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Author Topic: Developing simple d20 RPG system  (Read 5538 times)

Frajic

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Developing simple d20 RPG system
« on: December 20, 2011, 11:23:55 am »

(This is just another one of my silly projects that I'm mostly just making for myself, but I thought it would be nice to get feedback and suggestions on this.)

To put it shortly, I am making a simple d20 RPG system where the mechanics allow you to explore social and non-violent experiences to a greater degree, resulting in a less combat-centric game than your average D&D campaign. Not to say combat isn't possible; it's just... different. You might imagine what it'll be like when I've given you the general idea of how this will work.

Overview, v2

Every time a player performs an action that may fail or have varying results, they throw a d20, modify the result by things like difficulty, skill, stats and various effects, and the end number decides what the result of the action is.

Each character has three stats: fitness, intelligence and willpower. These stats affect certain rolls that fall under these to a varying degree: actions that are physically challenging are affected by fitness, actions that are mentally challenging are affected by intelligence, and actions that demand endurance and/or resisting fear are affected by willpower.

Rolls range from terrible failure(1) to perfect success(20). The closer the roll is to either of these extremes, the more of a success/failure it is.

Detailed rules and mechanics(in no particular order for now)


Planned features
- Skill groups w/ difficulty tables for reference
- Fears
« Last Edit: December 21, 2011, 04:44:43 pm by Pyrate »
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GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #1 on: December 20, 2011, 02:37:15 pm »

Your system doesn't seem to do anything to encourage social or nonviolent gameplay in any way, shape, or form.

In fact, it seems pretty much tailored to fighting and adventuring.

In fact, I'm not even entirely sure how it's any different than dnd (and really, if you want a social/nonviolent system, why would you start THERE?)
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Frajic

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Re: Developing simple d20 RPG system
« Reply #2 on: December 20, 2011, 03:42:55 pm »

Your system doesn't seem to do anything to encourage social or nonviolent gameplay in any way, shape, or form.

In fact, it seems pretty much tailored to fighting and adventuring.

In fact, I'm not even entirely sure how it's any different than dnd (and really, if you want a social/nonviolent system, why would you start THERE?)
Let me go through this in order...

Nothing that encourages social interaction? Looking at the claim I made in my post again... I see where you're coming from. Yes, I haven't gotten around to shaping how social interaction works. I should probably find a smooth way to handle that. Some way that feels organic.

Tailored to fighting and adventuring? Four of the six attributes are worthless in combat and I haven't implemented anything even resembling a turn system yet, so I'll argue against that one. But the adventuring part? Well... one example I had in mind could go under the label "adventure". Like having the goal be to take down a (mega)corporation/corporate empire in any way possible. You could take it down with a small group, guns blazing/swords swinging/magics flinging, but chances are you are going to die fast against the law enforcers/private army when you're all pretty much on the same level combat-wise. At the very least you would need some sort of planning and strategy/stealth, and even then, who are you supposed to kill? In the megacorporation's case, CEOs can easily be replaced. Other solutions could, for example, be: convincing the people to rebel against it, massing an army to attack for you, take it down through systematic sabotage and espionage, infiltrating it and disbanding it from the inside... But I digress; this idea is for some other time.

It's basicly D&D? Alright, similarities... it uses a d20 for skill checks, it gives skill bonuses and has difficulty for different actions, it has attributes, you are able to improve your skills... I guess you could see it as similar. And just so you know: it's more like I started from RTD.

The main problem seems to be the lacking depth of social interaction, so I will get to work on that ASAP. And FYI: I only started working on this system a couple of days ago; that's why there's so much missing.
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GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #3 on: December 20, 2011, 03:58:55 pm »

Sorry, I may have been a bit harsh. I apologize for it coming off that way. But it just feels like many of the assumptions you made and things you described weren't terribly relevant to your stated goal. The first thing you should be thinking of in a game like this is "how can I encourage what I want to encourage here, and minimize the other approaches?" Then focus on the important bits and deal with them first.

But the longest paragraphs in your original post dealt with with the details of skill checks and damage (most likely from combat)! As a point, I'll disagree with focusing on limb damage at all. Have a random limb effects table if you wish, but if you want to minimize combat the most important thing is to make the combat rules simple and preferably vague! (and minimize reward and increase danger, the second of which you seem to want to do) Remember, de-emphasize! The bulk of your rules should be about the situations you want your characters to spend most of their time engaged in. If you really want to focus on social and nonviolent solutions, combat should feel, to the players, like an afterthought (even if its actually well balanced and carefully constructed to achieve your desired goals as a game designer)

Quote
- Aside from being taught, any skill rolls you do - regardless of their result - should earn you XP in said skill. When you earn enough XP your skill will reach the next level.
I should add that this is a remarkably hard system to work with, and you'll need to supplement it with something. Otherwise it becomes prone to abuse or irrelevance. It's workable, but not easy.

Quote
It's basicly D&D? Alright, similarities... it uses a d20 for skill checks, it gives skill bonuses and has difficulty for different actions, it has attributes, you are able to improve your skills... I guess you could see it as similar. And just so you know: it's more like I started from RTD.
Your stats are a single name different from d+d stats. (memory instead of constitution) And nothing in your explanation so far indicated they'd be used primarily for non-combat applications. And many RTDs are least loosely based on D&D (though yours seems much closer to it than any RTD I've seen).

Quote
You could take it down with a small group, guns blazing/swords swinging/magics flinging, but chances are you are going to die fast against the law enforcers/private army when you're all pretty much on the same level combat-wise.
And unless your system makes it clear that this won't work or somehow shapes the players into taking alternative approaches, your average group of players will attempt it anyways and blame the host when things go wrong for making it "unfair".

Quote
The main problem seems to be the lacking depth of social interaction, so I will get to work on that ASAP. And FYI: I only started working on this system a couple of days ago; that's why there's so much missing.
That... is not a point in its defensive. I was under the impression you'd been working on it for maybe 15 minutes, not several days.
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Darvi

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Re: Developing simple d20 RPG system
« Reply #4 on: December 20, 2011, 04:21:47 pm »

What, no constitution but memory instead? Why would I want to replace one of my good stats by yet another dumpstat? :<
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Frajic

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Re: Developing simple d20 RPG system
« Reply #5 on: December 20, 2011, 05:01:04 pm »

Alright, this seems like something I can work with!

What, no constitution but memory instead? Why would I want to replace one of my good stats by yet another dumpstat? :<
I guess I could drop memory altogether. Looking up the definition of constitution, however, it seems to mean how good your health is. Seeing as there's no such thing as health points in this system, it's a pointless stat to have.

I'll throw in an explanation for what each attribute is:
Strength - your physical strength, how much force your muscles can exert.
Dexterity - how nimble you are, your ability to coordinate your body.
Willpower - Actually... if memory is an useless stat, this is one too. In fact it's even more useless. I'll remove it.
Memory - your ability to memorize and keep large amounts of information stored in your head.
Intelligence - your ability to think logically and excel at tasks that require thinking.
Charisma - your ability to converse, form others' opinion of you and manipulate them through social interaction.

GlyphGryph, your advice is very useful. I should probably have searched for guides on how to design a game - I'm guessing I would've gotten the advice you're giving me now.

Quote
The main problem seems to be the lacking depth of social interaction, so I will get to work on that ASAP. And FYI: I only started working on this system a couple of days ago; that's why there's so much missing.
That... is not a point in its defensive. I was under the impression you'd been working on it for maybe 15 minutes, not several days.
The total amount of thought over those last two days was probably less than an hour, actually :P
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GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #6 on: December 20, 2011, 05:12:28 pm »

Don't drop willpower. If anything, drop dexterity.

Willpower can be a very good stat, you just need to figure out what its FOR.

Instead of just coming up with stats, come up with what you want stats to do first. What is their purpose? What is their goal? You haven't even expounded yet about what, if any, purpose these stats will serve.

Why not just have two: Mind and Body?
Or maybe thee: Mind, Body, Spirit?

What is the reason for the stats you choice and the breakdown you've got? How does it support a social and nonviolent emphasized game?

This is the sort of stuff you need to think about.
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Frajic

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Re: Developing simple d20 RPG system
« Reply #7 on: December 20, 2011, 06:48:13 pm »

The more I think about it, the more I think you're right about keeping willpower in.

Alright. Revised stats, once again. Now with purpose.

Fitness - how fit you are and how well you are able to excel physically. The purpose of it is to give players the ability to perform feats other people cannot, like climbing walls, sprinting great distances and lifting heavy objects. The goal is to encourage players to perform the craziest acrobatics.
Willpower - how determined you are when you set your mind to something. The purpose of this is to give a sense of bravery and willingness to endure, where players with high willpower can endure actions that cause pain and demand you don't back out, and resist intimidation from people or [insert fear here]. The goal is to let players kick reason to the curb and go beyond the impossible.
Intelligence - your ability to think logically and use facts to come to conclusions. The purpose of this is to limit players from solving difficult mental tasks without having the talent to do so. The goal is to make the players feel good about themselves because they can do the advanced things the other players can't.

That... covers most of it, actually. And they're just synonyms of your suggestion - body, spirit and mind.

I'd say more, but I have to go now. I'll edit the first post and such later.
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Kadzar

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Re: Developing simple d20 RPG system
« Reply #8 on: December 21, 2011, 06:07:35 pm »

Usually when someone makes a thread like this, someone suggests that the creator should look at some other RPG's for inspiration (or, at least, that's what happens on the GitP forum, I don't remember if anyone does that here). Unfortunately, though this is good advice, the asshole making this suggestion never bothers to recommend any RPG's to look at.

Most of the following are Open Game Content, the exceptions being FATE (Version 2.0) and FUDGE (both of which feature a special license written by Steffan O'Sullivan, since FATE is derived from FUDGE) and FATE of the Rings (which is an unofficial fan-made work). You don't really need to worry about the legal stuff unless you intend to distribute in an official capacity. I'm just making mention of this so everyone knows this stuff is legit.

I suggest putting all of these in a bookmark folder called "SRD's" (System Reference Documents) and filling it up with any other systems you come across that interest you.
  • Spirit of the Century SRD: Based on FATE (and by the same creators), it's a pulp action RPG Featuring a Skill Pyramid, Aspects, Fate Points, Stunts (sort of like D&D 3.5 Feats), Declarations, and some very good GM advice.
  • Fate Version 2.0 SRD (PDF): This predates Spirit of the Century, but it's mostly only missing the Skill Pyramid, Stress tracks, probably some other stuff I'm forgetting, and specific Stunts and skills. It's really more of a game developing toolkit than a game, but it includes some ideas for magic systems.
  • FATE of the Rings: A fan-made Lord of the Rings game in FATE, based off of Spirit of the Century. Mostly an example of how FATE can be adapted to a fantasy game.
  • FUDGE SRD: The game FATE is based off of and, I'll admit, I haven't looked at this one until today, but from what I've seen it has some stuff FATE doesn't have.
  • RuneQuest SRD (PDF): A d100-based fantasy game with point buy advancement and mana-based casting. You might be interested in the fact that each body part has it's own hitpoints.
  • Mutants and Masterminds Third Edition SRD: A superhero game, interesting for the fact that players can build their own powers.
  • D&D 3rd Edition SRD: If you've got a folder for SRD's, you might as well have this in there.
  • Pathfinder SRD: In case you don't know what Pathfinder is, it's basically a continuation of D&D 3.5 by Paizo Publishing since Wizards of the Coast stopped supporting it.
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Max White

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Re: Developing simple d20 RPG system
« Reply #9 on: December 21, 2011, 08:29:03 pm »

Might I suggest an alignment matrix, composed of two axis:
Sassy - Indifferent - Coy
Carnivorous - Omnivore - Vegan

Willfor

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Re: Developing simple d20 RPG system
« Reply #10 on: December 21, 2011, 09:12:54 pm »

I would suggest a joke alignment too, but my serious suggestion is just to dump the alignment spectrum altogether. This move, in itself, doesn't encourage people to play deeper characters. It doesn't even take away any of the us-vs-them mentalities that go along with people trying to hard to base their actions purely on alignment. What it does is take away six hour alignment discussions that every discussion of alignment seems to boil down to. You know, those seriously annoying ones that ruin every effort to get back to intelligent discussion based solely on different perspectives on two letter acronyms that are only supposed to be a cheat sheet anyway?

Yeah, those.
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GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #11 on: December 21, 2011, 09:20:51 pm »

I've never actually encountered those.

Then again, I've never run a game with alignments either.

EVIDENCE
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Max White

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Re: Developing simple d20 RPG system
« Reply #12 on: December 21, 2011, 09:23:49 pm »

The most important rule for any game with an alignment grid is that every time somebody says 'But your character wouldn't do that because...' they have to take a shot.
That way the ass hole who is obsessed with arch types gets too drunk to notice and you can get on with the fun bit.

GlyphGryph

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Re: Developing simple d20 RPG system
« Reply #13 on: December 21, 2011, 09:29:01 pm »

Does any game other than D&D even have them? I thought the whole point was it was a gimmick that game could use to stand out from the others.
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Max White

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Re: Developing simple d20 RPG system
« Reply #14 on: December 21, 2011, 09:29:51 pm »

Games that evolved from DnD? Home brews especially.
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