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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 745920 times)

freeformschooler

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So basically here's my RTD idea. I need to find a game to run during this extremely stressful semester and the next, so the rules have to be fairly lightweight and it can't require much illustrative effort.

Spoiler: Concept (click to show/hide)

Spoiler: Core Mechanic (click to show/hide)
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squidgen

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Sounds cool. I'd like to do something like that.
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lawastooshort

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Does sound good. Don't think I've actually got into one of your games before freeform. Except as that reindeer herder that one time.
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Knight Otu

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I'd play it.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

freeformschooler

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Alright, I'll get started writing. It's the weekend and most homework is done already, so it's an ideal time to play.
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flabort

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I'd definitely play that.
Especially if I got to be a Pokey.

Meanwhile, we've come to a hiccup in development in the mecha game we're making, but we're almost ready to provide a demo to show off a little. Got a couple missions written up, quite a few parts for customization, a fair bit of other work too... but this "Other work" is basically where we're stuck and unable to come up with much right now.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

Parsely

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Alright, I'll get started writing. It's the weekend and most homework is done already, so it's an ideal time to play.
Super IN on that one.
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10ebbor10

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Unnamed Mech system

Short introduction
Each mech is composed of a chassis (housing it's reactor and pilot/control system) and a variable set of appendages bristling with weaponry. While you can destroy the latter, a mech is not considered dead until you blow up it's core.

The Stability Score
This score determines how easy it is to knock an mech to the ground. A mech that's knocked down receives a -1 to all actions this turn, and a -2 to actions to actions in the following turns if it doesn't manage to recover. At the beginning of each turn, each knocked down mech rolls a d6 against it's stability score, in order to get back up. A +1 bonus is given per consecutive turn spent knocked over. (Note: getting up and being knocked down again doesn't count).

A good mental comparison for the stability score is the amount of legs something has. A mech with no legs (A sphere, for example) is knocked over by the lightest attacks but always recovers. A 6 legged, insectoid mech is almost never knocked over, but when it is, it's helpless for a while.

Attack and Defense
An attack is done via opposed dice rules. These can be modified depending on the weaponry used, but usually these are d6. Attacks aimed at the core result in a +2 benefit to Defender. If the roll is successful, damage is rolled according to the table corresponding with the weapon used. Additionally, if the difference between rolls is higher than the defenders Stability score, the defender's knocked over.

Damage tables
Spoiler: Kinectic (click to show/hide)
Spoiler: Explosive (click to show/hide)
Spoiler: Fire (click to show/hide)

Status Modifiers

Low on coolant: +1 on every further fire damage roll
Low power:    -1 on all further rolls
Flying: +2 on all defensive rolls, takes damage if knocked down

Local Modifiers

-Overheat: Using this part further risks damaging it. Will go away through the expension of coolant (Triggering low coolant), or by not using it for 1 turn
-On fire: Continuus damage. Can vent coolant to attempt to stop it. Risks low coolant

Spoiler: Example Mech (click to show/hide)

As you can see, it's far from finished. (Mostly missing an entire parts list). If someone's interested, feel free to take it.
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Parsely

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That's really good. Needs a patient GM though.
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10ebbor10

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That's really good. Needs a patient GM though.
Mayhaps. It shouldn't be that much more complicated than Monk/Iawastoshort/Derm's health system, depending on how you fill in the bits. It's derived from that, after all.
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freeformschooler

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It's lawas, BTW, not Iawas.

Because "la" was too short a username.
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monk12

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It's lawas, BTW, not Iawas.

Because "la" was too short a username.

And the health system in question was pioneered by Gatleos, not Derm. But who's picking nits :P

Anyway, yeah, that's a solid core concept. Not much else to say since the really interesting bits aren't done, but it's a good starting point. I don't think it's too tricky at all. Hell, by 10ebbor standards it's arithmetic suitable for a dull child!

Tsuchigumo550

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I'm trying to build a simplified D&D esque system, retaining the same stats system.

Weapons are somewhat post-Dwarf Fortress- firearms are the most common ranged weapon, but crossbows, regular bows, and slingshots are still effective. Firearms are also quite varied- you've got the lightest, cheapest, and least reliable Flintlocks available as all types of firearm, you've got Wheel-locks which are better but slower to reload and somewhat heavier, Bolts which only come in rifle variants, and other unique editions, then crossbows of all kinds, then bows, and two types of slingshots.

The weapon system is divided into the type of weapon and it's material, but it's not fully worked out yet-

Let's take a Flintlock Pistol, a ranged weapon with a 60ft Range and 1d4 damage. It takes a Move action to reload, and has x2 on Crit.

Made of a "cheap" or "bad" material, the cost goes down, as well as some other stat- the dice might "shrink" a size, reload time may increase to full turn, or the range decreases- a Wooden Flintlock has a range of only 40ft.

Made of "normal" metals, ones easy to get and not magical or special in any way, either change nothing or have very small effects- Raw Iron adds weight but is cheaper than Forged Iron (mostly called just Iron, as it is the most common) which offers no changes.

Made of "good" metals, such as "Silver" or "Lead", have effects such as increasing damage die size (to 1d6 damage) and Lead increases weight by a high level but also adds an extra attack die- giving 2d4.

Made of "rare" or "legendary" metals,like Adamantine (lighter, increases range and decreases reload time, increases cost exorbitantly) gives nearly all-good effects, but is insanely costly.

Unique weapons also have "features"- a Unique Flintlock Pistol might be described as-
"A Mithril Flintlock Pistol with intricate Silver inlays. It's barrel is long and hexagon-shaped, and it has a telescope-like invention above the mechanism."
Mithril, the base metal, adds a constant +1 to the damage roll as well as increasing Crit (to 1d4 +1, x3).
The Silver inlays add what Silver would- so now, 1d6 +1, x3.
The three features- a scope, a special barrel, and a long barrel, in order, increase Range by 40ft, decreases Reload
Spoiler (click to show/hide)
to a movement that does not provoke opportunity attacks (if that is implemented), and then increases Range by 20ft.

This unique Flintlock Pistol has 1d6 +1 damage, that is reloaded using a move action that does not provoke attacks, that does x3 damage on crits.

Thinking of shoving all of that into a big table.

---

After that, there's then creatues I have to write up the stats for, and then races, and then figure out what's too complicated and gets scrapped, and then try to bundle it all together because augh madness.
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

monk12

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Alright, so I've got the bones of a crafting system for an Apothecary game where the point is to try and deduce the rules for potion making via SCIENCE! I'd like to tie it to a stupid-simple dungeoneering system so that the potions can be given to an adventurer to quaff/hurl/otherwise utilize to survive the dungeon, this being the best way to test your potions (of COURSE.)

This means I need a system for dungeon exploration that's mad simple (minimum of dice rolls) yet interesting enough to be influenced in various ways by potions. Currently thinking of something like 1d6+potion modifiers vs Dungeon Difficulty Value, with some many dungeons requiring certain potion effects to fully clear (alternate branches/treasure troves, etc.) Maybe dividing dungeons up into floors. Not sure if this is the best approach, though. Ideas?
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