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Tabletop RPG Combat System That I Made, Need Revision

Posted Feb 1, '13 at 7:54pm

BlazingZelda

BlazingZelda

884 posts

So no lvling up you just have exp? I don't get it...

 

Posted Feb 1, '13 at 9:10pm

spikeabc

spikeabc

1,696 posts

READ THIS YOU MIGHT FIND THIS HELPFULL

At the start of the battle, players would roll a d20, or i would for them, and the enemy would roll this also a d20. This determines who goes first at the start of the battle (kind of like rolling initiative in D&D).


first off: initiative is rolled and determined by d6, not d20

Bob's player attacks the Keebler elf. Bob's To-Hit-Bonus (or THB) is a +3 (that +3 comes from his weapon, lets say a rusty shovel). So he rolls another d20, lets say 10, and adds his +3 THB, along with any other bonus, and that would be his total Attack Value. In this case its 13.


ok, this is a nice combat damage idea

The Keebler Elf does the same thing, and adds his To-Block-Bonus (TBB), usually coming from armor or potions. So lets say that Keebler gets like a 16. He would have blocked the attack, therefore ending Bob's turn and giving Keebler an attempt to strike now.


being the D&D man i am, thats not how block works. block is determined generally by the roll of a d20, but the DM makes the decision. dodges are normally judged by the players speed stat, and blocks come from armor not an armor rating.

this is a well thought our combat system, but for real feedback i would need to know more about this game. mostly, this is a fresh idea using hearts.

As the D&D DM that i usually play, you can count on my to tell you what i do in D&D and it might help you:
1: i use no health systems, as i believe the damage is done more by what body part you aim for and how strong your armor is and weapon because you cannot judge how much damage something deals with just rolls.
2:leveling up is difficult to do because you have to make exp systems and exp counts for each level, therefore i agree with the idea of not using one. you are correct on that idea, dont try to make one just because of what other people say^
3:combat, in my way of doing things, works like this:
the player makes the attack action, and rolls d20 for it. the moster rolls d20 as well, for blocking/evasive movement. i dont roll for wounding like you would in warhamer, because that gets to hard to land hits at that point.

i think your system is new and could be tweaked a little but, but its your game so i'm not just gonna yell at you. plus it isnt D&D, which i'm sure someone is gonna say because this entire post is based off of it.

P.S. im sure i misspelled some things. dont be a grammer freak on me.
 

Posted Feb 2, '13 at 1:38pm

hardigra

hardigra

191 posts

Thank toy for your posts.

first off: initiative is rolled and determined by d6, not d20

D&D is a really flexible game as far as really, anything. However, I am basing my statement about d20 initiative on the D&D 4e Players Handbook, pg 267, reads 'To detirmine a combat encounter's inititaive order, roll initiative. To do so, make a Dexterity check. Roll 1d0 and add the following: One half your level; your Dexterity modifier; and any other bonuses or penalties that apply. The result is the initiative of your encounter.'
being the D&D man i am, thats not how block works. block is determined generally by the roll of a d20, but the DM makes the decision. dodges are normally judged by the players speed stat, and blocks come from armor not an armor rating.

For blocking, or the To Block Bonus, evasive moves are put into this catagory. therefore, Captian America's Shield could have a value of +5. While a sneaky rogue could have learned a Dodge skill (I will get more into skills later), that skill could add +6 to his TBB. TBB, acts, in D&D's case, as the Armor Class. So dodging fits into this catagory. In this game, Im trying to cut down on the cliche attributes (Strength, Dexterity, Wisdom ect.) and put more emphasis on learning skills. If you have ever seen the anime 'Sword Art Online', this is a good example of this.
The idea for not having a health system is a very, if I may say, original and effective. This system that I've made (Havent com up with a name yet, could use help on that, although Im thinking about calling it the d20 variant, or something like that) does need revision and that is why I made this thread. Personally, I love thinking of new ideas and i like hearing them. I think that i need to start my playtest soon to see the flukes in action.
SPIKEABC= you are welcome to playtest this game, just comment on my profile. In addition, you should try running D&D on the AG forums... It might be popular...

I said i would talk about skills, also i need to address why there is an xp count, yet no leveling up.
You have tons of different xp counts. Each time you preform a skill successfully you gain xp in it ( as long as the challenge is close to your level.) . The xp count goes by ones. There should be many different skills, probably way to many to just name off. I will show you an example of a characters skill sheet in Tales of Erabor. It will be of the cheerful Captain Crunch, the Warrior
Skills
Melee Battle (most classes start with this)= 75 {xp}
Scimitar Profiency= 68
Sailboating= 31
Cartography=79
Leather Profiency=49
Gardening=40
The Captains story begins with him learning how to make maps from an old man sitting in an inn in Lightrack (the main starting town in TOE). After hes learned the skill, he starts to make and sell maps, but quickly realized he has never been outside of Lightrack, so its awfully hard to make good maps. So he adventurs out a little, starting the training of his Melee Battle skill and making maps of the land. After a little bit, he realizes he likes the scimitar and finds a master in the scimi. Later he decides to help out his TBB by learning Leather Profiency. At this time, the jolly captain has a good deal of money, because people pay well for maps of the land. So he buys a sailboat with his money and hires a small crew of other players and sails out on the Eastern Sea out of the island of Silverhurst and comes to land. Nobody thought land was east of Silverhurst, so he made a good deal of money. Deciding he wants to settle down a little, he has people make him a log house on the new land, where he takes up gardening for some pocket money.
Tis the story of Captian Crunch.
So as you can see, if I were to add levels in the game, people might have lvl 5 Fortune Telling, Lvl 21 Gambling and 2 in Fishing. So waht would their actual 'level' be? An average, perhaps? An average would make outliers lower the person's averga level by a lot.

Keep the comments coming, I really do like them. Playtesting will begin as soon as all the positions are filled.
 

Posted Feb 2, '13 at 3:25pm

spikeabc

spikeabc

1,696 posts

SPIKEABC= you are welcome to playtest this game, just comment on my profile.


i'm coming...

In addition, you should try running D&D on the AG forums... It might be popular...


it wasnt. but i did the directions without a character sheet or anything, so i truthfully didnt even know how to make a thread for it.

I said i would talk about skills, also i need to address why there is an xp count, yet no leveling up.


i think i can help you with that. i'm gonna mosey on over to your wall and see what works

P.S: i'm free all day tomorrow for playtesting and stuff so whatever works for you.
 

Posted Feb 2, '13 at 4:52pm

spikeabc

spikeabc

1,696 posts

READ THIS
in addition to what was said earlier...

So as you can see, if I were to add levels in the game, people might have lvl 5 Fortune Telling, Lvl 21 Gambling and 2 in Fishing. So waht would their actual 'level' be? An average, perhaps? An average would make outliers lower the person's averga level by a lot.


you give people experience points for their experience level, which determines how heavy armor can be equipped and how powerful they are. when they level up, thats considered an experience milestone where they gain a level along with stat points, that can be put in to those skills that you mention such as leather proficiency. that level is their overall skill, yes, and determines how strong they are along with how long they have been playing. when i do level systems, the player i'm playing with has one level that they keep between all play sessions so they arent starting over every new game, and someone else that wants to play starts at level 1 next game.

Skills
Melee Battle (most classes start with this)= 75 {xp}
Scimitar Profiency= 68
Sailboating= 31
Cartography=79
Leather Profiency=49
Gardening=40


flawed. these skills dont make any sense in any game. i'm just saying that because if they really are learnable skills i dont think anyone would want to use them.

D&D is a really flexible game as far as really, anything. However, I am basing my statement about d20 initiative on the D&D 4e Players Handbook, pg 267,


you base it off a book, yet you say its a flexible game. so which is it?
i dont have one of those either. that means what i learned in D&D is what my uncles and friends have taught me.

In this game, Im trying to cut down on the cliche attributes (Strength, Dexterity, Wisdom ect.) and put more emphasis on learning skills.


strength, dexterity, and wisdom are probably the best examples of skill and power in D&D. i'm glad your trying to move away from cliches, but it will be a very hard thing to do and actually make sense without it.


i really cannot wait to play this game, i am eager to see how it turns out!
 

Posted Feb 2, '13 at 5:06pm

hardigra

hardigra

191 posts

flawed. these skills dont make any sense in any game. i'm just saying that because if they really are learnable skills i dont think anyone would want to use them.

It almost seems like we are arguing.
Also, cartography (the skill of making maps) would be useful and learnable. Those were just examples of how skills vary completely and you can learn practically anything.

you base it off a book, yet you say its a flexible game. so which is it?
i dont have one of those either. that means what i learned in D&D is what my uncles and friends have taught me.

Do you know what version your uncle taught you?

We will see how everything turns out. After the playtest (which will be either finished after about 2 weeks of gameplay or when you have completed the set objective {considering this is a beta and it is limited} is when the game will be completed. NEED ONE MORE PERSON
 

Posted Feb 2, '13 at 5:10pm

spikeabc

spikeabc

1,696 posts

you can learn practically anything.


i love that idea

Do you know what version your uncle taught you?


i know how to DM, but i tweak my game to fit my liking.
 

Posted Feb 2, '13 at 9:06pm

hardigra

hardigra

191 posts

i know how to DM, but i tweak my game to fit my liking.

That is a good idea. Personally, I bought D&D books, (4 of them) and I love tabletop gaming, especially D&D.
I never really have played a good adventure though.

My goal, in the long run, is to publish this system of roleplaying. However, you guys would get tons of credit becuase after the beta, this game could almost be a polar oopposite if it fails so much.
 

Posted Feb 3, '13 at 8:22am

spikeabc

spikeabc

1,696 posts

I never really have played a good adventure though.


thats because of how in-depth and structured those books are.

My goal, in the long run, is to publish this system of roleplaying. However, you guys would get tons of credit becuase after the beta, this game could almost be a polar oopposite if it fails so much.


well, i checked out the other 3 on the beta testing, and it looks like i'm getting most credit right now cause they arent posting anything (besides you of course)

and i really dont think this will be popular, but it could start as a forum game sucess then groe from there...
 

Posted Feb 3, '13 at 9:35am

hardigra

hardigra

191 posts

thats because of how in-depth and structured those books are.

Not really, its more on the fact that Ive never had really anyone to play with.

well, i checked out the other 3 on the beta testing, and it looks like i'm getting most credit right now cause they arent posting anything (besides you of course)

What are they?
 
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