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.
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.
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!
No comments:
Post a Comment