but later progress is made through various means, mostly through the expenditure of points.
To begin with, the player is led through three decisions, and each decision made will determine specific things and an additional subset of decisions.
I do it this way because of the next motives:
- Accessibility. When I tried to introduce a group of IRL friends to point buy systems they got overwhelmed at character creation. The systems expected a degree of rule-reading that they weren't willing to make at the moment. By lowering that bar, I expect that more players get to the point of actually playing the game.
- Variability: I like games where all (or as many as possible) build options have a reason to be. Games in which there is not an established orthodoxy of character building, and that aren't meant or designed to have one.
The core decisions to create a character are:
Lineage: This determines what kind of living being you are. The things you can do by nature. A lineage comes with a bundle of traits, including three Trait Selections, in which each player gets to choose between at least three options (can be more depending on the lineage) to customize its character a little.
Basically: Whether you are a human, elf, woodbot, elemental rodent or something else.
(Homebrew difficulty 3/10)
Archetype: This determines what kind of stuff you will specialize in doing. The archetype you start with is your Main Archetype, but you can access more archetypes by paying a fee. Each archetype levels up independently, when you buy specific stuff for it.
Your main archetype determines the baseline for your starting stats (you then pump them up some more at your criteria, with the same limits among all archetypes) Your starting Talent spread and your starting Equipment.
Every archetype you have grants you access to a market of abilities of its own, which are unlocked at set levels. Capstones are found at Archetype Level 30. Archetypes also have Specialties: Smaller, themed ability packs, that escalate the more you dedicate to both your archetype first, and your specialty second.
Specialties can be understood as subclasses, except one can branch out and take stuff from a different specialty.
The Archetypes are: Agent, Charlatan, Combatant, Explorer, Patron, Scholar, Supporter and Tinkerer.
(Homebrew Difficulty:
Entire new archetype 11/10
Extra abilities for existing archetype 0.5/10
Specialty 3/10)
Power System: The choice is divided between whether you start with access to a Power System or not. This is the special things that adds flavor to a character. What makes a common Scholar a Wizard, turns a Charlatan into a Bard, or grants a short, asocial teen girl the power to defeat an incomprehensible world ending threat (If I had a bonus die for every time Sanderson pulled this off, I'd have two bonus dice. Which isn't much, but it's weird it happened twice). All power systems are essentially its own sets of rules and progression within the boundaries of the game. And as such they have their own limits and are not exempt from risk, especially when you chew more than you can bite. Starting as a clean slate, without a Power System, also has its benefits, by boosting your more mundane side.
Last edited September 24, 2023 7:11 pm