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Author Topic: Making a template maker for RTD style games, need help.  (Read 1765 times)

Ninteen45

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Making a template maker for RTD style games, need help.
« on: May 15, 2010, 05:00:20 pm »

Here is the template and an example character, I need more values please...

Code: [Select]
Each value is taken from 1 to 12.

Physical:
*Strength: How hard can you fit? How much can you lift?
*Agility: How agile a character is.
*Endurance: How long you can go running before you get tired.
*Health: How much damage you can take before dying.
*Pain/toxin threshold: How mush damage you body can take before you faint, feel the effects of drugs etc...

Phycological:
*Intelligence: How smart you are.
*Sanity: How well you react to situations.
Emotional values: Sets your characters personality.
**Anger: Higher the value, the more violent and temper-mental you character is.
**Courage: Higher value = More daring actions.
**Selfishness: Higher values mean more greedy characters.
**Compassion: How does you character treat others? higher value means a more caring person.

Code: [Select]
Name: Mr Blake, Richard Blake

Physical: // Each Value is at six. You take away and add them accordingly.
*Strength: 7 //Roll a 1-4, you get a 6 in his reaction. Roll a 5-8, you get a 7. 9-12 Equals an 8.
*Agility: 6
*Endurance: 4
*Health: 10
*Pain/toxin threshold: 3

Phycological: // INTelligence and SANity are seperate from EMotional Values. you can't mix them. Period.
*Intelligence: 7
*Sanity: 5
Emotional values: // Number of values * 12 / 2 equals the points you can spend. for you personalty, anything from 1 to 12 can be used, as it doesn't give any advantage or take away anything, either.
**Anger: 12 // Extremely angry. anything under a six gets him an 11 in his anger reaction. Anything over 6 in the 12 sided die roll and well... run.
**Courage: 7
**Selfishness: 3
**Compassion: 2

As I said, I need more values, and any comments would be great, thank you.
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ed boy

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Re: Making a template maker for RTD style games, need help.
« Reply #1 on: May 15, 2010, 06:16:21 pm »

look good, here are a few more values:
-Logic & reasoning
-persuasiveness
-charisma
-sensing motives
-visualisation & spacial awareness
-concentration/attentions span
-memory
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Dave Mongoose

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Re: Making a template maker for RTD style games, need help.
« Reply #2 on: May 15, 2010, 07:34:39 pm »

Would you be using a 12-sided dice, or two 6-sided? Very different probabilities... Just saw the bit 'from 1 to 12', so it must be a d12.

I think for RTD games it's best to have a few stats that cover general things, since making them too specific can make it harder for the GM and players may argue over which stat(s) should apply for a certain action.

A good way to think of stats is to think about what challenges the characters might face, and what check they would need to beat to get past it:
- If the character is trying to see something in the distance, maybe a 'perception' stat.
- If there are likely to be NPCs they need to convince, maybe a 'persuasion' or 'charisma' stat.
- If they are trying to pick a lock or handle something delicate, would 'agility' cover it or do you want a 'dexterity' stat as well?
- Sensing the motive of an NPC could require an 'empathy' check (or it could be bundled in with 'charisma').
- You could also have mental endurance like 'willpower' if the character is suffering psychologically, but that might come under 'sanity'.

Some things are better decided by the player RPing their character, rather than deciding it by a roll. Taking too much control out of the player's hands can be less fun for them:
- With the 'anger' stat, the player may have a different view on what events might make their character angry.
- The same goes for compassion and selfishness - they are things that should probably be character traits that the player follows in their actions. You can penalise players who contradict their character's personality or reward players who follow it, but I don't think it should be something that they roll for.
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Ninteen45

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Re: Making a template maker for RTD style games, need help.
« Reply #3 on: May 15, 2010, 10:09:16 pm »

The whole idea was for more vauge playing. Not much detail goes into the actions but detail comes out depending on what happens.

The rolls determined How angry the person would get, not why.

Sensory threshold (Perception), Dexterity(Is there another word for this, I'm trying to deviate away from DND style games here) and Concentration... should have thought of that.
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Ninteen45

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Re: Making a template maker for RTD style games, need help.
« Reply #4 on: May 17, 2010, 08:41:52 pm »

File for the Sanity factor:

Code: [Select]
Sanity: Sanity affects the luck and skill of your moves.

          Degree of factor (STR: 2, INT:7...)
    12    11    10    9    8    7    6    5    4    3    2    1

12 11/12 10/12 9/11 8/10  7/9  6/8  5/7  4/6  3/5  2/4  1/3  1/2

11 11/12 10/12 9/11 8/10  7/9  6/8  5/7  4/6  3/5  2/4  1/3  1/2

10 11/12 10/12 9/11 8/10  7/9  6/8  5/7  4/6  3/5  2/4  1/3  1/2

9  11/12 10/12 9/11 8/10  7/9  6/8  5/7  4/6  3/5  2/4  1/3  1/2

8  10/12 9/12  8/11 7/10  6/9  5/8  4/7  3/6  2/5  1/4  1/3  1/2

7  10/12 9/12  8/11 7/10  6/9  5/8  4/7  3/6  2/5  1/4  1/3  1/2

6  10/12 9/12  8/11 7/10  6/9  5/8  4/7  3/6  2/5  1/4  1/3  1/2

5  10/12 9/12  8/11 7/10  6/9  5/8  4/7  3/6  2/5  1/4  1/3  1/2

4  1/12  1/12  1/12 1/12  1/12 1/12 1/12 1/12 1/12 1/12 1/12 1/12

3  1/12  1/12  1/12 1/12  1/12 1/12 1/12 1/12 1/12 1/12 1/12 1/12

2  1/12  1/12  1/12 1/12  1/12 1/12 1/12 1/12 1/12 1/12 1/12 1/12

1  1/12  1/12  1/12 1/12  1/12 1/12 1/12 1/12 1/12 1/12 1/12 1/12

^
|
|

Degree of sanity.



The less sane a character is, the more random the rolls they get.
Also, There is no fourth wall in such a case. Yes, Insane people can read minds and see the future.
NPCs will automatically be hostile to them to a certain degree, depending on the sanity level. (No discounts, snide remarks, ignoring and attempted murder are examples of their actions.)
Objects will have luck rolls on them. (E.X: grenades will randomly explode in their hands.)
At SAN:4 or less, Anything they do can affect the outcome of the game. (They could rip the fabric of reality apart by getting a 1 for clawing at a door!)
Insane people can act out of character.
The GM is encouraged to try and kill anyone who is insane.
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