Posts tagged Aristeia RPG
Posts tagged Aristeia RPG
Weird thought for the day:
I’m a deist, and I’m making a game where a computer program designs a world where it personally cannot intervene without causing undue chaos within its world, so it instead brings in people from an outside plane of existence (our world) to solve the problems of the world.
Huh.
Incidentally I’ve got new character sheets put together, I guess I’ll post those up sometime later today.
In light of my recent experience with the GLS I’ve decided to make this more of a games blog in general. I will of course be doing regular AR.Isteia posts, and tagging them as such. I just felt that it would be more engaging for me to use this site a little more often for things beyond the occasional confusing RPG post.
So I’ve been playing around with dice mechanics more (I must be getting close to something good to be messing around with them so much at this point).
I’ve noticed that with the new roll mechanics (roll over or at target number, add dots to die roll) that the rolls can go from 6-51. That’s a much larger scale than originally was possible, and I think that’s fantastic. It finally opens up the range so that I can really play around with it, which is what this post is about.
Critical hits are, and should be, a factor in games. I’m toying around with some ideas. For AR.isteia I think that something like “degrees of success” might be more appropriate, because the odds of hitting a perfect 36 on a die roll are much more complicated than rolling a natural 20 in DnD or similar games. Here’s what I have in mind:
- Total rolls that beat a target score by 5 or more are considered “success +1.” This would be something like a particularly good hit in combat (+1 damage) or a fast or particularly successful skill check (picking a lock in half the time for example).
- Rolls that beat a target score by 10 are considered “success +2” and do +2 on damage rolls and are particularly beneficial with skill rolls. How? Well that’s where DM discretion would come into play.
Just things I’m considering. I’ll need to get to playtesting these ideas, but so far I’m liking how this roll mechanic is shaping up. Now I just need to work on executable rules and we’re looking like we’re in good shape.
Some truly jaw dropping concept art of Cross from tipsciencefictiondefalco. It’s nice having friends who can actually draw like this. I love the wings on this, also the shirt, it’s kinda like armor but it has a distinct look to it. Like it a lot.
So now I’m using a standard meet-or-roll over system and attribute/skill dots are added to your roll to aide you. By doing that, rolls now can range from 6-51 instead of 6-36. This is because now a max possible roll of 36 can have up to 15 s/a dots added to it. This is an interesting development indeed for me.
Nothing major. Instead of dots increasing the target number (making it easier) I’ve decided that the dots will subtract from your roll. It has the same effect, and it makes the math easier.
Hey look! The lazy guy is back!
Sorry for delays. Here’s a recap and extra perspective on recent text posts. Lore video within a few days.
I apologize for the lack of video updates recently. I’ve been applying for summer work and there’ve been a slew of house work to do. I’ll make a nice big slew of videos soon. I’ve also been working on a lot of math. Game mechanic math.
Let’s talk game mechanics.
For a long time, I’ve been working with a 4d6 roll system I’ve built. The idea is that you have a target number (average is 12-14) that you’re trying to roll at or beneath. To aide you, there is a point buy system for attributes and skills in the game that works like so:
When rolling a skill (let’s say a weapon skill, which normally works off of the Strength Attribute) you roll at the target number (let’s say 12). Your character has 1 dot (with a potential maximum of 4) in Strength and 2 dots (also with max possible of 4) in the melee weapon skill.
Having a dot in an appropriate attribute increases the target roll number by 1 (thus making it easier to roll under it) and an attribute bonus applies to any skills that fall under its category and any feats that may play off the attribute or respective skills. So this character’s target roll is now 13 or lower, because it has 1 dot helping it.
Having a dot in a skill (a much more specific bit of training) increases the target roll number by 2. Having a dot in a skill only applies to that skill and any feats that may factor into it. Because this character has 2 dots, it increases the target number by 4. Between the 1 dot of Strength and 2 dots of weapon skill, the target roll number goes up from 12 to a much easier 17 to meet or roll below.
What’s particularly nice about this system is the math behind 4d6. The highest you can roll on a 4d6 is a 24 (all 4 dice rolling 6’s). Consider the following math:
- The base average roll is 12
- Both skills and attributes can gain up to 4 dots, granting up to 8 and 4 points (respectively) when considering rolls
-If you max out a character’s stats on a specific skill (all 4 dots in both the skill and the respective attribute) then you are rolling with a bonus of 12 points. This meets the maximum roll possible.
— This is balanced by the fact that by the time you have enough experience on your character to purchase all 8 required dots, the target rolls are likely to be harder than a normal target of 12.
Does all that make sense? Awesome. Now I want to change it to 6d6. Here’s why:
- Having a wider number spread gives me more numbers to work with when making monsters
- Having a wider number spread gives more room and a better scale for characters to increase in power
- Having a wider number spread lets me have more requirements for feats and similar “bars to entry” abilities for characters
These and similar reasons have me considering a 6d6 system. The math also works rather well:
-Assume a new base target score of 20 instead of 12. Keep in mind the highest possible roll on 6d6 is 36 (6 dice rolling all 6’s). This gives a potential spread of 16 points (20-36).
- Now have 5 dots possible for both skills and attributes. That’s 5 potential points in Attributes, 10 in a skill. 15 points total.
-Granted this means that a 36 is an auto failure, as 20+15=35 (base roll+potential points=max potential). At the moment, I’m ok with that. I’m trying to work out a scale of success and failure based on how far from the number you are, one point isn’t the end of the world for your character. This 36 just represents that there are some things that luck will intervene in. Also, by the time you have 5 dots in an attribute and 5 dots in a skill, you likely won’t be using a base roll of 20 anyway.
These are just ideas I’m tossing around every which way. But I think having a wider spread of numbers helps me a lot. Thoughts?
A question came up about the 3 classes, a follow up to my post yesterday.
Here’s what I had in mind for starting class packages and the general idea of their roles:
- Fighters. Focus on Strength and Constitution.
-Ranger. Focus on Dexterity and Wisdom:
-Spellcasters (aka. Programmers, Hackers, etc. Aka. I need a name for these guys)
-Focus on Intelligence and Charisma (also Wisdom, recommend taking 2 of the 3)
These are general ideas and purposes. I really need to get some playtesting done and see what works and what doesn’t in combat, in interaction and puzzle solving. Remember, a large focus of character building is that you choose a general path of how your character acts and develops. Your skills reflect that.
Thoughts?
Yes I actually drew something for once. I think I’m getting better at drawing creatures, even if I will always be awful at drawing people.
New creature. I call it a Fernflap. It’s a four-winged small bird. Its wings fold up and make a nice leaf like pattern that acts as camo. It’s fairly fast on the ground as well. Harmless by itself, though they tend to live together in large groups and will eat just about anything (usually berries, small rodents, etc) and when startled at the roost they are known to attack en mass.
The picture is just its head and mid body, but you get the idea.