RPG Codex Acid Test Time:
I've created a very simple non-floating point based RPG mechanics and hopes for some criticism.
The system is property-based because it makes no distinction between skills and attributes. There are 24 properties grouped into 4 groups:
1. Combat
Sidearms, Light Firearms, Heavy Firearms, Explosives, Unarmed, Melee Weapons
2. Social
Intimidation, Persuasion, Deception, Leadership, Insight, Haggling
3. Utility
Fieldcraft, Medicine, Crafting, Security, Engineering, Science
4. Attribute
Strength, Speed, Stamina, Perception, Willpower, Memory
Each property has a range between 1 to 10.
ALL actions in the game generates challenge rolls, which works like this:
Modifiers include things like stress-level of situations, whether the challenger is hurt (which reduces efficiency) or not, what equipment is he using, and a host of other factors that provide penalties or bonuses. Modifiers are further split into two quotas: (1) Efficiency mods and (2) External mods. Efficiency mods are determined by the state of mind of the initiator of the action (wounded initiators suffer penalties, high spirited initiators gain bonuses); while external mods are mostly environmental modifiers (terrain cover, weapon bonus, armor bonus, etc).
Once the SR (success rate) is calculated, a D100 die is rolled against the SR. Anything lower than the SR is considered a successful challenge roll.
Here's an example of picking a lock in a combat situation:
So, every task in the game generates a challenge between two properties. Trying to shoot a guy behind cover with a pistol invokes a Sidearm vs Fieldcraft challenge with shooter HP as an efficiency modifier and terrain cover as an environmental modifier.
What do you guys think of this kind of RPG system? I like its simplicity and universal nature. But I'm just a n00b when it comes to designing RPG mechanics. Criticism is greatly appreciated.
I've created a very simple non-floating point based RPG mechanics and hopes for some criticism.
The system is property-based because it makes no distinction between skills and attributes. There are 24 properties grouped into 4 groups:
1. Combat
Sidearms, Light Firearms, Heavy Firearms, Explosives, Unarmed, Melee Weapons
2. Social
Intimidation, Persuasion, Deception, Leadership, Insight, Haggling
3. Utility
Fieldcraft, Medicine, Crafting, Security, Engineering, Science
4. Attribute
Strength, Speed, Stamina, Perception, Willpower, Memory
Each property has a range between 1 to 10.
ALL actions in the game generates challenge rolls, which works like this:
Code:
Challenger Level = 1 to 10
Resistance Level = 1 to 10
Modifiers = -7 to 7
Base Challenge Level (BCL) = Challenger Level - Resistance Level = -9 to 9
Normalize Challenge Level (NCL) = BCL + Modifiers + 17 = 1 to 33
Success Rate = NCL x 3 - 1 = 2 to 98
Modifiers include things like stress-level of situations, whether the challenger is hurt (which reduces efficiency) or not, what equipment is he using, and a host of other factors that provide penalties or bonuses. Modifiers are further split into two quotas: (1) Efficiency mods and (2) External mods. Efficiency mods are determined by the state of mind of the initiator of the action (wounded initiators suffer penalties, high spirited initiators gain bonuses); while external mods are mostly environmental modifiers (terrain cover, weapon bonus, armor bonus, etc).
Once the SR (success rate) is calculated, a D100 die is rolled against the SR. Anything lower than the SR is considered a successful challenge roll.
Here's an example of picking a lock in a combat situation:
1. A is picking a lock in combat, after sustaining a wound in the shoulder (-2 under combat sit, -3 shoulder wound)
2. A has 6 in lockpicking
3. Lock's resistance level is 3
4. A is using a master set of lockpicks (+3 lockpick)
BSL = CL - RL = 6 - 3 = 3
NSL = BCL + Mod + 17 = 3 - 2 + 17 = 18
SR = NSL x 3 - 1 = 53
Therefore A has a 53% chance of succeeding the lockpick attempt.
So, every task in the game generates a challenge between two properties. Trying to shoot a guy behind cover with a pistol invokes a Sidearm vs Fieldcraft challenge with shooter HP as an efficiency modifier and terrain cover as an environmental modifier.
What do you guys think of this kind of RPG system? I like its simplicity and universal nature. But I'm just a n00b when it comes to designing RPG mechanics. Criticism is greatly appreciated.