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Let's create a game whose rules only contains pointless

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Let's create a game whose rules only contains pointless and extraneous stats and mechanics that can be found in various crappy systems and fantasy heartbreakers! Where do we start?
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Anal Circumference
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Various martial proficiencies.
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You're only allowed 3 tries at character creation.

Yes, you can die during character creation.
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character stats are as follows:
Strength
Toughness
Fitness
Health
Speed
Dexterity
Deftness
Alacrity
Wit
Intelligence
Cunning
Charm
Charisma
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you have to roll to see if your weapon explodes from damage.
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>>50605466
>You're only allowed 3 tries at character creation ever.
FTFY. Anyone who wants to play the game more than three times is cheating.
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>>50605499
Skills are purchased free form and the GM gets to decide what stat contributes at the moment.
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when attacking with a melee weapon, you have to roll 3d100+3d20 for angle of your wrists, if over 270 degrees, you injury your wrist
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>>50605499
You have each of these stats for each of the following domains: Physical, Mental, Spiritual, Social
e.g. Physical Strength, Mental Strength, Spiritual Strength, Social Strength, Physical Toughness, Mental Toughness, etc.
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>>50605499
Lets give this the ol' FATAL charm.
Group those stats into mega-stats of Body (first 4), Skill (middle 4), and Mind (last 5). Any effects that alter your mega-stats retroactivily affect your regular stats, and any skills that are derived from them.
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>>50605499
Your Toughness determines your HP, and is based on your IRL weight. Get fat, get HP.

>>50605500
Cat 'o Nine Tails is listed as an explosive.
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>>50605552
derived stats are also influenced by multiple inherent stats with different weights, so for example you total hit points are you leveldX (determined by class) + leveldY (determined by profession) + Health + 1/3 points of fitness + 1/5 points of strength + 1/2 points of Toughness

any stat increases retroactively increase or decrease your life total
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>>50605408
Roll every turn to see if you are raped.
Anal Circumference determines HP lost
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>>50605599
Also, there should be various different types of HP for various different types of damage, with each having a different effect once they reach zero.

Most damage types deal damage to more than one hp pool ("you get hit by the axe. Take 1d12 to your bodily integrity HP pool and 1d6 to your morale HP pool")
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After being hurt in combat, you need to roll to avoid getting gangrene.
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>>50605552
>>50605599
I perfer >>50605536
It provides more redundant stats of questionable use.
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>>50605389
It is a D&Dfinder variant. Don't need much else.
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>>50605643
Yeah, but >>50605536 is literally just World of Darkness with 3 extra stats.
Plus, its organized. You don't want this culsterfuck to be organized, do you?
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>>50605638
>roll to see if your gun jams
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>>50605672
What if we combined the two?
So there are 12 super categories, Physical Body, Physical Skill, Physical Mind, Mental Body, Mental Skill, Mental Mind, Spiritual body, Spiritual Skill, Spiritual Mind, Social Body, Social Skill, Social Mind.
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>>50605389
Unless you specifically aim for a body part, you randomly roll for where you hit the enemy, adding another roll to every single attack.
Furthermore, you also have to roll on a severity chart to see how severe the attack was, which adds a damage modifier, and another fucking roll.

>>50605633
Ah, but you also have BP, body part points, which is essentially a individual health pool for each part of your body. So your hand has 1/16 of your HP in BP, and if it takes damage above that BP threshold, the limb is crippled. Then you need to roll on the cripple chart to see how that bodypart got crippled.
And if you take more BP damage than the limb has in a single strike, you need to roll on a pointless extra cripple chart to see how super-crippled you are.

>>50605681
Whenever you miss an attack, there's a chance that you slip and damage yourself.
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>>50605699
BRILLIANT!
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>>50605718
>Furthermore, you also have to roll on a severity chart to see how severe the attack was, which adds a damage modifier, and another fucking roll.
All scoring a critical hit does is get +1 to your roll on this chart (It's a D% roll)
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Weapons and armour have durability. Each different kind of equipment interacts with durability in different ways. There are different sword bluntness and axe bluntness
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Ya know I bet there's probably some people out there who would love a game like this where it's just as tedious and pointless as possible.
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>>50605389
300+ fiddly character options that all do incredibly specific, petty shit like "+1 to damage rolls while standing under the night sky" or "lessen the penalty for using one specific move or maneuver"

than add in a dozen or so that are really powerful, but don't do anything to indicate which are which
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We also have to add in trap options, so players feel accomplished when they find the options that are legitimately good. We bury the good options in hard to find, limited edition splat books among 64 terrible options.

Three months after these splat books are published, we errata the good options into oblivion to "keep the system integrity and balance internally consistant".

>>50605912
I would love this system. Mostly as a thought experiment, but also to annoy me "3.PF is too hard" group.
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First you need to roll d100 to see if you're ambidextrous. If you get 100 you're ambidextrous.
Afterwards you need to roll d100 for each hand (however many your race has) to see how dexterous that hand is. Then you take that result and modify it how much your character's dexterity deviates from the norm.

So if we assume that standard Dexterity is 10 (just to the sake of examples), and your character has 12 Dex, that's a +20% to his handed dexterity roll. Note that I don't mean that you add 20, you add 20%.
So if your character has 12 Dex and rolls 56 LHD (Left Handed Dexterity) then his effective LHD is 67%. If he rolls 32 RHD (Right Handed Dexterity), his effective RHD is 38%.

Your hand dexterity is applied as a percentage modifier to every skill roll that requires dexterous hands. If you use multiple hands, calculate the average hand dexterity and use that.

So if the game is d100 roll under, and your Craft: Knitting skill is 65 (meaning you need to roll under 65 to successfully knit, assuming no modifiers), and considering the fact that you're knitting with both hands, the formula becomes:
>(Craft: Knitting)*((LHD+RHD)/2)
>65*((0.67+0.38)/2)
>65*(1.05/2)
>65*0.525
>34.125
Meaning that in this case, your handed dexterity average and your knitting skill means that you need to roll under 34 to successfully knit.
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>>50606084
>First you need to roll d100 to see if you're ambidextrous. If you get 100 you're ambidextrous.
>Afterwards you need to roll d100 for each hand (however many your race has) to see how dexterous that hand is. Then you take that result and modify it how much your character's dexterity deviates from the norm.
Nah, we can do better, You roll 1d10 for each hand you have, for each 0/10 you roll you have a primary hand (Min. 1)
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>>50605389
Pathfinder was already made, anon.
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Roll to determine your race.
Roll to determine your sub-race.
Roll to determine age (modifies parents roll).
Roll to determine your social class (this modifies all later wealth rolls).
Roll to determine where you grew up (modified by race and social class).
Roll to determine if your parents are alive (they aren't).
Roll to determine how many siblings you have (none).
Roll to determine which number of child you are (don't worry, you're an only child).
Roll to determine how tragic your childhood was (very).
Roll to determine character class (limited by race, upbringing and social class).
Roll to determine character subclass (featuring five slight variations of every class).
Roll to determine how much money you have (one roll for each denomination of currency).
Roll to determine how much land you own.
Roll to determine how many magical items you have (one roll for each possible kind of magical item).
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What should we name this game?
I vote for "Clustefucks and Confusion"
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>>50605389
Why would I want to look outside the window?
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>>50606132
>Pathfinder is too hard waaaaa
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There are 6 stats: strengths, constitution, dexterity, wisdom, intelligence, and charisma.
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>>50606214
>Roll to determine how many magical items you have (one roll for each possible magical item).
FTFY.
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>>50606357
we have 52 already, they are divided into 12 groups see >>50605499
>>50605536
>>50605699
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>>50606464
>Okay Jeff, the last step is to see what kind of magical items your character has. Can you roll 800d100?
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>>50605389

Weapons and Armour have durability that has to be tracked, lest your weapon suddenly break on the battlefield.

Each school of Magic is exclusive and does not allow for crossing over. Once you study in one school you're stuck there for life.

Using only the most realistic combat simulation, roll to accidentally hit yourself on every attack. Opening a scroll has a chance to tear it in twain. Putting on your pants has a chance to make you a eunuch. Eating has a chance to stab your own eye out with a fork or choking on a bit of food/drink. Even going to the toilet requires a roll.

You have to put points into going to the toilet, walking and drinking in character creation.
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>>50606464
> If your rolls say you have more than 1 roll again for each item you got
> If any ties, eliminate all others, roll again
> Continue until you have 1 magic item
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>>50606540
Nah, just give each character a max HP penalty for each magic item they have, as magic items take part of your life force to power. This forces you to recalculate HP for each body part and ties back to >>50605466
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>>50606577
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Roll a d1000 at character creation to determine specific allergies. This chart will of course include every single conceivable allergy known to man, and will also obviously have certain fantasy allergies (allergic to magic, allergic to trolls, allergic to dragon scales, etc.).

Rolling a 700-1000 makes you roll two more times on the chart. This stacks until you either stop rolling above a 700, or you get every single allergy on the chart.
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You need to roll for genetic diseases.
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>>50606214

so world of synnibarr
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Experience only comes from killing enemies, but to get experience you have to fulfil your role. Meaning that the healer only gets XP if he heals, the mage only gets XP if he cast a spell, the thief only gets XP if he stole something, and so on. Meaning every fight becomes a mess as everyone tries to do their one thing before the battle's over.

>>50606655
Yes, but with added Realms of Atlantasia.
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>>50606084
>>50605530
Don't forget this, you gotta roll to see if you snap your hands off from excessive twisting
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>>50605763
Scoring a critical hit requires you to roll on the crit chart, you mean.
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All movement ranges and attack ranges are measured in exact centimeters.

So to determine how far your attack range is in melee combat, you have to take your height, divide it in two and subtract half of the total width of your torso. Then you add the length of your weapon, and that's the maximum range you can strike from.
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>>50607000
Combat is grid based, using 1mm squares to represent 10 centimetres. You have to use 2d10 on every miniature to track the location within the squares the mini occupies.
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>>50605389
There is no Stat assignment. Only random roll.

Dice are shared as a pool. You have to put ALL your dice with everyone else's in the center of the table. No the game does not work without doing this.
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>>50605499
Needs Size, like in Chaosium games.
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>>50605499
>no Love
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>>50606951
Of course, and you have to calculate the health point, body point, and morale point damage of snapping your own wrists off, and see if your stumps get gangrene.
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>>50607117
>>50607122
I love it, >>50606483 up to 60 stats.
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>>50607192
gender should also be a stat.
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>>50607276
>Okay roll for Physical Gender
>Now Mental Gender
>Now Spiritual Gender
>Now Social Gender
It will be the most Progressive game ever, I love it!
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take everything on this thread, now put it into Dwarf Fortress.
Not on a computer though, you calculate the Dwarf Fortress elements with dice.
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>>50607329
physical man
mental woman
spiritual catkin
social futa
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>>50607363
Also codify Every class and race combination from Pathfinder into it. All of them.
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>>50607391
And the entire game can only be played by characters inside of D:tD 40k 7e.
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>>50605585
"He was so tough he had a massive heartattack"
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>>50607391
Why not have races as classes and classes as races?
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>>50607462
Great idea, we need to add stat overflow.
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>>50607463
Races as social classes, obviously.
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>>50607463

Or have genders as race or class, or hell, any possible permutation on that.

For example, if I want to say my gender is "Rogue" and my class is "Female" and my race is "Paladin," I should be able to do it.

After all, we do want this game to be open to all forms of custimization. In other words, every single gender, race, and class option should have special options if its used for one of the other three slots.
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>>50605389
Seperate HP pools for all of your organs!
All with varying resistances weakness and effects when damaged.

To make combat more realistic.
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>>50607630
>I Sexually Identify as Rogue
BEST. GAME. EVER.
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>>50607630
>Or have genders as race or class, or hell, any possible permutation on that.
I thought, genders were stats. Unless we make all the stats classes and races.

>My race is Physical Strength, and my class is >Mental Love
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>>50607662
>Not Sexually Identifying as Paladin.
Heathen.
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>>50607704
If you make class, race, and gender all stats, you'd have to roll for them. If you don't, you can make them pull from the same pool of options, which allows you to sexually identify as a vampire, be from the knight race, and have your job be woman. Alternatively, sage goes in all fields.
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>>50606577
Hmm... I think we don't have enough recursion here.

Clearly some magic items can affect your stats/abilities...

Which then trickle down into your HP, forcing you to recalculate it again.

Even better if the stat change is dependent on HP...
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>>50607743
You little shit.
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>>50607743
[Cursed Sword]

This sword gives you a bonus to Physical Strength based on a penalty to Mental Health. Upon equipping, take 2 damage to Mental Health, then an additional 2 damage to Mental Health for each point of damage to Mental Health you have taken since equipping the [Cursed Sword]. Each point damage to Mental Health taken after equipping the [Cursed Sword] gives a bonus of 2 to Physical Strength.
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>>50607743
>once your HP drops to a certain threshold, your stats change
>the change in stats increase your HP, which puts you above the threshold, which lowers your stats, which reduces your HP, which causes your stats to change, all repeating ad infinitum
FUCKING BRILLIANT!
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>>50607932
Now all it needs is juuuuuust enough stability to not constantly be in an infinite loop. (or else the players might just ignore the rules)
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>>50607704

Genders and races are stats, but only when used as either gender or race. Classes are classes, unless they're your gender or race, in which case they become stats. Genders and races can be classes, and will (obviously) need their own class stats.

So for example, my dragonkin (gender) paladin (race) human (class) would need to keep trap of their dragonkin and paladin stats, and would level up in their class, Human.
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>>50608101
The loop only activates if your Magic Aura derived statistic is high enough (your Magic Aura increases your stats when you reach half-HP)
However, most players are gonna have pretty high Magic Aura, since its increased by every Magic Item you have.
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heres a character sheet i'm working on for it

just page 1 of course
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>>50608251
While I believe the original intention was to divide the 13 base stats by 3 categories, then have 4 types of each, I like your interpretation.

For an example of the original interpretation:
Physical Body is composed of
Physical Strength, P. Toughness, P. Health & P. Fitness. While Mental Skill is Mental Speed, M. Dex, M. Deftness, M. Alacrity.


Also, as a side note, I love the Physical, Mental, Spiritual, Social , Race and Gender names.
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>>50608301
oh.... yeah i guess that makes more sense
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>>50608251
Holy shit, it's beautiful.
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>>50608301
so like this?
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>>50608432
Yes, though I think there were several kinds of HP being discussed, each with several hit locations that had their own seperate pool. Maybe increase the AC box and make HP take up a large chunk of the second page.
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>>50608482
yeah i just googled 12 dimensional hypercube and put that in for AC. seemed fitting somehow.

i feel like instead of stats being a number, this should be one of those games where you spend stat points to increase the die size for each stat, so that all of your stats can have different dice
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>>50608511
Only if we have stats from d1 to d100. No, I don't have any idea how to roll a d 87.
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>>50608558

That's easy. Just roll a d174 and divide it in half.
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>>50608558
Roll 4d10+2d20+1d10/2 then flip a coin, head 1 tail 2
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>>50608511
>>50608482
So, How should we divide up HP?

Physical HP is pretty easy, head, body, arms legs, waist, hands, feet.

Social HP can be divided based on different emotions.

Not sure about Spiritual or Mental HP pools though.

>>50608629
I'm not sure that gives an equal chance to roll all outcomes.
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>>50608654
so
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>>50608654
Mental HP is sanity, methinks. Spiritual HP is morale.
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>>50608702
So it's not a proper d87.

>>50608713
The issue is we need multiple pools for each, unless we can put different aspects of sanity and moale. Actually rather than morale dropping for Spiritual, what about morality?

>The succubuss' attack hits, you lose 5 HP from your head and 3 from your lust.
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>>50605466
GDW is that you?
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>>50608558
>>50608629
>>50608702
>>50608756
>So it's not a proper d87.
i think the rulebook should discuss this (how to roll d87) as being a major argument at a lot of tables. likw rulebook 611b
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>>50608756
Oh, that's good. Spiritual relates to your ability to resist the seven deadly sins or some such. Mental would have to literally incorporate the DSM for extra useless complexity. Social affects your moods, so you'd have axis such as happy/sad, relaxed/agitated, focused/attentive and your mood is determined by how these axes intersect. Nothing quite like three dimensional intersectional damage and a required psych degree to make a system fun.
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>>50608826

Every single one of the game's spells and magic items should be affected by the various mental stats. In other words, every spell and magic item should have its own chapter breaking down all of the possible permutations.
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>>50608856
And how using it can worsen or improve a pre-existing condition. Using a wand of Plentiful Pillows increases Melatonin in the body, but prolonged usage may desensitize the user, causing trouble sleeping without it. If that occurs, they may develop insomnia, which would worsen Depression, and lower overall energy, which would affect their Sloth hp as well. Increased Depression and lowered Sloth hp cause listlessness and a lack of motivation, which fuel feelings of powerlessness. This can cause a negative shift on the happy/sad axis. Feeling like one is the only one suffering damages Envy and Wrath towards comrades who are not affected. Now, if you take the Clear Mind feat, you can lessen the effects of using this wand once a day. This is not to be confused with the Mind Clear feat, which wipes your mind once every 30 minutes.

The system is crazy simple once you get the hang of it, but the learning curve can be a bit steep.
>>
Each piece of equipment can have one or more keywords causing its functionality to change based on your stats. These keywords are spread out in every chapter. The words themselves are tangential at best to what they actually do.
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>>50606597
On average you get 1.75 allergies
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>>50608432
>anal circumference
>maximum

what is this heresy?
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>>50608251
Not going to lie, I made something similar to this once. Not sure whether to feel pride or shame.
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>>50609217
You've gotta tear at some point. Then you go infinite.
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>>50605937
song of swords?
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>>50606577
>All magic items have downsides on top of their magical powers
>Some drain hp on use
>Some drain strength
>The more magical items you wear to counteract other magic items you slowly become insane and deemed a sorcerer who needs to be stopped
>Spellbreakers/Antimages start to hunt you down as you are magically unstable and cause the warping of physics, time, space etc by accident
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>>50609217
maybe its more like a "high score" kind of thing?
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>>50608800
just fill out form GW-553-31C and get it stamped by a certified local game store retail provider (CLGSRP) and send it to the devs, they'll send you core supplement 51b, which you need to show to an old man in an afghan cave. he knows how to roll a d87 according to the rules, but he won't let you leave with that knowledge alive.
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>>50605937
>a character who is completely useless, except on odd numbered minutes during the hours of 1 AM to 3 AM, where they get huge bonuses to 43 different stats.
>>
You know what makes a game really, really good? Trap options.

Because as we all know, system mastery should be rewarded. I'm thinking feats that actually end up making you worse at the thing it's supposed to improve, a class that references rules that aren't even in the book, stuff like that.

But you know what would be even better? A trap stat. A stat that is actually detrimental to have up too high. Now that right there would be fantastic.
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>>50610541
I think we have enough stats that are functionally useless, Can you even describe the use for half of these?>>50608432
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>>50610608

No, no, I don't mean a useless stat, I mean a stat that actively makes you a worse character just by virtue of having it too high. As in the higher it is, even if all of the good stats are high whatever fucking stats those are, just because you have the one trap stat too high, you're completely fucked, and more prone to death, or fumbles, or some shit.

You know, to support system mastery.
>>
>>50605912
Implying I'm not already taking notes.

Honestly gaming has got so casual that systems that actually require thought to learn and play are quite literally a joke now if it can't be digested in 6 seconds nobody gives a shit anymore.

But what's wrong with verisimilitude? What's wrong with attention to detail? What's wrong with depth ?

I'd love to see a return of the likes of Harnmaster , rolemaster or even the likes of GURPs , but I think sadly those days are dead replaced with tripe like Dungeon World all while being encouraged by the casual hordes watching critical role and pretending they're nerds to be cool.
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>>50608969

Oh, and if your Mental Dopamine HP stat goes higher than your maximum, you get a temporary (or permanent) issue like schizophrenia.

Really, I'm sick of healers thinking they can "heal someone to full health," real healers need to carefully figure out how much healing is worth administering to get as close to Maximum.
>>
>>50605937
How about these?

>roll 5d6 before every action. if you get a Yahtzee, multiply all your stats by 1000 for that roll. If not, take -1 to all stats.
>Re-roll all threes. And all multiples of three. This is mandatory.
>plus +1 to attack rolls if you roll a natural perfect square
>gain a +1 to defence rolls when you move in the direction of west-north-west. -1 to defence rolls if the move in east-south-east
>gain +1 to attack if you used a weapon made of Platinum metal
>gain a +1 to all stats against corpses
>gain +1 to stealth rolls whenever you are out of cover in the daytime. If not, take a -5 to
stealth rolls.
>gain a +5 to accuracy checks with completely unloaded firearms.
>gain a +1 to attack against enemies wearing blue shirts
>gain a +5 to all rolls involving technology that hasn't been invented at the time of use.
>gain a +2 to anal circumference checks
>Choose to lose 90% of your total hit-points instead of taking damage from a single source for this turn. This may be used as many times as the player wants
>use a d4 for every roll you make for a character. No exceptions.
>use a d66 for every roll involving a character. No exceptions.
>a Warhammer scatter dice is used in place of all rolls with only two options for an outcome. Cross-hair succeeds, arrow fails.
>exploding dice apply for all rolls, but only if the value of the rolls are single, sequential digits of Pi. For instance, if a d4 was rolled and gave the value of 3, the d4 would be rolled again. If it rolled a 1, it would be rolled again and so on until it gave a digit that wasn't a digit of pie.
>>
>>50607662
Haley starshine?
>>
>yfw this system ends up being one of, if not THE most balanced system out there
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>>50608432
Needs worse formatting.
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>>50605499
I have a friend who decides to run a game occasionally. He makes up a plot based on the animu he's been watching and them comes up with a similar table of twenty-something stats. The rest of mechanics he tries to figure out on the fly during game. It always fails miserably but he never stops.
>>
>>50605389
Is someone documenting this shit?
>>
Reals of atlantasia has a neat rule where you roll when you make an attack for weapon breakage.
However, even if your weapon breaks any remaining attavks to be made still happen in the round.
Say you attak twice with a dagger. It snaps after the first attack, but you still deal damaage on the second attack. The only logical assumption is that the broken pieces explode and deal damage. The cat o nine tails is practically a bomb.
>>
>>50605718
All that body part stuff sound suspiciously like GURPS. I actually enjoyed the whole roll for body part thing. It brought variety to combat without a map where two dudes fighting would just turn into counting hit points.
>>
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Let the defilements begin.
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>>50612747
Beautiful, but where are the five separate sections for skills, feats, minor attributes, attacks and powers?
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>>50612680
If I stab you with a broken knife, it will still fucking hurt.
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>>50612747
>>50612766
Oh, and don't forget beliefs and senses!
>>
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>>50612766
>>50612787
On it.
>>
How about a political belief slider that is shaped like a horseshoe?
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>>50611867
Here's your scientifically accurate mental HP.
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It's not going to get prettier any time soon.
>>
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>>50612680
To be fair, the Cat 'o Nine Tails is the only weapon in Realms of Atlantasia that allows multiple attacks at once.
And even then that's sort of a GM ruling, since the actual book doesn't really explain how it's supposed to work.

But clear that the game has the worst combat rules I've ever seen, to the point where it's hardly playable.

>>50612698
It's inspired by FATAL, actually. But yeah, GURPS has similar rules.
>>
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>>50612995

Now we're getting somewhere

Needs more graphs though. You should definitely put a bar graph on there, and label it as "armor" or something
>>
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How about rolling for what body type you are and change stats and chance-to-hit-body-part accordingly?
>>
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>>50613026
Nah, that would be needlessly complicated.
>>
Should we have an alignment system?

I'm thinking a scale with 1 being very bad and 100 being very good. Your current alignment score is determined by a function that takes in account all your spiritual HPs and needs to be recalculated each time you loose spiritual HP.

Every time you perform an action, the GM determines if it is Good or Bad. For perform a Bad action, you need to roll over your current alignment, to perform a Good action, you need to roll under it. This roll is obviously modified by your current mood.
>>
>>50613199

>only good and evil

No, no, no. We need this shit to be way more nuanced and complex than a simple "good" or "evil" system.

We need to have an alignment system so complex, it can accurately and completely analyze a character's personality with just a few words.

>Good
>Evil
>Lawful
>Chaotic
>Neutral
>Narcissistic
>Humble
>Prideful
>Greedy
>Happy
>Angry
>Sleepy
>Dopey
>Doc
>Wrathful
>Inquistive
>Lethargic
>Willful
>Arrogant
>Shy
>Voracious
>Lustful
>Sanctimonious
>Heretical
>Exuberant

And then of course any other descriptive term we can come up with. These will, of course, be charted on a polyhedron with a number of sides equal to the total number of alignments, with the character being somewhere within the middle of this web.
>>
>>50613199
I say we need three axis. One for the character's take on utilitarian ethics. The other xir take on deontological ethics. And also a horseshoe for political ideology.
>>
Is it possible to involve variants to dice in some way? Perhaps spinning a dreidel, throwing a dart or using a ouija board?
>>
>>50614224
Perhaps NPC dialoue could be done with Ouija board?
>>
>>50614224
>>50614277

>all ranged attacks are resolved via dart board
>all NPC dialogue is determined via Ouija board
>all stealth checks are resolved via Jenga; not just removing a block or two, a full game of Jenga
>all balance checks are resolved by balancing a book on your head and walking (distance determined by the difficulty of the check)
>all spot checks are resolved by finding Waldo in a Where's Waldo book within one minute
>if you attempt to summon a creature, you must play a game of Magic: The Gathering against the GM and win
>>
>>50613422
These alignments are on several axis a la selfish<->selfless and introvertet<->extroverted, ranging from +5 to -5.
Depending on where you are on specific axis you get stat boni on some rolls because you are more intuned with this activity.

Acting out of character can make you loose the stat bonus, and possibly gain another one. That is of course aside from the standard out-of-character penalty that occurs regardless which alignment is affected. However, there certain abillities and stat combinations that change this mechanic.
>>
>>50614629
Yeah the bipolar perk is fucking broken with how it lets you turn that fucking -5 to a +5. Who the fuck thought a 10 point swing from a single lesser mental inacuity conversion perk would be balanced??
>>
I just love you guys. All of the homo.
>>
>>50613422
"For alignment, you need to get two different colored d30s and roll them together for each couple of alignments (Good-Evil, Lawful-Chaotic etc.) Each roll shows your tendency towards that particular alignment. Then, roll 1d30 for each alignment and add your tendency to it and subtract your tendency to its opposite to determine your position on that alignment scale. Keep track of each roll, then use them to determine your character's position on the Alignment Chart."

Of course, the game won't list which alignment goes with another
>>
>>50615053
There's also an odd number of alignments
>>
Also, since the ST has it easy for now...

> key plot points and NPCs MUST be rolled randomly.
>>
>>50615146
Roll to see which pages of your notes you have access to
>>
>>50615162
...and you HAVE to show aforementioned notes to the players to show you're not cheating.
>>
Now, onto magic. For simplicity's sake, we'll be going with casting spells first. Chanting, runes, enchantments and that stuff comes later.

Spellcasting is based on a mix of Vancian Casting and a MP system. To cast a spell you need to spend mana from your personal ressource pool. You can also substitue points with rituals and materials. Generally, spells have specific requirements and conditions how to cast them.

There are 8 so called natural elements, arrenged in a circel. Depending on the position in this circle any given pair of elements may be allies, neighboors, neutral or enemies. Each character has one mana pool for each of these elements that regenerates from the environment. Depending on different factors your MP regeneration may change.

Furthermore, there are the conceptual elements and the substantial elements. A spell requires one element from each of these groups, but advanced spells require more of them.

Each character has a seperate skill associated with each of these elements and the different types of rituals.

Whenever a character casts a spell or is hit with a spell, they gain attunement points with the elements of that spell. Higher attunement makes it easier to cast/resist a spell with that element and amplifies it's effect, but has the opposite effect with spells of the opposite element. The total attunement modifier is calculated from the attunement points and elemental skill values of all involved elements of the caster and the target.

Of course that only covers 1-on-1 casting. The rules for compound casting and distributed resistance come later.
>>
>>50615289
Can we somehow integrate the position of the stars, moons and planets into this? Making the [Whatever the DM is called in this system] roll for the movement of the celestial bodies each turn and simulating it using quite simple 2nd degree equations.
>>
>>50615324
The celestial bodies' positions would then apply penalties or bonuses to the spells in question.
>>
>>50615324
Each planet is tied to an element, and their positions determine an element's position in the circle.
>>
>>50615352
Yes but maybe the planet's moons could determine the impact of each element in the casting process?
>>
Skill/whatever checks are determined by creating a differential equation or something absurd like that. When solved, input values of dice to get your check result.

>Mental Body: 4, Mental Body Health: 6, SAN: 52
y'=52y^4x^6
y=((7/3)^(1/3))/((c-52x^7)^(1/3))
So if your rolls are 6 and 99, then you would get a final result of -0.005.
>>
A system like this desperately needs to take the general state of your digestive system into account more often. First of all you need a Digestive stat that's derived from a few physical and mental stats with an added roll for how you masticate (digestion = (PhyB + PhyM + MenB + MenS + SpiB + 1d20) / 6 ).

Digestion is used whenever you eat to resolve how your body reacts to the Food. The better the food, the higher a bonus you get on the roll, unless it contains something you're intolerant or downright allergic to and also how long you take to eat it and you should only determine these factors after you've rolled on the random encounters table for dining (also separated into snack, breakfast, brunch, second breakfast, lunch, dinner, three course, fine dining, romantic).

Once the digestion roll has been made you can then add or subtract from your stomach HP which affects ALL skills until your next meal or lack of one (automatically loose one stomach HP every 4 hours your character goes without eating).

Every time your stomach HP goes over 10 you modify stats to simulate fattening and of course there's several chances of your Anal circumference changing both due to fattening and random encounters.
>>
>>50612462
>>use a d4 for every roll you make for a character. No exceptions.
This one is terrible since your stats are dX, with X ranging from 1 to 100.

>>roll 5d6 before every action. if you get a Yahtzee, multiply all your stats by 1000 for that roll. If not, take -1 to all stats.
This one is really interesting with Stat overflow and Underflow.
>>
>>50613109
>>50612995
>>50612881
>>50612802
Now you guys are just adding retarded shit to the character sheet rather than writing a game.
>>
>>50614224
Not really as stats are varying sizes of dice.
>>
>>50614702
BIpolar: Feat
You may invert the value of one of your alignments, if you do take 1d6 Dopamine damage.
>>
>>50605829
Lets make it a more convoluted version of Fire Emblem. Weapons, armor, and pretty much every other item can only be used a limited number of times, with a massive table showing the effects on each type of item (there'd be 20 types of weapons and 14 types of armor, 3 types of wand...). Better items would break sooner. The system would take great pains to explain that the reason a weapon used by a legendary hero in countless battles can only be used 5 times before breaking is because it's an ancient relic of a lost age, as if that makes any sense or explains all the fairly mundane weapons that only get 2 or 3 times that. Repairing weapons is possible, but ludicrously expensive, especially for more powerful weapons you'd actually want to repair.
>>
>>50616814
Make every item's durability count towards it's weight and be sure to recalculate you encumbrance and skill mods every time your item durability changes.
>>
>>50609307
unless you made it ironically to mock someone or something else...
shame...definitely shame
And even if you did do it ironically. then still probably shame, but mixed with the pride that you beat /tg/ to it.
>>
>>50614391
i know how my next drunken one shot's gonna be run
>>
We need a table for different materials and how they react to the world.
Like wood or stone.

How much strength (and which of the strength sub stats) do we need to cut through one inch of each material?

How much noise does each material make when we step on it in regards to stealth checks, I am talking about the exact distance the sound travels while still being able to hear it, not to forget to take into account that different creatures have different "hearing" stats.

I don't think we have discussed the individual senses like eye sight or smell yet (though I guess that would need to be calculated from the previous stats), which leads back to the materials. From how far away can you smell leather if you are a 55 year old female dward?
>>
>>50616453
You might be on to something there.
>>
>>50605389
System has three groups of stats:Mind.Physical and Social.

Mind has around 40 stats to describe soul as percentages of different phylosphies and religions.

to memorize something you must roll all of them.
>>
We need to add narrativist mechanics
>>
>>50605499
I propose the addition of Moxie and The Cut Of Your Jib
>>
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>>50623179
>>
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>>50605499
Bloated stats, you say? You are like a tiny child. Let me show you.

Strength
Might
Muscle
Brawn
Toughness
Fitness
Constitution
Health
Body
Guts
Grit
Speed
Agility
Dexterity
Alacrity
Mind
Intelligence
Memory
Smarts
Intellect
Intuition
Perception
Senses (with sub-stats for each of the main five)
Awareness
Cunning
Guile
Charm
Comeliness
Charisma
Leadership
Persuasiveness
Moxy
Faith
Innocence
Spirit
Soul
Willpower
>>
>>50605389
The system is a d% roll over system. Prime numbers are considered critical successes. Thus, a natural 97 is the best result you can achieve.
>>
>>50624394
It's only a roll over system sometimes. Other times, under some circumstances, it's a roll under system.
>>
>>50624396
When you have disadvantage on a roll, it's a roll-between system. If the normal roll over difficulty is 20 for instance, you must roll between 21 and 80 to succeed on the task.

In such cases, only perfect square successes are critical successes.
>>
How about an initiative stat derived from all main stats, physical description, mental state and adjusted by current HP and encumbrance and also rolled for every round then adjusted throughout the combat whenever anyone takes damage or just has a change in any of the emotional axis, like from missing an attack. Basically recalculate every time anything happens or doesn't happen and usually for more than one participant at a time, spending most of the time every fight figuring out who's turn it is.
>>
>>50624302
Combine this with >>50605536 and>>50605552
>>
>>50624394
>>50624396
It has to be roll over, because the stats are the size of the die you roll ranging from d1 to d100.
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