OK, so, I'm thinking of building a RPG system and stuff. Since you guys just love this stuff, I'm hoping to get comments and ideas from you guys
ProblemRight now, RPG systems still don't allow for the gold and glory experience. Some systems overpower it, where one hero can beat up 1000 orcs without any trouble. Or a hero might take 20 solid hits and a fireball to kill. On the contrary, a hero might stab a giant in the ankle only 5 times to kill him.
What I would like to do is allow games to naturally produce the kind of stories that you get out of novels or movies. I'd like a system where the rules are flexible enough to allow you to create characters and play it out as it goes in a book, and even tell you properly whether your guy can create a fireball out of thin air or whether you can swing from a chandelier onto the shoulders of an ogre.
ObjectivePrimary goal here is to make a realistic RPG system. You should be able to depict any character you can imagine, any monster or situation, and they should be able to do what they want to do. 100% realism is not possible (or fun), but the game should be highly believable and flexible in player character design and actions.
If possible, I'd also want the system to be able to handle porting to other systems as well. Like it should be possible to use the same system for a fantasy swordwielding character who moves into a sci-fi world. Or a group of superheroes. Or even to translate real life baseball players into a baseball management game.
Secondary goal would be to keep it balanced and fun. There shouldn't be any single "ideal" weapon or perfect choice. Picking less useful skills should be encouraged somewhat.. if it doesn't help the character "win", it should be fun/unique/cool. Powergaming should result in your character being the equivalent of a nerd.
Also, the system would assume that computation isn't a problem. It should be kept as simple as possible to help game balance and avoid confusion. But using computers to play the system is expected. Maybe it could later be changed for pen and paper, but a computer might still be needed to calculate the skill level and stuff.
AttributesBasically how the character is viewed. This tends to be a part of the character which is very difficult to change, increases or decreases with age, and is more racially based. I'm thinking of taking a logarithmic scale, with every 10 points meaning twice as high as the last 10 points. Average industrial age human would be around 50.
Not sure how they'd be generated yet. I'm thinking of outlining the basic stats first, then allowing them to be branched out at the Game Master's will, if he requires more detail.
Strength
Physical strength. The muscular power of the character. It'd cover things like arm strength, leg, jaw, etc.
Agility
The ability of the character to move quickly. This covers reflexes and reactions, as well as acrobatics.
Dexterity
Fine movement. This is the attribute that surgeons and lock pickers rely on. Clumsy people are low in dexterity.
Willpower
This is the ability of the character to go through things that their body is resisting. I'm thinking of making this the main 'heroic' attribute. It can be random or even preset because it's the most important attribute, but it affects the character's capacity of training, including training other skills. A drawback would be that high willpower characters are prone to insanity because of the kind of things they have to endure to get their willpower that high.
Learning
Intelligence, reasoning. High learning means they able to learn mental attributes/skills faster and learn faster from their mistakes. Doesn't include knowledge itself, that's what skills does.
Charisma
Ability to convince people or make themselves appear more likeable.
Appearance
Simply looking good. Also easy to temporarily increase. It's got very few in-game bonuses, so either it'd not give bonuses allocating points int his, or it'd allow you some interesting non-gameplay options, like in Fallout. Or if you're playing a football RPG, it's a requirement to reach David Beckham-like status.
Constitution
Depicts many things about the character's health. Might be split into general toughness, resistance to damage/injury/poison/magic, recovery rate, stamina, among other things.
SkillsThese depict the player's ability in things they have learned. A skill is judged separately from an attribute.. that is, the attribute isn't used to calculate the 'base skill'. It's a pure indicator of the knowledge known. I think it'd be more linear, but the rate of skill increase goes up logarithmically.
Skill checksSkill checks are going to be tough to do. It's a balance between allowing enough randomness to be unpredictable and too much randomness where one person can pass it and another can't. For example, give it something like hacking. Not everyone with the 'same level' of skill actually knows the same things. If they can hack into one thing, doesn't mean they can hack into the next.
I propose that it just rolls some dice, and if your bonuses to the roll exceeds the difficulty of the check, you succeed. If you don't succeed, then things get interesting.
The difference from failure to the level of success is how far they fail. If it's an archery contest, then the failure is by how far you miss. If it's a knowledge check, like lockpicking, hacking, or math, it's indicates how much research or experimenting they need to do to figure it out. Maybe for every point it misses by, the character needs to think a few minutes, hours, days, weeks to do so.. increasing exponentially the further it misses.
Skill increasesI think skill increases should follow the new DF system, as a sort of bell curve, but this would not be hard imposed. Instead, the rate of increase would be based on the level of another skill. The bell curve would even be simulated by basing it on itself. But if a character is already proficient in some things, it should be easier to learn other skills. Like say, if the character has a high level in House Building, he should be able to easily pick up Temple Building, and to a lesser extent, learn Ship Building, but not as fast.
For example, the character is learning how to swing a sword. The difficulty in learning sword use is partly based on their proficiency in other weapons. He doesn't have any knowledge at all in weapon fighting. So, as Swords would be the highest weapon skill.. the Swords skill would what the rate of learning is based on. The higher it is, the faster the character learns to use it, up to the point where the bonus from high skill is lower than the cost to increase the skills. Creates a bit of a bell curve.
Skill learning checks would be based on a few attributes, I guess. Learning to swing a sword is based on Dexterity, Strength, Willpower, and Learning. Algebra would be based on Willpower and Learning. The checks would be made on certain intervals, and how well the check exceeds the difficulty indicates how much the skill increases. If the check fails, then the character just doesn't learn anything - which is what happens when an uneducated person tries to learn Astrophysics; even after years of checks, they don't improve.
Also, not all skills will increase at the same rate. Some increase/reduce faster than others... learning a language would take a few years to reach "proficient" level, while something like cooking might take only a few days or even hours. Maybe a skill learning check would be taken less often.
I'm not fond of "grinding" up skills, so I'd like to make this automated. The character could perhaps set up a training program for himself to increase skills.. but how efficient this program is (i.e. if they stick to training), is based on his Willpower.
TrainingOne good thing from this system is that it allows training. If you train someone else in using a skill, that character uses your skill level to judge his rate of increase. This would possibly be based on a Teaching skill.
So, if you have 0 Farming and no agricultural skills, you'd have a hard time learning to farm, and would do it from scratch. If you have a teacher with 5 Farming but 0 Teach, then you'd be able to learn at as if you had 0.5 Farming. If the teacher had 100 Teach, you might be able to learn as if you had 4.6 Farming and so on.
Useless skillsSome skills are less useful. Like playing a musical instrument.. takes a long time to learn and isn't very useful in combat. I'm still unsure how to approach this, maybe by giving in-game modifiers if the rating is high.
Experience and levelsI'm thinking of just removing experience gain and levelling up completely and only have skill gain. If characters want to improve, they have to train themselves in that skill or attribute.
RaceRaces are something I'd also like to focus on. I think there should be a significant effect for being a giant, ogre, hydra, over say.. being a dwarf. It shouldn't simply be an additional special move or higher attributes, a dwarf fighting an ogre should have more difficulty than D&D gives. Dragons and magical beings are truly epic battles in fantasy books, a game should reflect the difficulty of getting past their defenses to strike their heart, and not just degrade into who loses hit points the fastest.
Right now, I'm unsure how to design the system to put a lot more focus on this, but it's something to think of later.
Weapons and damageThe weapon system should allow for any and all weapons. Injuries should be possible from all kinds of things.. from bullets and axe wounds to rough rugby tackles and explosions. The hard part is allowing a lot of flexibility, but avoiding too much complexity (and exploits).
I'd still like to keep to the Hit Point system, but instead of making it reflect overall health, it'd be that each body part has different hit points. The head would have the least, limbs the most, but head and chest would have more natural armor.
Armor would either divide (absorb) damage by a certain amount. If the weapon pierces armor, then that armor would subtract a set amount instead of dividing it.
Injuries themselves would be done by calculating how damage is done to the body part vs how much HP it has. They'd probably cause certain reactions to the character based on how bad it was and some random stuff.
- minor bleeding, a slight decrease to constitution
- major bleeding, constitution goes down steadily.. upon failing a check, the character falls into ont
- non-functioning body part, broken arm, leg, etc.. usage of the part (like touching it) might cause stunning, based on Willpower
- stunning, which basically means searing pain. Character performs very poorly in anything for a while, though a successful willpower check will recover the character.
- incapacitation - blinding pain.. the character needs checks just to stay conscious and has trouble doing anything that requires significant movement (huge penalties to all physical attributes)
- unconsciousness
- death, if constitution falls too low, usually from major bleeding, or hits that do excessive damage to certain body parts.
Now actually finding out how much damage is done by certain weapons or how many hit points a body part has would be the hard part.
CombatCombat itself is a complicated part. I've written like 30 pages of notes on how to do it elsewhere, and I still haven't solved the problem.
One way to approach is is just to make opposed skill checks. A person attacks with a sword and the other person makes a skill check to block or evade it. If they fail this check, the damage is calculated, based on how badly it failed. Success would still require a second check to see if the character remained on balance after the hit.
MagicI want to put this in, as well as allow high/low/no magic usage in the system. But it's really hard to find a system that everyone agrees with. Maybe I should just leave it to the GM, but the game should have some guideline rules and stuff for it.
But if I had to establish guidelines and rules, it'd be for higher magic systems, where the GM/programmer can just pick the stuff they want if they wanted a low magic world.