Sunday, August 19, 2012

Attributes and Stats

Many d20 systems being with a list of what the attributes are and what they do so I figured it would be a good place to start fleshing out this system. I am going to go a different route by creating labels for the various attributes as some will function differently than what most are used to.

Major Attributes
These attributes effect more than one thing and can only be increased by the class you select and few pieces of equipment. Of these there are only three and they are self explanatory but I will list what they will effect in game.

Body: Fortitude Defense, Melee Attack Rolls, Hit Points
Agility: Reflex Defense, Ranged Attack Rolls, Initiative
Mind: Will Defense, Special Attack Rolls, Saving Throw

Because they effect both attack rolls and damage rolls I prefer to limit their scaling to avoid problems. This may change later in design if I put in a mechanic that would automatically fix it. Actually this topic could take up an entire post and I just may do that sometime...

Minor Attributes
These attributes only effect one thing and can be increased as a character levels with perks, feats, gear, or other things. These are the ones I know I will use for now, but more could be added later.

Sense: Adds to perception rolls.
Wits: Adds to initiative rolls.
Luck: Used for re-rolls.
Grit: Used for healing.
Speed: Determines how far you can move.
Vigor: Determines how much you heal.
Armor: Reduces damage you take from any physical source.

Attacks & Defense
Attack rolls will follow standard d20 formula where you add the relevant bonus(es) and compare it to the target's defense. Your attack bonus is simply:
Item Modifier + Major Attribute Modifier + Level Modifier + Miscellaneous Modifier

Defenses are a set number generated from the same modifiers but you add 10 to the final number.

Saving Throw
I really want to rename this but can't come up with anything. Basically it is used to remove and avoid special effects during combat. It is simply a d20 roll with very few things that add to it, mainly just Mind attribute and/or miscellaneous bonuses. The DC is normally a 10 but it can vary.

Perception, Initiative and Combat
One of the major pains in my experience is determining when the players and/or the enemy detect each other and resolving if a surprise round takes place along with readied actions. This is an attempt to streamline the process.

When combat begins because of anything all parties involved make a perception roll. The standard DC is 10, and add 5 for each complication like poor lighting, distance, etc. If you make your roll you may act normally during your turn. If you fail you may only make a move action on your first turn. Then everyone rolls initiative to set the turn order. Actually should probably flip that, everyone rolls initiative and then perception.
This eliminates the surprise round but keeps the same effect of letting the person who 'gets the drop' on another person getting an extra standard action. And I know, what about stealth you ask? Skills will be completely, and totally divorced from combat with this system so it doesn't matter other than increasing the difficulty of the perception roll. This may not be realistic but that’s ok, neither are hit points.

Luck
This is pretty simple, it lets you re-roll any single roll after learning the result. You must keep the second roll. You may do this once per day for each point of luck you posses. I may redo this as a roll a die and add its result to the original number so it can work for defenses as well but I'm not sure at this point.

Grit
Similar to luck it determines how many times per day you can restore your hit points. Very few things will 'heal' a player without using up a grit. Similar in function to 4Es healing surges.

Speed
How far you can move measured either in feet or squares it doesn't matter.

Vigor
When healing this sets the base 'die' size that you use. Later on I'll get into more detail with this.

Armor
Anytime you take damage it is reduces by this amount. Like damage reduction. 

And that is a wrap! I know it doesn't really make much sense right now but it will, trust me!

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