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Insanity
July 10th, 2012, 22:21
Was wondering if anyone has experience in crafting rulesets from scratch.

I've been wanting to create a new ruleset for an RPG, and thought going from scratch vs. simply editing an existing one, such as the 4E one, would work out better as it would be completely unlike a d20 game in the end.

The game in mind is Battlelords of the Twenty-Third Century.
I've made a few steps, but eventually realized that I do need to redo many of the templates and images and such, and just thought starting it from scratch and not having any leftover influences from 4E would be best, but also it be difficult.

Just looking to see if anyone be willing to join, perhaps a small group of us, and setup a place where we can discuss and keep files.

I have spoken to the gents who own the system in the past, and they were keen on the development of the ruleset, just simply me being the only individual and somewhat lacking in the proper skills as also set me back.

My interest is to just allow myself and others to play via FGII.

If interested, please reply or send a pm.

kairos
July 11th, 2012, 00:44
Was wondering if anyone has experience in crafting rulesets from scratch.

I've been wanting to create a new ruleset for an RPG, and thought going from scratch vs. simply editing an existing one, such as the 4E one, would work out better as it would be completely unlike a d20 game in the end.

The game in mind is Battlelords of the Twenty-Third Century.
I've made a few steps, but eventually realized that I do need to redo many of the templates and images and such, and just thought starting it from scratch and not having any leftover influences from 4E would be best, but also it be difficult.

Just looking to see if anyone be willing to join, perhaps a small group of us, and setup a place where we can discuss and keep files.

I have spoken to the gents who own the system in the past, and they were keen on the development of the ruleset, just simply me being the only individual and somewhat lacking in the proper skills as also set me back.

My interest is to just allow myself and others to play via FGII.

If interested, please reply or send a pm.

You should start with Foundation Core (available on Github). It's the basis for the 4E ruleset without the 4E. ;) Since it's still being developed, you should make your ruleset an extension. Can't really contribute, but I'm happy to help you get started.

Zeus
July 11th, 2012, 17:33
Insanity - It really depends upon how far you want to go with integrating ruleset functionality with FGII. It can either be a very simple and straightforward implementation or a complex behemoth with the full bells and whistles including automation.

The most simplest of rulesets allow for basic character sheet, chat and dice rolling mechanics with the core of the game delivered through traditional roleplaying techniques - verbal description of surroundings etc. etc. More advanced rulesets implement adventure sheets (encounter, NPC, items etc. etc.) as well as providing frameworks for managing combat and non-combat encounters more efficiently (i.e. Combat/Initiative Trackers, Skill Challenge Tracker etc.)

I would suggest you start by capturing the goals of the implemented ruleset including the types of resources you want to make available to both the games master and players. From there try to build a clear picture of the functionality the ruleset will offer.

Once you have an initial high level plan of the ruleset; start reviewing the following rulesets (4E, 3.5E and Foundation Core) and the Library reference for inspiration as well as an understanding of how FGII rulesets tick and how the API can be exploited to deliver the required functionality your seeking.

With regards to using a defined ruleset or starting afresh. If the core mechanics of the game you are using are significantly removed from d20, it maybe easier to begin from afresh (less d20 clutter for you to wade through), regardless using something like Foundation Core or 4E will still help as a reference and will provide a pool of implementation examples.

Finally, I will be hosting a drop-in development clinic during the up coming FGCon event. Feel free to swing by with any questions and I'll do my best to help answer.

kairos
July 11th, 2012, 17:38
Finally, I will be hosting a drop-in development clinic during the up coming FGCon event. Feel free to swing by with any questions and I'll do my best to help answer.

That is an awesome idea! Thanks for taking the time. :)

Insanity
July 11th, 2012, 18:10
The combat system is the most complicated part, and I would like some automation there just relieve some comparing results by eye.

It is a d100 system for all checks.

Being it is a sci-fi sorts, numerous weaponry exists, ranging from both melee and ranged hand weapons, and then from ballistic firearms to various energy weapons.
Each ranged weapon has different accuracy ratings for up to 8 different range brackets.

There are a few different types of armor, and the weapons often affect the armor, and the players, in different ways.

There are usually 7 different armor locations that can be hit, sometimes more depending on the race.

Armor has normally 2 layers of protection for the wearer, but a 3rd is possible.
Armor has threshold, and then absorption, and can have ablative.
Armor also has its own integrity, which is reduced by different amounts by different weaponry.

Threshold determines how much damage a hit must do to penetrate, and reduces any penetrating attack by the threshold number.
Absorption soaks up the rest, if there is extra, that goes to the player.
Ablative is useful against typically a few forms of attacks that ignore the absorption.

In brief, combat goes like this;

Determine chance to hit.
Roll a d100 for attack
If successful, roll location(s).
Roll damage for each hit.
Compare damage to threshold, which reduces the damage.
Penetrating damage is soaked up by absorption.
Any extra goes to player.
Weapon reduces integrity if applicable.


Repeat process until someone dies or flees.

Some weapons ignore the threshold, and deal damage directly to the absorption.
Others can reduce the threshold, but do nothing else. Some destroy the integrity faster the others. Some weapons may deal damage as normal to one type of armor, and then perhaps only half to another, or none even.

If I wanted this automated, each group of weaponry and armor would need to be defined somehow, so that FG would know that if this type of weaponry attacks this type of armor, this happens in this manner.

Alternatively a much simpler ruleset to get the char sheet, combat tracker, other utilities and the graphics working, and then add in the automation in steps later.

Oberoten
July 11th, 2012, 19:24
Sounds as if you'd be best of working with the BRP set as a basis since it has all the mechanics and then just use an extension to push through the adaptions you need.

I bought the set and saw that it includes a manual for adapting it to BRP (d100) based games.

- Obe

Insanity
July 21st, 2012, 01:48
Thanks for the responses, I will take a look at the Foundations ruleset.

The char sheet design is the toughest I think, as I see many people say as well.