Welcome to my Generic DF-Based RTD game! It's my first, so I might be a little slow, but I've got the basics down and I'm pretty active. I also don't have a life, so I should be posting often! Now, without further adieu, I give you... Lost Works RTD!This is an adaptation of The Lost Works (A game you've never played, because my dad made it) as an RTD game using 1d10 for most of the rolls and some other dice for special functions. Basically, I tore the game down to it's base components, and re-wrote the mechanics and formulas to fit RTD.
Oh, and if this becomes popular, it was all my idea.
The whole premise of this game-type is that there aren't skills, so much as there are attributes. Each attribute governs a particular set of abilities with certain skills laying between two stats. In that case, we have formulas, but it's easier to start with the attributes first.
AttributesEach stat governs a particular set of skills. Each player will end up with two skilled attributes, one average attribute, and one bad attribute. (The bolded letters are used in the formulas) All attributes start at 5 and work on a 1-10 scale. One being the worst, and ten being the best.
Strength: Lifting things, melee weapons, shoulder bashing doors, punching things in the face, tackling, pushing, breaking, swinging, throwing, etc.
Agility: Precision, balance, speed, acuity, targeting, etc.
Endurance: Resilience to damage, overall health, disease resistance, healing, stun resistance, pain resistance, constitution, etc.
Intelligence: Abstract thinking, puzzle solving, memory, appraisal, examination, knowledge, etc.
1 - A snowball's chance in hell of success
2 - Barely Capable
3 - Bad
4 - Mediocre
5 - Average
6 - Above Average
7 - Skilled
8 - Adept
9 - Masterful
10 - Godlike
Now that we're familiar with the attributes, we move on to the formulas.
FormulasFormulas are when attributes work together or against one another to turn into skills. Every skill has an attribute, or attributes, that will determine success. All remainders will be rounded off.
The formula list is as follows:
Acronym = Description - Use - Formula
SWH = Swinging weapon to hit - Melee combat - (S+A)/2
BWH = Ballistics weapon to hit - Bows and arrows - (A+E)/2
TWH = Thrown weapon to hit - Throwing stars - (I+S)/2
MWH = Mechanical weapon to hit - Crossbows, catapults - (A+I)/2 (Mechanical weapons remove the need for endurance, but you don't get a damage modifier, because it fires the same way every time)
MDM = Melee Damage Modifier - Extra melee damage - (S+I)/3
BDM = Ballistics Damage Modifier - Extra damage at range - (S+A)/3
B = Block - Shields - (S+E)/2 [Can only be done with a shield]
CC = Carrying Capacity - Inventory Space in pounds - (((S+E)/2)20)
HP = Hit Points - How much health you have - (E)10
PC = Physical Constitution - Resistance to pain - (E+S)/2
TW = Total Weight - Your inventory - Add up all the weights of the items in your inventory
ENC = Encumberance - How encumbered you are - CC-TW/S
D = Dodge - Dodging Attacks - (I+A)/2 - ENC
Now moving on to combat. The whole points of this is to be a nice jump in and play game. There's going to be a TON of combat! And here's how that works.
CombatA combat turn starts when one player/npc attacks another player/npc. In this event, at the end of the round, the first person to post their action goes first (NPCs always go last). The first roll is against your XWH ([swing, ballistic, crossbow] Weapon Hit). If you make the roll, we move on to their dodge roll. Assuming they don't have a shield, they would roll once. If they fail their dodge, we move on to rolling hit location. That's a 1d20 roll (the key will be in the next spoiler). If the attacker is using a cutting weapon, we flip a coin for bleeding. Heads, the attacker hit an artery, tails they didn't. Bleeding damage is one damage per turn. Bleeding will last 1d4 turns. If you have bled for two successive turns, you have to roll against your PC (Physical Constitution). Bleeding stacks. After that, we roll damage. If the damage roll is higher than ten, the hit location is then severed completely. Severed body parts will bleed indefinitely until it is stopped with either rolling a 1 against your PC, or by having someone stop the bleeding. If the defender is knocked below half HP, they will begin having to roll against their PC every time they take damage. If they fail the roll, they are knocked unconscious. Unconsciousness lasts 1d4 rounds. An unconscious player taking damage must roll against their PC again for every successive hit. If they fail, it's an additional 1d4 rounds. An unconscious player can also be revived by another player, but they have to use their whole turn doing it. Be careful, though, because a bleeding person who is revived will still bleed until the bleeding stops. Alternatively, another play can use a bandage and roll against his intelligence to stop your bleeding. After all of the rolling is done, the combat round is over.
(Rolling the number of a hit location that is no longer there will result in a miss)
1 - Throat (Instant bleeding, roll against PC)
2 - Left Eye
3 - Right Eye
4 - Jaw
5 - Right upper arm
6 - Left upper arm
7 - Right lower arm
8 - Left lower arm
9 - Chest
10 - Gut
11 - Right Hand
12 - Left Hand
13 - Groin Area
14 - Right Upper Leg
15 - Left Upper Leg
16 - Right Lower Leg
17 - Left Lower Leg
18 - Left Foot
19 - Right Foot
20 - Head/Skull (Instant unconsciousness for 1d4 rounds unless deflected by armor)
WeaponsNow, I wanted to talk about weapons a little bit. There are three types of weapons, and four weapon skills to the game. The weapon types are Melee, Ranged, and Mechanical. Melee weapons can only be used in close up combat. They're anything from your fists, to the frog you found on the ground, all the way to an adamantium long sword. Ranged weapons can be used at long range, and use ammunition. When out of ammunition, or in melee range, they can be used as melee weapons, but this can lead to breaking them very quickly, and they do little damage in melee combat. Mechanical weapons are things like crossbows and seige weapons like catapults, ballistae, and trebuchets. These weapons have very high damage output, but they're more or less one shot weapons. Depending on the mechanical weapon in question, most of them are one attack every two rounds. They have no melee functionality, unless you want to make it unusable. I've run down an example list of some weapons and their damage output to give you a good idea of the weapon types.
Name - Type - Damage
Great Axe - Melee - 1d10
Short Sword - Melee - 2d4
Bow - Ranged - 1d6 with arrows, 1d4 melee
A banana - Throwing - 1d2 (A coin xD)
Catapult - Mechanical - 2d20
Throwing Stars - Throwing - 2d4
Sharp stick - Melee - 1d4
ArmorThere are also different armor types. In my version of the game, there are four. Cloth, Leather, Chain, and Plate, to keep it simple. Cloth is the lightest, offering the smallest amount of protection, while plate is heaviest, but offers the most protection. Every part on your body can have a different type of armor, but the armor scale is as follows.
Protection: Cloth = 1; Leather = 2; Chain = 4; Plate = 8
This is how much a piece of armor made from that material subtracts from a shot to the region that it protects. Protection is also the amount of hits it can take before falling apart, so cloth is a one shot deal. To find the weight of a piece of armor, multiply it's base weight with the protection. Anything with a + next to it is something you need two of. Now, you don't have to wear full plate, and you can totally put better armor on certain parts of your body, and leave your less important body parts with leather or cloth. It's totally up to you, assuming you have the strength to carry all of it...
Piece - Base Weight - Covers What
Hat/Helmet - 1lb - Covers your head, but not your face or throat.
Shirt/Breastplate - 4lbs - Covers your chest, gut.
+Sleeve - 1lbs - Covers your upper and lower arms.
+Glove/Gauntlet - 0.5lb - Covers your hand.
Leggings/Greaves - 3lbs - Covers your hips, upper, and lower legs.
+Shoes/Boots - 1lbs - Covers your feet.
And last, but not least, the application form.
Please remove everything in the parenthesis before posting, thank you
[b]Name:[/b]
[b]Gender:[/b]
[b]Two Skilled Attributes (These both get a +2):[/b]
[b]One Mediocre Attribute (This gets a -2):[/b]
[b]Weapon Preference (Be general, I'll give you a weapon of that type):[/b]
[b]If using a one handed melee weapon, would you like a shield?:[/b]
[b]Armor Layout & Weight(See armor):[/b]
[b]Helmet:[/b]
[b]Chest Piece:[/b]
[b]Left Sleeve:[/b]
[b]Right Sleeve:[/b]
[b]Left Glove:[/b]
[b]Right Glove:[/b]
[b]Leggings:[/b]
[b]Left Boot:[/b]
[b]Right Boot:[/b]
[b]Additional Equipment Requested (Just estimate the weight):[/b]
[b]How often will you be available to update your turns?:[/b]
Example ApplicationName: Argus Nova
Gender: Male
Two Skilled Attributes: Strength and Agility
One Mediocre Attribute: Intelligence
Weapon Preference: Long Sword
If using a one handed melee weapon, would you like a shield?: Yes.
Armor Layout & Weight: Total Weight = 74
Helmet: Plate - 8lbs
Chest Piece: Chain - 16lbs
Left Sleeve: Chain - 4lbs
Right Sleeve: Plate - 8lbs
Left Glove: Chain - 2lbs
Right Glove: Plate - 4lbs
Leggings: Plate - 24lbs
Left Boot: Leather - 4lbs
Right Boot: Leather - 4lbs
Additional Equipment Requested: Three rolls of bandages, sewing kit. ~3lbs.
How often will you be available to update your turns?: All day, every day.
There are only four slots, so apply soon!
Player Slots:
1. Estelle
2. Fubar Jamarcus Williams
3. Medal Thendryll
4. x5am
Waiting List
1.
2.