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Author Topic: Developing simple d20 RPG system  (Read 5536 times)

Darvi

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Re: Developing simple d20 RPG system
« Reply #30 on: December 30, 2011, 08:51:21 pm »

Stealth.
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MaximumZero

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Re: Developing simple d20 RPG system
« Reply #31 on: December 30, 2011, 10:54:34 pm »

Subterfuge, Street Smarts...
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
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GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #32 on: December 31, 2011, 08:56:26 am »

How are you going to work in synergy type skills?

For example, Breaking into a computer system to unlock the door - Computers or Thief?

Bluffing your way past the door guard to get the diamonds, and then bluffing your way back out? Social or Thief?

Composing an awesome chiptune - Music or Computers?

Also, what is the actual difference between language and social here?
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Darvi

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Re: Developing simple d20 RPG system
« Reply #33 on: December 31, 2011, 11:23:49 am »

That's easy. Hacking and bluffing don't have anything to do with sneaking around, making music doesn't require a lot of tech savvy, and language is whether or not you understand what the other person says as opposed to being comfortable in social situations.
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Frajic

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Re: Developing simple d20 RPG system
« Reply #34 on: December 31, 2011, 12:31:06 pm »

That's easy. Hacking and bluffing don't have anything to do with sneaking around, making music doesn't require a lot of tech savvy, and language is whether or not you understand what the other person says as opposed to being comfortable in social situations.
Exactly. And on the chiptune thing, I'd say two different rolls - one for whether you're able to use the computer(almost guaranteed success unless you've never touched one before), and one for the composition itself.

Renaming the group "stealth" also sounds like a good idea. That way, awareness could fit in there nicely.
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EoS company name: Vikings Inc.

Frajic

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Re: Developing simple d20 RPG system
« Reply #35 on: January 14, 2012, 06:54:44 pm »

Bump for the finish line being in sight!

I've gotten around to working on this again, and here's the revised skill groups with modifiers, and more:

Art
Athletics - rolls receive +2/-2 per point of Fitness
Computers - rolls receive +1/-1 per point of Intelligence
Construction - rolls receive +1/-1 per point of Intelligence
Crafts
Guns
Knowledge - rolls receive +1/-1 per point of Intelligence
Language - rolls receive +1/-1 per point of Intelligence
Melee Combat - rolls receive +1/-1 per point of Fitness
Music
Social - rolls receive +1/-1 per point of Intelligence
Stealth - rolls receive +1/-1 per point of Fitness
Vehicles

Skill Levels

Each skill has 4(5) skill levels: [none], amateur, competent, experienced and expert(master?). Each level gives +5 to all rolls for that skill.

Difficulty Rating

The GM decides the difficulty rating of an action on the fly. Here's a chart to determine how difficult an action should be:
Challenging for an untrained person: +5
Difficult for an untrained person: 0
Unlikely for an untrained person: -5
Virtually impossible for an untrained person: -10
Only possible for an expert: -20
Virtually impossible for a human(oid) being: -30

Fear

Every character has a set of fears ranging from significant to great to terrible. You have to roll a fear roll with a DR of +5, 0 or -5 whenever you face it, and you also need a reason to do it past curiosity and lulz. However, if you're running away from a great or terrible fear, you receive a +5/+10 bonus if you have to face any fears along the way. Your extra/missing Willpower is also added to the roll.


And that should cover the bare bones of a skill-based RPG system. I won't fiddle around too much with balancing(though if any of the bonuses are off I'll fix them, of course); rather, it'll be the GM and players' job not to make themselves overpowered. I want the system to put more emphasis on the RolePlay rather than the Game.

Any suggestions for adjustments? Change? Additional stuff?
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