i came here awhile back asking about tips for making my own system, I've spent the last month working on it and I've made some okay progress.
Get your laughs out now, I've seen the sperglords who try to make their own system (like that fucking retarded one where each skill rolls off 3 stats at the same time)
anyways I'm at a point where i need some outside help. i need help figuring out what
- Luck stat
- Stances
- Minor Actions
Exactly are.
So far for the luck stat, its an average of all your other stats, usually landing around 7 and it lets you get 1 re-roll for 1 point, no more than 2 per turn. and it resets every new session. what else can it be good for?
Stances, its been asked a couple times wether i have stances, it seems people want them. I'm not sure what kind of stances i can include besides
-Attack/Defense/Crouch/Prone
lastly action economy and whatnot, i want to give the players options in combat besides shoot or move so I've started on a system where theyre allowed 1 minor action and 1 major action per turn. i just dont know what to qualify as a minor action besides
-1/4 move/talk/manipulate object/interact
>>52891235
What is the game supposed to be about?
>>52891294
the system is rules-medium. i was looking for something a little more than savage worlds rules light, but something way fucking less than GURPS or Anima, but still gave the character the ability to play any concept that fit the setting.
play testing has gone well and I've been using a space sci-fi setting for tests, so it does include rule/mechanics for both guns and swords.
i want to give the players full choice about what their abilities are and who they are, if they choose not to have combat ability they dont need to buy it, if they only want to spend points on the persuasion skill, so be it.
>>52891235
>Luck stat
Do they have to take the new roll regardless of the outcome? Can you use luck on your allies?
>Stances
Literally steal the personalities from Pokemon and give them fluffy names
>Action Economy
I'm D&D biased, so sorry in advance.
Major Actions
- Attacking
- Defending
- Looking through your gear for a thing
- Doing something complicated like affixing rope to a crossbow or setting a simple trap
Minor Actions
- Using an item in hand
- Using a counter attack
- Changing stance
Non actions
- Dropping a held item
- Moving
- Speaking a sentence
>>52891455
>Do they have to take the new roll regardless of the outcome? Can you use luck on your allies?
They keep the new roll, unless they spend another luck point (up to 2) in which case they keep the 3rd one.
Luck to have another person re-roll? i dont think so.
>Literally steal the personalities from Pokemon and give them fluffy names
never played, ill have to go look
and those actions seem pretty good
>>52891583
sorry, they're called natures.
http://bulbapedia.bulbagarden.net/wiki/Nature
>>52892328
huh these are actually pretty neat. i can see this working out. thanks
>>52891235
post what you got nerd
>>52893323
u first qt
>>52891366
Ah, generic. Doomed to fail if you ask me.
>>52893414
yeah i dont need some retarded ass system, what the fuck is everyone with these special unique systems. i just want something simple andfunthat just our group can enjoy.
you go have fun with that retarded system where persuasion rolls off 2 mental stats and 1 physical stat, enjoy your "non generic" piece of shit
now you gonna participate or just gonna be a waste?
>>52893511
>>52893511
Hrm? No, i will not. I asked OP what the game was about, I stated why I think it will fail hard out of common courtesy. I'm not gonna bitch, I simply answered.
>>52893323
uhh its pretty simple, but heres what I've got so far.
Dice - D10
Health - Con x2
Classes - Specs Grant bonuses to a set of related skills
Psychic/Magic - uses based on your power stat
Ability roll based on your power stat
Attributes - Generated by 1d10+2
Strength:
Agility:
Endurance:
Intelligence:
Willpower:
Resistance -
You count every success versus their CON
½ causes minor effect
1 causes major
1.5 causes total effect
Init - Agility minus Armor weight
Attack/Defense - 1d10 + Skill
Armor - Armor reduces Damage by its Reduction amount
It also reduces speed by it's weight
Special moves - ???
Races - Picking a race gives you 1 less perk point
Health Regen - Regen 1d10 health, until con 11 then roll 2d10
Movement - You get free movement equal to ¼ your agility
You can do a major action of your full move value
Damage - 1 damage for every success above the enemies defense
Action economy - You get 1 major and 1 minor action per turn
Skills - 1d10+Skill+Attribute
Point buy -
HP Mod: 2 pts for con/5
Skills: you pay the cost for the level you want (lvl 1 costs 1, lvl 3 cost 3 [6 total] and so on)
Attributes: 10 if below 10, 20 if 11+, 30 if 21+
Stances - WIP
Perks/Quirks - WIP
Random - Attacks of opportunity are a thing
LUCK - based off the average (round down) of all your stats
Allow you to re-roll any roll, up to 2 times per turn
Refresh at the beginning of each session
XP and Levels - The recommended starting points is 30, GM’s may change it freely
cont.
>>52893631
These are the skills I've come up with so far. i can't think too many more would be helpful, they might bog it down.
Nature - Intelligence
Art - Willpower
Electronics - Intelligence
Sleight of hand - Agility
Athletics - Agility
Ranged - Intelligence
Melee - Strength
Thrown - Strength
Dodge - Agility
Stealth - Agility
Persuade - Willpower
Lockpick - Intelligence
Intimidate - Strength
Sense motive - Intelligence
Traps - Intelligence
Craft - Intelligence
Engineering - Intelligence
Chems - Intelligence
Knowledge(Subject) - Int
Cooking - Willpower
First aid - Intelligence
Observation - Intelligence
Navigate - Intelligence
Vehicles - Intelligence
then lastly, because we've just been playing and testing we haven't made equipment or anything. but this is how combat works
Weapons grant a bonus to your attack roll (Ex: Rifle = +3 Ranged) so when you roll ranged attack, add 3 to your roll. and if you score 4 above your enemies defense you deal 4 damage.
>>52893631
>>52893682
im positive i missed a few minor things because my notes are pretty scattered. but I'm here to answer any questions, and yes>>52893596
ill accept any and all feedback
>>52893682
So do bows and rifles use the same skill?
>>52893826
yes
i currently dont like that skills
Intimidate - is based off strength.
and Intelligence dominates the skills section
>>52893872
Well, part of the reason it seems that way is because a lot of specialties could be consolidated.
Craft
- Art
- Arms and Armor
- Technology
- Traps
- Chems
- Cooking
Knowledge
- Nature
- Engineering
- Etc Etc
Melee and Ranged I think should work in the same way
Melee
- Unarmed
- One-Handed Weapons
- Two-Handed Weapons
Ranged
- Chemical
- Mechanical
- Energy
Vehicles should be agility
Persuasion is why D&D has a Charisma stat
>>52894060
thanks, ill add some of these to the play test this week and see how it goes, i very much appreciate the help
>>52894287
No problem, system building/homebrew is fun. Keep asking stuff and I'll keep throwing out opions.
>>52894435
I'm working on perks right now. currently I'm thinking you start with 3, and picking a race reduces that to 2. but depending on your game Races might get exclusive powers or benefits. hope the GM isn't a dick.
read through GURPS and got these so far. this is very first draft.
(1)Contacts: a small array of contacts whom you can rely upon for information
(1)Ambidextrous: you can make a small -3 penalty attack with your off hand (you can only dual wield small items)
(1)Attribute: increase any attribute by +2
(1)Charismatic: +2 to any social related rolls
(1)Mutation: you have developed a mutation, discuss with your GM
(2)Combat Senses: you are never surprised on an ambush, you are given an alert when you might be in danger
(1)Thick Skin/Subdermal Armor: you have 1 natural Reduction
(1)Dark Vision: Negate up to -5 for penalties of being in the dark
(2)Dual Spec: Pick a second spec for your character
(1)Psychic Potential: Gain 3 psychic powers (spells for magic games)
(1)Psychic Adept: Your psychic reserve is now 3/4 instead of 1/2
(1-2)Quick foot: as a passive you may move ½ your movement value (grade 2 = +5 init)
(1)Eagle Eye: Aim maneuver grants +2 on the first turn, and then +1 every turn after
(1)Lucky: You gain +3 Luck
(1)Hearty: grants +6 bonus HP
(1)Quick Healer: Whenever you roll to regain health, add 5 to the result.
(1-2)Signature Gear: Start game with a single item worth up to 500 Credits (grade 2 = 1000 credits)
(2)Jack of all trades: all skills are considered base 1 for you
>>52894836
But I'm also still missing stuff for the luck stat.
ive added
- for 1 point you gain +5 to your next roll
>>52894874
I've honestly never been that big a fan of luck as a stat, that's supposed to be what your primary mechanic represents. I would say it should always be a gamble. It represents overall luck, not how much good luck you have.
How exactly does your base mechanic work. Is it just d10 (+ whatever), roll to beat a DC?
>>52894836
Using a d10 you gotta keep in mind that every +1 is a pretty decent increase in success, 2 or 3 might have a huge impact on a character's ability to do things. And you have to think of synergy. Say the average luck is 7, and you take lucky, that's almost a 50% increase in usage at character creation. With low numbers, a character might blow 10 luck to essentially be an untouchable death machine for 5-10 rounds of combat.
>>52895875
for most things it is 1d10+Skill+Relevant attribute unless it is an opposed check like attack/defense rolls
i do see your point on luck, i think I'm going to cut down luck by either half, or limit it to just a bonus on rolls.