Alex
Arcane
My last attempt at writing my own RPG didn't pan out, but it did yield a few interesting (to me, at any rate) ideas, and I am hoping to put them into practice with this new system. However, designing is hard work, and I have to keep second guessing myself constantly, and still, lots of obvious flaws sometimes just pass me by. So, I thought maybe you guys would be interested in helping me out. I wanted to start with how the system handles rolls, so I won't go into much detail now. What I have in mind is something like a a mixture of old Warhammer with DCC RPG. Like in DCC RPG, PCs start off as lowly adventurers and carve their own place in pulpy fantasy world. But eventually, more than themselves, they start counting on others. Thy raise armies, form churches, mess with politics and may even mess with magics that can change the whole world. In fact, the envisioned "endgame" (though it is really up to the GM and the group to determine what that will be like) would probably feel like Master of Magic at times.
Anyway I want to start with the way dice are rolled. Throughout the years, some rather interesting and unusual systems have appeared. Deadlands, for instance, used playing cards instead of dice. In fact, it actually used cards as cards in spellcasting, that is, deciding how well a spell was cast was based on poker hands. Dogs in the Vineyard uses a system where you roll a dice pool, and then match values in order to solve any conflict. Being unable to match an opponent's attacks with 2 dice or less mean that you get "hurt" somehow in the conflict. Aces & Eights use a card drawing mechanic coupled with a "gun clock", a transparent overlay that is put over the shadow of your target, to determine where exactly your bullets go! Everway uses special "tarot" cards that determine hot only if you succeed or fail, but what tone the resolution takes. Amber doesn't even use randomness. Instead, the GM, aided by the game's guidelines and the character's attributes and abilities, decide what happens at any given circumstance (those guidelines are pretty clear on some stuff, though).
I am mentioning all this because these special systems seem to me to fall into two categories. Most of the stuff I mentioned help set the theme and the mood in the game. The card drawing thing in Deadlands help set the mood for the over the top western affair it is, while in Aces & Eights, the gun clock helped make the combat deadly and "realistic". Even Amber's system helped make the game feel more "storey", for the lack of a better term. All this is rather nice, but I don't want to tie in the basic system of my game with anything specific like that. Maybe when a spell uses runes, the players throw actual runes and the result are accounted for somehow, or maybe when players use their luck to influence a roll (supposing there is such a thing in the system).
The other category, represented by the Dogs in the Vineyard example, is using the dice sysem as an abstract game element. Numenera is another example of this. He, the mechanics exist not to represent something in game, but something extraneous, a layer of strategy added in to make the game, well, gamey. I don't really care about this, at least for this game, though. While I think Dogs' system is pretty interesting, I want all the reasoning and strategizing to occur on the game, not the meta game, level.
Thus, what I want out of the system is that it represents the situation surrounding an action well. As I see, I have two basic options if I am using dice. either I have a dice pool system like Shadowrun, of a fixed dice system. While dice pools are nice, I have right now an idea for a system a bit more "quirky", perhaps more suited to the pulpy fantasy kind of game I have in mind. In its base, it would work similar to D20's system. You have a basic attribute (or a derived value of some sort). You add a die (or dice) roll to it and compare it with a rising difficulty scale.
Now, as long as we aren't trying to do anything "fancy" like I mentioned above, dice rolling systems may seem to boil down to the same thing: giving you sane probabilities for the action at hand. But I think a good system could try helping this process by breaking down how different factors affect itself. Thus, I am thinking of braking the system in 5 factors: 1 - Situational Modifiers, 2 - Difficulty, 3 - Critical Range, 4 - Dice Range, 5 - Certainty.
Situational modifiers are the most basic way to change a roll. Stuff like getting a +1 while shooting a bow because the wind in on your back, or a -2 because it is dark and so on. This is really old news in RPGs, but there is a wart here that I think should be made clear. Games where lots of little things can affect a roll can see PCs going to great lengths to make every little thing before the roll perfect, as to maximize their chances. And that isn't a bad thing, necessarily, but if you use brushing your teeth, getting a snazzy haircut, waring perfume, buying a imported suit, imported pants, imported bow tie and what not to get a bigger bonus to your charm roll than your charisma score, it gets pretty silly. Because of that, I think a good solution is to have the scale on which rolls are based be "exponential". I use quotes because exponential as a concept doesn't make much sense when an attribute or skill or whatnot isn't really measuring anything. What does it mean, for instance, to say person A has twice the dexterity of person B? But at any rate, the idea is that you don't just stack modifiers. Instead, the GM should consider how the modifiers work together overall. Ten things worth a "+1" should probably, taken together, be worth a +3, maybe a +2 if they have intersections in their functionality.
Difficulty is another way players can try to shift actions in their favor, and the GM can make the gameworld seem more real. Basically, the idea is that the world isn't a zero sum game. There are easier and harder ways to do things. Trying to climb a sheer wall without equipment is really hard, while having good equipment can reduce difficulty dramatically (note that this is not the same as a bonus, equipment is really important in the case of a sheer wall, but a mountain where rocks work as handholds wouldn't be as affected by the lack of it). Jumping over the wall is probably almost impossible, unless your physiology isn't quite human. On the other hand, bringing the wall down instead will be a different difficulty altogether. It might be easier or harder, depending on what it is made and what you are using to hit it.
Critical Range is pretty much how it was used in 3E D&D, although it doesn't apply only to attack rolls. Usually, rolls are made on a D20, and both the fumble and critical success range is 1, meaning a 1 is a fumble and a 20 is a critical success. If both ranges were increased by 1, fumbles would happen on a 1 or 2 and criticals on a 19 or a 20 (that is 20% of the rolls would be either very good or very bad. Different from 3E, however, the range isn't affected by weapons, or even mundane things. Usually, increased ranges will be the effect of magic (like a curse or a potion of heroism) or be an ability possessed by larger than life figures (in other words, high level characters, but more on that later).
Dice range is something I am taking from DCC RPG. Basically, dice range is potential. Usually, the dice range for actions is 20 (meaning you roll a d20), but it can be increased or decreased by certain factors. Having a low dice range doesn't necessarilly mean a character is bad at something. It just meas that the ability is more limited. Usually dice range is increased by high level abilities and magic, much like DCC used them. Reduced dice range is usually a sign of a character who is attempting something he has little or no training for.
Certainty determines how many dice are rolled in an action. In a certainty 1 action, a d20 is rolled (supposing the range is 20). Certainty 2, however, means that a d10 and a d9 are added together (or 2D10 if you can't be bothered, the difference is minimal really), while certainty 3 uses 3D6. The idea here is that some actions can be a whole lot less certain than others, like when magic is involved, or in combat, where things can get pretty hairy. Climbing a mountain while well equipped with maps and safety gear might be a certainty 3 action, or maybe 4 if you are also familiar with the terrain. While running away naked into it would be a certainty 1 action (or maybe even less).
The thing about certainty is that it changes a lot how the other aspects influence the roll. The greater the certainty, the more significant the attributes and bonuses are. That is, having a "+3" to a roll while rolling 3D6 is a lot more meaningful (assuming the roll was challenging to begin with) than a "+3" to a d20 roll. In fact, if you needed to roll a 12 or more on a 3D6, you would have 37.5% chance of succeeding. Now needing only a 9, you have 74% chance of succeeding, almost doubling your chances! On a D20, a flat 15% more chance would be added, not matter what. Greater certainty also mean that it is much less likely to roll a critical result. If players want to attempt something that is within their normal capacity, high certainty helps them, but once they need a "miracle", they want to go for more chaotic actions. But these can, just as well, bring great ruin instead.
Well, this is it for now. What do you guys think? Do you think these five aspects would cover well the kinds of crazy stuff people do in these games? Do you think any kind of category should be added or removed? Are any of my premises flawed? Thanks in advance for everyone who decides to help.
Anyway I want to start with the way dice are rolled. Throughout the years, some rather interesting and unusual systems have appeared. Deadlands, for instance, used playing cards instead of dice. In fact, it actually used cards as cards in spellcasting, that is, deciding how well a spell was cast was based on poker hands. Dogs in the Vineyard uses a system where you roll a dice pool, and then match values in order to solve any conflict. Being unable to match an opponent's attacks with 2 dice or less mean that you get "hurt" somehow in the conflict. Aces & Eights use a card drawing mechanic coupled with a "gun clock", a transparent overlay that is put over the shadow of your target, to determine where exactly your bullets go! Everway uses special "tarot" cards that determine hot only if you succeed or fail, but what tone the resolution takes. Amber doesn't even use randomness. Instead, the GM, aided by the game's guidelines and the character's attributes and abilities, decide what happens at any given circumstance (those guidelines are pretty clear on some stuff, though).
I am mentioning all this because these special systems seem to me to fall into two categories. Most of the stuff I mentioned help set the theme and the mood in the game. The card drawing thing in Deadlands help set the mood for the over the top western affair it is, while in Aces & Eights, the gun clock helped make the combat deadly and "realistic". Even Amber's system helped make the game feel more "storey", for the lack of a better term. All this is rather nice, but I don't want to tie in the basic system of my game with anything specific like that. Maybe when a spell uses runes, the players throw actual runes and the result are accounted for somehow, or maybe when players use their luck to influence a roll (supposing there is such a thing in the system).
The other category, represented by the Dogs in the Vineyard example, is using the dice sysem as an abstract game element. Numenera is another example of this. He, the mechanics exist not to represent something in game, but something extraneous, a layer of strategy added in to make the game, well, gamey. I don't really care about this, at least for this game, though. While I think Dogs' system is pretty interesting, I want all the reasoning and strategizing to occur on the game, not the meta game, level.
Thus, what I want out of the system is that it represents the situation surrounding an action well. As I see, I have two basic options if I am using dice. either I have a dice pool system like Shadowrun, of a fixed dice system. While dice pools are nice, I have right now an idea for a system a bit more "quirky", perhaps more suited to the pulpy fantasy kind of game I have in mind. In its base, it would work similar to D20's system. You have a basic attribute (or a derived value of some sort). You add a die (or dice) roll to it and compare it with a rising difficulty scale.
Now, as long as we aren't trying to do anything "fancy" like I mentioned above, dice rolling systems may seem to boil down to the same thing: giving you sane probabilities for the action at hand. But I think a good system could try helping this process by breaking down how different factors affect itself. Thus, I am thinking of braking the system in 5 factors: 1 - Situational Modifiers, 2 - Difficulty, 3 - Critical Range, 4 - Dice Range, 5 - Certainty.
Situational modifiers are the most basic way to change a roll. Stuff like getting a +1 while shooting a bow because the wind in on your back, or a -2 because it is dark and so on. This is really old news in RPGs, but there is a wart here that I think should be made clear. Games where lots of little things can affect a roll can see PCs going to great lengths to make every little thing before the roll perfect, as to maximize their chances. And that isn't a bad thing, necessarily, but if you use brushing your teeth, getting a snazzy haircut, waring perfume, buying a imported suit, imported pants, imported bow tie and what not to get a bigger bonus to your charm roll than your charisma score, it gets pretty silly. Because of that, I think a good solution is to have the scale on which rolls are based be "exponential". I use quotes because exponential as a concept doesn't make much sense when an attribute or skill or whatnot isn't really measuring anything. What does it mean, for instance, to say person A has twice the dexterity of person B? But at any rate, the idea is that you don't just stack modifiers. Instead, the GM should consider how the modifiers work together overall. Ten things worth a "+1" should probably, taken together, be worth a +3, maybe a +2 if they have intersections in their functionality.
Difficulty is another way players can try to shift actions in their favor, and the GM can make the gameworld seem more real. Basically, the idea is that the world isn't a zero sum game. There are easier and harder ways to do things. Trying to climb a sheer wall without equipment is really hard, while having good equipment can reduce difficulty dramatically (note that this is not the same as a bonus, equipment is really important in the case of a sheer wall, but a mountain where rocks work as handholds wouldn't be as affected by the lack of it). Jumping over the wall is probably almost impossible, unless your physiology isn't quite human. On the other hand, bringing the wall down instead will be a different difficulty altogether. It might be easier or harder, depending on what it is made and what you are using to hit it.
Critical Range is pretty much how it was used in 3E D&D, although it doesn't apply only to attack rolls. Usually, rolls are made on a D20, and both the fumble and critical success range is 1, meaning a 1 is a fumble and a 20 is a critical success. If both ranges were increased by 1, fumbles would happen on a 1 or 2 and criticals on a 19 or a 20 (that is 20% of the rolls would be either very good or very bad. Different from 3E, however, the range isn't affected by weapons, or even mundane things. Usually, increased ranges will be the effect of magic (like a curse or a potion of heroism) or be an ability possessed by larger than life figures (in other words, high level characters, but more on that later).
Dice range is something I am taking from DCC RPG. Basically, dice range is potential. Usually, the dice range for actions is 20 (meaning you roll a d20), but it can be increased or decreased by certain factors. Having a low dice range doesn't necessarilly mean a character is bad at something. It just meas that the ability is more limited. Usually dice range is increased by high level abilities and magic, much like DCC used them. Reduced dice range is usually a sign of a character who is attempting something he has little or no training for.
Certainty determines how many dice are rolled in an action. In a certainty 1 action, a d20 is rolled (supposing the range is 20). Certainty 2, however, means that a d10 and a d9 are added together (or 2D10 if you can't be bothered, the difference is minimal really), while certainty 3 uses 3D6. The idea here is that some actions can be a whole lot less certain than others, like when magic is involved, or in combat, where things can get pretty hairy. Climbing a mountain while well equipped with maps and safety gear might be a certainty 3 action, or maybe 4 if you are also familiar with the terrain. While running away naked into it would be a certainty 1 action (or maybe even less).
The thing about certainty is that it changes a lot how the other aspects influence the roll. The greater the certainty, the more significant the attributes and bonuses are. That is, having a "+3" to a roll while rolling 3D6 is a lot more meaningful (assuming the roll was challenging to begin with) than a "+3" to a d20 roll. In fact, if you needed to roll a 12 or more on a 3D6, you would have 37.5% chance of succeeding. Now needing only a 9, you have 74% chance of succeeding, almost doubling your chances! On a D20, a flat 15% more chance would be added, not matter what. Greater certainty also mean that it is much less likely to roll a critical result. If players want to attempt something that is within their normal capacity, high certainty helps them, but once they need a "miracle", they want to go for more chaotic actions. But these can, just as well, bring great ruin instead.
Well, this is it for now. What do you guys think? Do you think these five aspects would cover well the kinds of crazy stuff people do in these games? Do you think any kind of category should be added or removed? Are any of my premises flawed? Thanks in advance for everyone who decides to help.