AsenRG
#FuckWotC #PlayNonDnDGames
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Inspired by the Traveller discussion, I'm making my own ruleset for Cepheus.
Why? Well, why not...maybe there's no point, feel free to vote.
Changes from standard Cepheus (in no particular order):
1) No dice modifiers for tasks (outside of combat, where it's by weapon). Still not sure about that one.
2) Simultaneous initiative.
3) Standard TN* is 7, and skills remove (or add, on opposed rolls) a level of difficulty, until you get to Easy (which is 4, since the difficulty step is 3). Further skill points are added to your roll on a 1-to-1 basis.
4) (Close) Weapons give you attack and defense bonuses on top of damage. Damage never goes above 4d+3 (except by adding Effect on top of this), but more dangerous weapons have stats like "roll 6d, keep the best 3".
5) Extremely good hits (Effect 3+) give you an advantage pool of 1/3 points of Effect. After rolling, you can also use a point to negate 3 points of armour, add it to your attack roll, or subtract it from the opponent's attack roll (not sure if this should count "as a point of skill"). Alternately, you could choose to exchange 3 points for an additional effect, which can be whatever you can imagine and describe, subject to Referee veto. However, you lose 1 point of Advantage on every round past the next (until you get 0 points).
6) Chargen tables use a format of "Skill or Skill or Skill", allowing more flexibility in chargen. Or just "skill groups".
7) Event tables grant you the skill bonus regardless of success, but success gives you other social bonuses.
8) Missile weapons don't give you bonuses to defense, but might give a bonus to attack, depending on range and whether someone is lying low.
9) You can "hunt for advantage" against a specific opponent. This means stuff like getting in-close** with an opponent and, for example, binding his blade with yours. It doesn't give you a bonus, but you get Effect/2 as advantage, minimum 1, on a success.
10 One of the possible effects of spending Advantage is exactly "resolving your move before a move that happens at the same time" (and I'm thinking of adding an option that for 2-3 Control/Advantage you could pull it off before a move that should happen later, like shooting someone before he could stab you).
*I've also been debating saying "screw that" and using a dicepool system instead...
**I'm thinking that suppressive fire should be working in the same way, but I'd like the opinion of someone who's been in some kind of armed or police forces, here...I ain't got that kind of training, sorry. But at least I'm smart enough to know that I should ask!
Why? Well, why not...maybe there's no point, feel free to vote.
Changes from standard Cepheus (in no particular order):
1) No dice modifiers for tasks (outside of combat, where it's by weapon). Still not sure about that one.
2) Simultaneous initiative.
3) Standard TN* is 7, and skills remove (or add, on opposed rolls) a level of difficulty, until you get to Easy (which is 4, since the difficulty step is 3). Further skill points are added to your roll on a 1-to-1 basis.
4) (Close) Weapons give you attack and defense bonuses on top of damage. Damage never goes above 4d+3 (except by adding Effect on top of this), but more dangerous weapons have stats like "roll 6d, keep the best 3".
5) Extremely good hits (Effect 3+) give you an advantage pool of 1/3 points of Effect. After rolling, you can also use a point to negate 3 points of armour, add it to your attack roll, or subtract it from the opponent's attack roll (not sure if this should count "as a point of skill"). Alternately, you could choose to exchange 3 points for an additional effect, which can be whatever you can imagine and describe, subject to Referee veto. However, you lose 1 point of Advantage on every round past the next (until you get 0 points).
6) Chargen tables use a format of "Skill or Skill or Skill", allowing more flexibility in chargen. Or just "skill groups".
7) Event tables grant you the skill bonus regardless of success, but success gives you other social bonuses.
8) Missile weapons don't give you bonuses to defense, but might give a bonus to attack, depending on range and whether someone is lying low.
9) You can "hunt for advantage" against a specific opponent. This means stuff like getting in-close** with an opponent and, for example, binding his blade with yours. It doesn't give you a bonus, but you get Effect/2 as advantage, minimum 1, on a success.
10 One of the possible effects of spending Advantage is exactly "resolving your move before a move that happens at the same time" (and I'm thinking of adding an option that for 2-3 Control/Advantage you could pull it off before a move that should happen later, like shooting someone before he could stab you).
*I've also been debating saying "screw that" and using a dicepool system instead...
**I'm thinking that suppressive fire should be working in the same way, but I'd like the opinion of someone who's been in some kind of armed or police forces, here...I ain't got that kind of training, sorry. But at least I'm smart enough to know that I should ask!
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