David Johansen
Legendary Pubber
- Joined
- May 4, 2017
- Messages
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Here I go again. I want to talk about the whys before rewriting a variation on the same damn system I keep ending up writing.
Objectives
Compatibility is a key issue. People need to be able to move stuff rom any source into their own games. As such universality is key.
Tight Core Stat Block. You shouldn't need a quarter page block of stats to run cannon fodder.
Characteristics
I've generally wound up with Coordination, Physique, Intellect, and Resolve as attributes that break down into other attributes. I think this is a bit of a mistake as they aren't universal or easily mapped to other systems. I think Strength, Resiliance or Toughness, Intelligence or maybe Knowledge if Intelligence is too political these days, Perception though it might be better just to break down its elements as advantageous traits, sight is good for some things, hearing and smell for others, and Reflexes as opposed to agility which is largely a measure of strength relative to size and dexterity which denotes hand eye coordination in particular and should exist as a variable trait to represent everything from horse's hooves to masses of manipulator tentacles, and maybe Willpower or Character or Personality as a social and sanity stat.
Intelligence - mental skills and confusion resistance
Perception - spotting and ambush resistance
Reflexes - initiative, shooting and fighting
Strength - damage output and physical force resistance
Toughness - hit points and metabolic hazard resistance
Willpower - social skills and social and psycological resistance
Charisma - ?
The range is 3 - 18 with 10 being average of course. It's really tempting to have the cost double every point but it would make templates harder to apply. I think, instead, resisitance should be at 1/2 the attribute. So a 10 would give a -5 resistance modifier. Posibly 1/4 stat or (stat -10 )/2 but I'm not fond of negative modifiers for low stats.
Skills should default to 1/2 attribute with broad skills costing 4 points per +1 and Narrow skills costing 2. The reason for this is that an odd attribute value could still provide 1 point towards a skill, thus getting rid of the break points issue. Working from that attributes probably cost 8 points per level.
Muscle based weapon damage is probably Strength / 5 dice + Strength - 4 * n dice Thus a 5 strength would be 1d + 1 and a 10 strength would be 2d + 2 and 15 Strength would be 3d + 3. A chart would exist but I think consistancy across the range would be good. Ideally that would help with damage scaling issues.
The direct relationship of real world stats should be exponential. x2 per point is too high and x2 per 5 points is too HERO. The core real world measures would be distances in meters, mass in kilograms, weight in newtons, distance in meters, time in seconds, velocity in meters per second.
Powers and traits would be built on the same mechanics but traits are generally self limiting or zero sum things or at least relatively cheap. Powers are open ended and can be magic or super science or psionics with different lenses, limitations and so forth. As one of the goals would be to keep book keeping limited I think the cost per level should be around 10 and modifiers applied to that. So say flight is 10 points per level but wings that require air and cost a limb set might reduce the cost to 5 per level.
Objectives
Compatibility is a key issue. People need to be able to move stuff rom any source into their own games. As such universality is key.
Tight Core Stat Block. You shouldn't need a quarter page block of stats to run cannon fodder.
Characteristics
I've generally wound up with Coordination, Physique, Intellect, and Resolve as attributes that break down into other attributes. I think this is a bit of a mistake as they aren't universal or easily mapped to other systems. I think Strength, Resiliance or Toughness, Intelligence or maybe Knowledge if Intelligence is too political these days, Perception though it might be better just to break down its elements as advantageous traits, sight is good for some things, hearing and smell for others, and Reflexes as opposed to agility which is largely a measure of strength relative to size and dexterity which denotes hand eye coordination in particular and should exist as a variable trait to represent everything from horse's hooves to masses of manipulator tentacles, and maybe Willpower or Character or Personality as a social and sanity stat.
Intelligence - mental skills and confusion resistance
Perception - spotting and ambush resistance
Reflexes - initiative, shooting and fighting
Strength - damage output and physical force resistance
Toughness - hit points and metabolic hazard resistance
Willpower - social skills and social and psycological resistance
Charisma - ?
The range is 3 - 18 with 10 being average of course. It's really tempting to have the cost double every point but it would make templates harder to apply. I think, instead, resisitance should be at 1/2 the attribute. So a 10 would give a -5 resistance modifier. Posibly 1/4 stat or (stat -10 )/2 but I'm not fond of negative modifiers for low stats.
Skills should default to 1/2 attribute with broad skills costing 4 points per +1 and Narrow skills costing 2. The reason for this is that an odd attribute value could still provide 1 point towards a skill, thus getting rid of the break points issue. Working from that attributes probably cost 8 points per level.
Muscle based weapon damage is probably Strength / 5 dice + Strength - 4 * n dice Thus a 5 strength would be 1d + 1 and a 10 strength would be 2d + 2 and 15 Strength would be 3d + 3. A chart would exist but I think consistancy across the range would be good. Ideally that would help with damage scaling issues.
The direct relationship of real world stats should be exponential. x2 per point is too high and x2 per 5 points is too HERO. The core real world measures would be distances in meters, mass in kilograms, weight in newtons, distance in meters, time in seconds, velocity in meters per second.
Powers and traits would be built on the same mechanics but traits are generally self limiting or zero sum things or at least relatively cheap. Powers are open ended and can be magic or super science or psionics with different lenses, limitations and so forth. As one of the goals would be to keep book keeping limited I think the cost per level should be around 10 and modifiers applied to that. So say flight is 10 points per level but wings that require air and cost a limb set might reduce the cost to 5 per level.