Alright then, what shall we play?
I had a Space Whaler Escape setting, but I'm not sure if it'll work out as well a second time. Not to mention it's supposed to be a PvP-heavy game. (and not to mention I'm trying to avoid GMing for a while so that I build up some power to continue my many projects) Classic RTD would be overkill for a virtual tabletop, the Robot Adventure I described in the "Unused ideas" thread would be too map-heavy... Maybe I could adapt my Space Whaler Escape game for a cooperative playthrough?
Yeah, I myself don't like the classic RTD rules too much. 1 third success, 1 partial, and 1 part fail, no difficulty checks... it has quite a few missing elements. I propose something like this:
For the base rolls, I suggest this kind of system:
Example - Shooting a target
[0-]Epic fail - The gun blows up in your hand.
[1]Very bad fail - Your jam/break your gun.
[2]Bad fail - You miss the target, and may hit something else.
[3]Barely fail - You barely miss the target, no other consequences depending on the situation.
[4]Barely success - You hit the target, though not too well
[5]Good success - You get a clean shot on it
[6]Great success - Perfection
[7]Epic success - You blow right through the target. [7+] can only be gained through a power bonus.
[8]Overshot - A wide hole is blown in the target, and whatever behind it was also hit.
[9]Horrible overshot - The target is destroyed, whatever behind it is badly damaged, barraged by target shrapnel, and you are thrown back by the recoil.
[10+]Doom - Gun blows up, target blows up, whatever behind it blows up, and everything around is blasted by the shockwave.
Skill is aquired through doing things that use the skill, such as talking, tracking, sword-using and so on. When it comes to their bonuses, I have a proposition: skill rolls.
They can make you perform well so you don't fail.
[1] Result is increased by -1. Every 2 skill levels this number decreases(1, 3, 5 and so on(0 = no skill))
[2] Result is increased by 0. Every 2 skill levels this number increases(1, 3, 5...)
[3] Result is increased by 0. Every 2 skill levels this number increases(1, 3, 5...)
[4] Result is increased by 1. Every 2 skill levels this number increases(2, 4, 6...)
[5] Result is increased by 1. Every 2 skill levels this number increases(2, 4, 6...)
[6] Result is increased by 2. Every 2 skill levels this number increases(2, 4, 6...)
However, they can't make rolls go above 6. To do that, you need a power bonus(static roll bonus aquired from weapons and so on).
If you get an overshot, the skill roll will save you by decreasing the roll instead.
[1] Result is decreased by 0. Every 3 skill levels this number increases(6, 9, 12...)
[2] Result is decreased by 0. Every 3 skill levels this number increases(3, 6, 9...)
[3] Result is decreased by 0. Every 3 skill levels this number increases(2, 5, 8...)
[4] Result is decreased by 1. Every 3 skill levels this number increases(2, 5, 8...)
[5] Result is decreased by 1. Every 3 skill levels this number increases(1, 4, 7...)
[6] Result is decreased by 2. Every 3 skill levels this number increases(1, 4, 7...)
However, they will not decrease your roll so you get less than an epic success.
To increase your power/skill in an action, you can either have a stat bonus(such as being strong, smart and so on), a good position(shooting an arrow and having the high ground), or be using an item that gives a bonus to certain actions(powerful weapons, enchantments, high-tech equipment, you know the drill).
Power bonuses increase your base rolls, but if you roll a 2, the bonus is negated, and if you roll a 1, the bonus is reversed. So if you're an inexperienced office worker demanding to go into war with a rocket launcher with +1 power, don't complain when your intestines are splattered all over the bunker walls.
Skill bonuses directly increases your skill for as long as you have it.
You may be in such a condition/position that the effectiveness of your moves is decreased(i.e you have a damaged body part/lying on the ground while you're attacking someone, or the other way around). The effects of the position is made on-the-go, while the damage of a body part comes in varying degrees:
-Slightly damaged: The body part is bruised and/or is bleeding. Doesn't affect your rolls, but can easily become more damaged.
-Damaged: The body part is both more bruised and bleeding more. You get a -1 bonus to the base roll of any action using this part, and blood loss will give an increasing global -1 bonus every 3 turns(that means if you don't get this bandaged within 3 turns, you're gonna pay).
-Heavily damaged: It hurts a lot, and blood is gushing out of the wound. You get a -2 bonus to the base roll of any action using this part, and blood loss will give an increasing global -1 bonus every 2 turns.
-Broken: Unusable, and it will never grow back by itself. You need a doctor to fix this. You get a -3 bonus to the base roll of any action relying halfway on this part, and actions fully relying on this one are impossible. This condition is separate from damage, and negative bonuses gotten from damage don't stack with this one.
-Gone: Your body part is ripped/cut off, and can only be brought back again by retrieving your old part and getting a doctor to fix it before the place the body part was has healed, by using magic, or by replacing it with a fake one. You get a -3 bonus to any action halfway relying on this part, and actions fully relying on this part are impossible. Blood loss will give an increasing global -1 bonus every turn, and cannot be slowed by holding the wound.
You can hold your hand on the wound to halve the amount of time it takes for the blood loss to take effect.
Also, if you lose any important body parts, you will die. A broken head = instant death, broken heart = death in two turns unless someone heals it, broken lungs = death in 3 turns unless someone heals it, one lung = 6 turns, and blood loss will kill you when you reach stage 5.
This'll give us a quick-to-use and slightly deeper system, as it grasps quite a few things and actions only take 2 rolls and 2 bonus checks. Suggestions for improvement would be loved.
As for the setting, I'm open for anything; fantasy, steampunk, futuristic, you name it. As long as it sounds fun, I'll go with it.
@ExKirby, you and Sean can fight to the death for DM role. I'll just sit by here with my bowl of popcorn.
See above post. If you want to try, take Robot Adventure from the unused ideas thread. Running a PvP RTD won't be too fun (unless it is, we'll have to see), so some sort of story would be good. I have a pair of ready stories, or you could pretend you're going Multiworlds and take an existing universe. For example, we could be a group of uruk-hai trying to sneak into Helm's Deep and steal hobbits....
Sounds like a whole bunch of awesome.