Thread: Unsupported Game Systems Offer
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January 12th, 2019, 16:31 #81
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January 12th, 2019, 23:31 #82
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https://nofile.io/f/ByYXX3m56qu/Blue...Char+Sheet.xml
Here's the rough draft of what I've done so far. My first attempt at a sheet for an unsupported system. Not a lot of automation at this point. I tend to let focuses be used with any attribute that the player can convince me it'll work with.Last edited by damned; January 12th, 2019 at 23:39.
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August 5th, 2019, 23:05 #83
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Did the Degenesis dice mechanic or something similar ever find its way into More Core?
It's a fairly simple system: six-sided dice, 4+ gives a success, 6 gives a bonus in the form of a Trigger. I'd be willing to work on it, if people are still active to help me get set up to do so.
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August 6th, 2019, 09:24 #84
Hi QuireNed - I cant recall doing anything for that system... Can you spell out in full detail how the roll works and what inputs and modifiers affect it and how the roll should report?
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August 9th, 2019, 21:48 #85
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Sorry for the delay in my response: I thought I had posted it and for whatever reason it did not post.
Basically the core dicepool is 1-12 d6, drawn from a skill and an attribute and potentially other small modifiers (e.g. gear and potentials which work like feats in D&D).
The goal is to get at least a number of Successes that equals the roll's difficulty.
On a four or higher, a die counts as a Success, and on a six it counts as a Trigger, which increases damage in combat by 1 or gives other special effects outside of combat.
If a character would roll more than 12 dice, they get an automatic success for each additional die instead.
So, basically, to be fully featured all you need is to have a couple sources (attribute plus skill) plus a flexible modifier that could be applied to the number of dice to give a little boost.
Input: X (for number of D6 to roll)
Output: Y (Successes (result of 4+), Z (Triggers (result of 6))
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August 10th, 2019, 02:44 #86
Getting there SquireNed but still more info required.
What is the minimum inputs to build your dice pool?
Do you always have an Attribute?
Do you always have a Skill?
How many modifier sources could you potentially use?
Are any modifiers negative?
Is the success number always 4?
Is the trigger number always 6?
Is there a negative trigger at 1 or anything like that?
Who determines the success number?
Does the player know the success target before they make their roll?
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August 10th, 2019, 06:52 #87
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Minimum inputs: Attribute, skill (can be 0, but not really optional)
All characters will always have attributes and skills, but skills can be 0 (attributes will always be 1+).
Modifier sources: Situational, Potentials, Rank, Gear, and Miscellaneous. These aren't differentiated in the ruleset, but would help for the character sheet (which I'm open to take a stab at making, I just don't have the programming for dice-fu like I used to).
Modifiers can be negative.
Success numbers are always 4, 5, and 6; Triggers occur on 6. There is no way to modify either.
No negative triggers, but there is a Botch if more 1s than successes come up.
Success number is determined by the GM, and the player does not necessarily know it (it's not hidden knowledge). I don't think it's necessary to worry about successes during the roll process; simply giving output should be enough.
Thanks for the patience and the help!
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August 10th, 2019, 08:52 #88
Ok I think we are close.
Likely what will happen here is that
Attribute will be a /degenesis # roll
Skill will be a /mod # roll as will all the optional modifiers.
probably you would have 1 roll frame for Attributes, one (or two) for Skills, one for Gear, one for Situational etc
You would click each thing that goes into the check with the Attribute being last as that will execute the roll.
The roll would do the following:
It would count the sum of all # including -ives.
If the sum was equal to 1 or less it would set nSum = 1
If the sum was 13 or greater it would do nSuccess = nSum - 12, and nSum = 12
It would then add nSum dice to the roll and throw them
It would then check each dice and for each 1 it would do nFail = nFail +1, for each 4, or 5 it will do nSuccess = nSuccess + 1 and for each 6 it would do nSuccess = nSuccess + 1 and nTrigger = nTrigger +1
It would then check if nFail > nSuccess then msg.txt = msg.txt .. " Botch!"
else it would do msg.txt = msg.txt .. "\r\nSuccess = " .. nSuccess .. "\r\nTrigger = " .. nTrigger
It would not report actual success or fail as the TN is unknown
Does that look about right?
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August 11th, 2019, 00:18 #89
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Skills are always used as the central point of a roll; attributes are containers that have certain skills within them and provide a bonus to all those skills.
For instance, BOD+Melee is always rolled using the "Melee" skill, but you add your BOD attribute.
As far as the math goes, I think that looks right.
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February 23rd, 2020, 20:49 #90
Hey Damned, are you still doing this project?
If so, I was wondering if there was a way to add LANCER RPGs Accuracy and Difficulty system.
It's 1-3 d6 that you roll depending on difficulty that will either add or subtract the highest one dice value from the main dice roll (I think it's similar in function to Shadow of the Demon Lord). Maximum number is 3 either way by rules.
An example would be
2 difficulty on an attack roll.
1d20 for the attack roll, with 2d6 rolled (let's say a 3 and a 4) the 4 would then be subtracted from the d20's total.
The same but inverted for accuracy, you'd add the roll instead of subtracting it.Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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