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Gary Dallison
Great Reader

United Kingdom
6352 Posts

Posted - 09 Jun 2019 :  20:20:32  Show Profile Send Gary Dallison a Private Message  Reply with Quote
quote:
Originally posted by Diffan

So I'm a bit late to the party on this:

Combat: So two schools of thought come to mind when it comes to combat in RPGs - Ease of use or in depth faux-realism. Both have their fans and their games/editions however, I find that a LOT of people prefer ease of use to the hyper-specialized mechanics that require either A) a LOT of different dice and checks OR table-upon-tables. Take 5e for example, it's d20 similar to most other versions of D&D BUT it doesn't require a LOT of other stuff to get going. 3e, by contrast, is a quagmire of rule-specific exception-based design (meaning that you either take a huge penalty or can't do something EXCEPT if you have this widget). For my preferences, I hated 3e/3.5/PF multitude of punitive aspects that basically said "If you don't have X, Y, and Z then you're basically wasting your time, my time, and everyone at the table's time in attempting something that has a significantly high chance of failing just to look cool." Basically this is what all the special attacks were - Bull Rush, Disarm, Grapple, Trip, etc. Not only did this require a significant portion of your resource allotment (ie. Feats) but it also had a negative return after a certain level (by level 8 and onward) because monsters got exceptionally stronger, bigger, and more resistant to where you never used these Options later because despite the investment, their use was negligible at best. If you're going to make a combat system, I beg you to think of the Martial warrior players. DON'T throw penalizing things into the game (ie. Iterative attack penalty, fighting with Two-Weapon penalty, arbitrary -4 to *insert cool combat trick* penalty). It doesn't make the game more fun IMO.

SKILLS Sometimes more is better, and sometimes less is more. In this category you have a LOT of free-form, and you're correct that D&D post-2E sort of handles Skills separate from Combat (well, slightly) because all it still requires is d20 roll +/- modifier to beat a DC (same as attacking in 3, 4, and 5e). But there's more variance in what skills you're good with or not good with (or can't try at all). I'm fairly ignorant of how other systems handle skills besides maybe GURPS and other d20-based games. I can say that I hated skill ranks and, again, hyper-specific skills that you have to invest in to get similar elements (like who really hides but doesn't want to be quiet?). I'd also keep crafting and Professions completely separate from this area. I think crafting needs to be it's own fun, unique, and flavorful element vs. well I have 10 ranks in Craft (basketweaving) so I can basically weave anything together bwhahaha. Same with Profession, I just don't get the need to have ranks in a skill that is almost entirely stated "You work 1 week, roll and see how much GP you get based on this arbitrary stats...?) I roll bad so....what the stocks are bad that week? I don't get customers because....? Its too much like SIMS and if I wnated to play SIMS, I'd buy SIMS, not a Fantasy RPG.

MAGIC You're correct, D&D's system is horribly broken. But it's two-fold in reason. The first is the Quadratic component, that you're 1st level Magic Missile just instantly gets an additional bolt of 1d4+1 at 3, 5, 7, & 9....cus why not for the same expenditure of resources (one 1st level spell slot). 4E capped the dice at the level it's cast and based their potential in Rider-effects (spell deals damage and has awesome effect) or has a bigger area, or only effects enemies, etc. But apparently that didn't allow wizards to feel.....ultra-powerful like before (because we couldn't have that now could we?) so 5E hit a nice little middle ground of using higher resources for better effect. The second problem is that magic is just too damn versatile and some classes just have too much access to everything. Specialization HERE wouldn't be a bad thing. As I look to "Fix" 3.5, I always thought that Wizard should've been required to specialize in a school and spells outside that school get cast with 1/2 their caster level and you can't use higher slots than what that spell is at anyways. you should also play up the requirement for resources in casting said spells.




Apologies, i missed this.

I'm hoping that i have met you're combat idea. I've made all those add on options part of the base system. Anyone can perform a bull rush, charge, disarm. There are no penalties to any special manoeuvre, you just perform the skill check and beat your opponent's defence and if so it's successful.
I have got penalties to iterative attacks, but it affects spellcaster and warriors and its a -2 cumulative penalty to all extra actions, so the more actions you perform the harder it becomes to succeed.
But as a bonus combat is deadlier because there are fewer hitpoints and vulnerabilities and resistances are ultra important to play (charging into a den of monsters is liable to get you killed, planning your approach, researching your opponent, and sneaking or bribing your way in will always be more successful).

Skills i want fewer skills but more actions available. Stealth allows you to just not be detected (no hiding or moving silently nonsense). Influence allows you to bribe, bully, negotiate, etc. Arcana allows you to cast spells and know about magic and perform rituals. Every skill has its own associated knowledge action, so you dont need the Knowledge skill to know things (but the Knowledge skill allows you to specialise in things you otherwise couldnt know).


Magic i'm still working on, but i'm going to rewrite all the spells. So magic missile would do 1d4 per spell level to several targets. Fireball 1d6 per spell level in an area. Cure would heal 1d6 per spell level. Stealth (to replace invisibility) would add +2 per spell level to any Stealth checks. Charm would add +2 per spell level to any Influence checks, etc.
To cast the spell you need to achieve 5 per spell level on your skill check + the opponent's Defence check result (if there is an opponent). You can also alter each spell to include bonus or different effects (change fireball to iceball, etc), but this would further increase the base difficulty to cast the spell.
Special Material components allow you to increase or Check result based upon the rarity of the component (which comes from the rarity of the monster it comes from). common gives you +1, Uncommon +2, Rare +5, Very Rare +10. You need to use skills to gather components from fallen foes (or you buy them).

I think specialisation of magic may be made important through skills. Those skills with a specialisation only give half their rank bonus if you do not possess a specialisation. So if your Arcana skill is not specialised then your Check result will be lower (not so important at lower levels, but a character with a +20 bonus from their skill will only receive +10). I can then add special bonuses to individual spells based upon the specialisation.

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Gary Dallison
Great Reader

United Kingdom
6352 Posts

Posted - 11 Jun 2019 :  20:50:54  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Trying to come up with a style for the spells
No longer using just schools of magic, because i want anyone to be able to specialise (wizards, druids, priests)
Since spells can be cast at any spell level it made no sense to acquire spells only at certain spell levels, so i've changed it to Caster Level (which is not guaranteed to be 1 per character level).
I'm also trying to better define initial effects of a spell and after effects (split into secondary effects that happen on a trigger, or continual effects that happen every end of round until successfully resisted).
And lastly i want wizards to be able to alter spells if they are skilled enough, so they can partly change the effects of the spell (detailed in the development section) but this makes the spell more difficult to cast.
Every spell has a base difficulty (5 per spell level) plus the Defence check result of the target if it is used against an opponent. Thus the more you alter the spell the less likely you are to successfully cast it.
Criticals are the same for spells as they are for melee, so roll 1d20, if its a 20 then roll again (with same modifiers) and if successful then roll 1d6 and add it to your damage or to the check result if you want (thus allowing you to cast harder spells through sheer luck).



Acid Arrow
Specialisation: Evocation, Acid
Caster Level: 2
Components: Verbal, Somatic, Material, Focus (steel dart worth 10sp)
Range: Long (20sq per spell level + 1sq per Ability modifier)
Target: Individual
Duration: Instantaneous
Effect: You infuse the dart with acid energy and propel it towards the target. If the Check is successful the spell deals damage as detailed below.
Check: Reflex Defence
Damage: 1d4 (Acid) damage per spell level + Ability modifier
Fail: Negates
Secondary Effect: If the Primary Check was successful, at the next End of Round the spell deals additional damage to the target as detailed below if the Secondary Check is successful.
Secondary Check: Fortitude Defence
Secondary Damage: 1d4 (Acid) damage + Ability modifier


Development
+1 damage (Acid)                        +2 Base Difficulty
Change Damage Type (Fire, Electricity, etc)  +5 Base Difficulty
Add additional Damage Type                    +10 Base Difficulty
+1 sq Range                                   +2 Base Difficulty
Add continuous effect (see below)            +20 Base Difficulty

Continuous Effect: If the Primary Check was successful, at each End of Round (if the Continuous Check is successful) the spell deals additional damage to the target as detailed below. This replaces the Secondary Effect.

Continuous Check: Fortitude

Continuous Damage: 1d4 (Acid) damage + Ability modifier

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Gary Dallison
Great Reader

United Kingdom
6352 Posts

Posted - 13 Jun 2019 :  10:49:01  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I think doing magic has helped solidify the approach for skills.

Your Skill Training Options determine your skill bonus with each skill (pick Skill Training (Arcana) 5 times and you get a +5 Skill Bonus to Arcana skill checks.

However, skills that have expertise (basically anything complicated with multiple fields of expertise - arcana, religion, nature, computers, piloting, martial weapons, ranged weapons) will only allow the character to apply his full skill bonus to Skill Checks if they have a specialisation for that skill and the specialisation applies to the skill check being made.

So if you are attempting to cast a spell with the Transmutation specialisation and you have Skill Training (Arcana) with a Skill Bonus of +5 and a specialisation in Transmutation then you apply +5 to your skill check, without it you only apply +2.

All spells have a Base Difficulty to cast so you will need to be able to achieve that with your Skill Check and a higher Skill Bonus will help. So specialisations are desired in that regard.

More importantly i think for every +10 Skill Bonus you can roll an additional 1d20 for your Skill Check and use the highest result. That way those who are specialised get to use this more often and have a better chance of getting a higher result.


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Gary Dallison
Great Reader

United Kingdom
6352 Posts

Posted - 13 Jun 2019 :  19:41:27  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I guess the big question i'm facing is, if all spells scale with each other based upon spell level, should all spells be available at 1st level.

A level 1 fireball does 1d6 damage to only 8 squares (i might even make it 1d4). A level 1 animate dead spell animates 1 HD of remains. I'm outright removing all instant death spells. Every spell has to succeed on a check to be cast, so they all have a similar failure chance to melee and other skills.

I cant think of any practical reason not to allow it.

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