The Elder Scrolls RPG

Post » Fri Dec 24, 2010 12:00 pm

Oh dear, you guys really wrote a lot during the night. Here comes my mammoth reply.

This is one of the areas that I have been flipping back and forth on for some time now, and I can never seem to decide just where I want the mechanics behind Attributes to actually fall. As described in my above post, one of the methods I had considered was actually having the player randomly roll for their Attributes, essentially providing each individual Race potential racial caps to the level of a particular Attribute, but at the same time allowing for some more diversity to a starting level character than is normally seen in the video game series. On the same respect, there is a lot to be said for the simple method Bethesda has applied to the different game lines - such as the Daggerfall-esque method you have described there, or even the general Morrowind method of just setting them to certain numbers based on Race and Gender alone, and allowing those to be modified by further parts of character creation.


My idea is actually a mix between Daggerfall and Morrowind/Oblivion. Each race has base attriibutes which are equal to the base attributes in Morrowind and Oblivion, except Luck which has a base value of 30. Then the player is given 100 points that he can distribute among the attributes however he pleases, though with the limitation of not going over 70. You'll have to work to get that 100 Strength. ;)

I really like that skill method that you have described there, and the formula you have there is pretty much painless overall. I do agree something needs to be figured out with the armor skills though, as they are far more difficult to work with in regards to pen/paper RPGs than a video game. I am not terribly familiar with D&D, so I am not sure how their Feat System works (though I imagine similar to Feat Systems in other game lines) - the real question here is what else can be associated to feats to make that system more robust for the player and GM to use. I think I have a few items in my current list of skills in the above posting that would be best to translate into some kind of feat system (Backstabbing).


The way D&D handles armor in 3rd and 4th edition is that there are 3 proficiency feats, one for each class of armor (light, medium, heavy). If you use armor that you aren't proficient with you're punished with an attack penalty. And you need to be proficient with light armor before you can become proficienty with medium and you need to be proficient with both light and medium armor before you can take proficiency with heavy armor.

I think this is a good point to discuss feats in further detail. Feats are basically various benefits that improve your character that aren't covered by skills and attributes. One might compare them to Oblivion's skill perks, exept they aren't tied to a specific skill.

I think a pretty good rate to gain feats would be one feat every other level. Yes, I'm bringing level back into my system because it is a neat way of recording character milestones and assessing general power. However, I'd base it on attributes rather than skills and characters would advance one level for every 10 points by which they improve their attributes. Since in my system starting attributes average out at 50 that means players could advance 5 levels per attribute or 40 levels in total. This in turn yields 20 feats which I think is a reasonable number. Especially if we consider that most characters won't make it that far.

But how will you deal with unarmored skill? If armor skills are completely scrapped, it makes armor (or a shield spell) necessary, which reduces some character choices. Character choices, imo, were the best part about Morrowind, as few things were really underpowered.


Ah, yes. I forgot to mention the defensive skills. Unarmored would be called Dodge and it would be one of three defensive skills along with Block and Parry. When you attack someone and make you weapon skill check they make an opposed defensive skill check and if they roll higher than you, you missed. This could be simplified by introducing passive defences. You get the passive defence by adding together you effective defensive skill and 50 (the average result of a d100 roll). For example if a character has an effective Dodge skill of 63 their passive Dodge would be 63 + 50 = 113. Then if the character is trying to dodge incoming attacks anyone trying to hit them would have to make a weapon skill check with a DC of 113.

As for armor being necessary, in a straightforward battle between soldiers that is a realistic thing. But players wouldn't just be fighting warriors, they'd also be up against spellcasters and fireballs aren't bothered by AR. Heavier armor would also have drawbacks. For example it could have penalties to dodge and various stealth skills or slow you down.

So what I have emerging here is a sort of rock-paper-scissors system with combat being rock, magic being paper, and stealth being scissors.



Actually I would cut Armorer because I do not consider weapon and armor condition to be fun. To make up for it though I would include a Smithcraft skill that would allow players to forge their own equipment.

Make fatigue a stat that handles how many attacks/blocks/armor absorptions/magicka resists/moves you can make in a full turn of combat? It could be equal to willpower mod + endurance mod, and sure, that could translate to 20+ attacks in a turn, but the need for armor or magic defense or blocks would keep you from using all twenty unless completely necessary. Maybe you could allow block/armor/magicka checks with 0 fatigue, but on a successful check you are rendered flat footed (all further skill checks until a successful move are made at -10, stacking) and on a failed check knocked down? Either way, it would allow for some fast and rather lethal combat. (well, actually, this method may just make it boring and slow, since so many dice rolls have to be made. I do think fatigue should be included in some form, and flat footedness/knockdowns seem like likely candidates for ensuring fatigue is obeyed, but flexible for characters with a low fatigue score.)


I am not in favor of this. Having some sort of action points as in Fallout 1 & 2 is not a bad idea, but I wouldn't make it based on Fatigue. I'd still rather get rid of it entirely. Though of course there is nothing stopping us from making two variant game systems. ;)

edit: I know it's odd to say, but for some reason the damage scale seems very inflexible. If you have a set weapon and a set strength against a target with a set armor, you'll be doing the same damage with every successful swing. Sure, it reduces the number of dice rolls, but it feels odd.


We could easily make it that longswords do 2d10 damage instead of a fixed 10 damage and up the AR by 1 to get the same average result.

edit2: on the thoughts of feats and the governing attributes for skills... I think perhaps that having two governing attributes for your weapon should be possible, but at the same time, using the example of long blade, agility seems like an odd choice for all characters. For example, a hulking, slow nord with a claymore should be just as effective as a quick and agile Dunmer with a longsword, since they are both masters of their weapon.


I disagree. Any sword, no matter how large still requires a degree of finesse. That's what makes them different from axes and other impact weapons. The slow hulking Nord would be better of with a battleaxe.

Another thing is that we don't have to use Short Blade and Long Blade skills. We could also decide to use the skills Greatswords, Swords, and Daggers instead.

I was thinking something similar for fatigue, but a slight bit more dynamic to add in a little extra flair to the combat system. Essentially, there would be different Maneuvers that one could attempt to apply while in combat (a Basic Attack being the general default). Some of these could incur some penalties during the actual strike roll, and each would have an amount of Fatigue Cost per success/failure (failure costing more). Similar could be done for magic and the sort by applying penalties for various levels of fatigue while in combat (and could cost a small investment of Fatigue with their Magicka investment as well on a casting).


Okay, this would make it sensible to have a Fatigue afterall.


I don't think, however, that health should be directly equal to your endurance ("I hit him with a damage endurance spell!" "For how much?" "100 points!" "Your target dies..." "I hit the next guy with the same spell!"). At game start it should be equal to ( 20 + Willpower Mod + Endurance Mod + Strength Mod) Meaning that most characters would receive around 25 or so starting health, which is fair at level 1. On every level-up after that you should gain an amount equal to your endurance modifier (Meaning a possible 400+ health at max level). Fortify Endurance, of course, would add a temporary health boost equal to the increase in your endurance, while damage endurance should do the opposite. Which means a powerful damage endurance could kill a player, making some diseases very, very dangerous. (For balance reasons, I don't think that damage attribute effects should stack, as they then become impossibly broken. But that could be dealt with later on, when you get to the magic system.)


Yes, if Health is tied to Endurance you coud kill anything by doing 100 points of damage to their Endurance. But who says Damage Endurance should be easy to cast? Why can't it be a really hard spell to use with a high Magicka cost? ;)


Well, I was actually thinking quite a bit about this, and I am thinking about employing a combination of the basic leveling system seen in the game in conjunction with a couple of well designed character advancement mods I have seen made for the respective games. Basically, something along the lines of this:

Each Skill would come with a simple "fill in the dots" tracker by each Skill, this in turn would be constructed out of nine (9) empty dots (for consolidation of space, and the fact that the 10th would be redundant). You actual character Level would have the exact same kind of tracker located next to it, as would your Attributes.

Now, on each successful Skill usage, the player would fill in one (1) of the dots in the tracker next to that Skill, and for every failed Skill usage the player would fill in two (2) dots on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a player has successfully filled in all ten (10) dots on their skill tracker (don't forget the "phantom" dot), then the skill would increase by a single point. For your character level, the skills would still get broken into Major/Minor/Misc skills. Everytime you increase one of your Major/Minor Skills (or the ones related to your chosen profession) then you will fill in a single tick on the Character Level tracker provided. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in their tracker for Level which is again ten (10) dots if you include the "phantom" dot. Each Skill, in turn, has a Governing Attribute trait that is associated to it. Anytime a skill increases that is tied to an Attribute from the Major/Minor/Misc (Misc is included in this aspect, but not on Character Level), then it will provide a tick to the tracker for that particular Attribute. Again, once the Attribute has acquired the needed ten (10) dots filled in, then it can be increased by one (1) point.


I like the sound of this quite a lot, except fo a few details. One is that as I mentioned I'd rather make leveling based on attributes rather than skills. If you base it on skill then each new skill we add to the game will increase the amount of levels that can be gained and the number of feats that players can get. Basing it on attributes though would allow us to throw in as many skills as we wanted to without worrying that it might break the system.

The second thing is that learning through failure would promote players to search for impossible tasks. For example they might buy a box and have it outfitted with a high quality lock then go at it until they all had decen Security skills. Of course it's the GM's job to regulate this, but not all GMs are equally assertive and I think it's our job to fix s many loopholes as we can. Also while it is realistic to learn from your failures that is true only to a certain degree. Repeatedly failing at an impossible task doesn't teach you much.

In a computer game I would handle this by giving skill exp on success but then multiplying this gained exp with the chance of failure. So for example opening a lock when you have 60% chance to succeed (40% chance of failure) would give twice as much skill exp as opening a lock when you have 80% chance of success (20% chance of failure). However, this isn't a practical way to handle things in a pen & paper game. So instead I'd tie this in with what I proposed earlier.

When you succesfully make a skillcheck you compare the d100 roll you just made with your base skill. If the roll is higher you gain a dot towards the skill increase. This would maintain the effect that low skills are easier to increase without promoting palyers to keep attempting the impossible to grind their skills.

The third thing is that the proposed system doesn't adress the issue of some skills being used much more often than others. Each enemy you fight will require several weapon skill checks while a lock might be beaten by a single check. This in turn would lead to weapon skills skyrocketing in compare to other less often invoked skills.

This can be solved in the same way the computer games did it. Rarely used skills could provide more dots.
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ezra
 
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Post » Fri Dec 24, 2010 10:45 am

Oh dear, you guys really wrote a lot during the night. Here comes my mammoth reply.

Well, my turn to take a stab at a rather good chunk of information here:

My idea is actually a mix between Daggerfall and Morrowind/Oblivion. Each race has base attriibutes which are equal to the base attributes in Morrowind and Oblivion, except Luck which has a base value of 30. Then the player is given 100 points that he can distribute among the attributes however he pleases, though with the limitation of not going over 70. You'll have to work to get that 100 Strength. ;)

Ahh, see, I knew I was missing at least a little something with how you had described Character Generation - somehow missed the exact mix there. I think in practice it may need a little bit of tweaking to get down the best formula, but I see this as being a slightly more robust Character Generation process as it gives the player some degree of control over things and stands to add at least a little diversity to the base characters.

The way D&D handles armor in 3rd and 4th edition is that there are 3 proficiency feats, one for each class of armor (light, medium, heavy). If you use armor that you aren't proficient with you're punished with an attack penalty. And you need to be proficient with light armor before you can become proficienty with medium and you need to be proficient with both light and medium armor before you can take proficiency with heavy armor.

I think this is a good point to discuss feats in further detail. Feats are basically various benefits that improve your character that aren't covered by skills and attributes. One might compare them to Oblivion's skill perks, exept they aren't tied to a specific skill.

I think a pretty good rate to gain feats would be one feat every other level. Yes, I'm bringing level back into my system because it is a neat way of recording character milestones and assessing general power. However, I'd base it on attributes rather than skills and characters would advance one level for every 10 points by which they improve their attributes. Since in my system starting attributes average out at 50 that means players could advance 5 levels per attribute or 40 levels in total. This in turn yields 20 feats which I think is a reasonable number. Especially if we consider that most characters won't make it that far.

I have actually been playing around with this quite a bit, and I am actually thinking about combining the Feat System with a Action Gambit as well. I think this will add for a unique flavor to many different aspects of the game, and will stand to make utilization of Fatigue more worthwhile and fulfilling. In this system, by the end, characters would probably have a decent number of potential feats that they could attempt (probably over that 20 mark mentioned), and some of these will be provided for free to the characters as they reach certain skill levels, character levels, etc. (as each Feat will have different requirements). I still need to refine this system, but it is coming along rather well (I actually got a considerable amount of work in on this last night, so I'll be needing to update the OP at some point here again).

Ah, yes. I forgot to mention the defensive skills. Unarmored would be called Dodge and it would be one of three defensive skills along with Block and Parry. When you attack someone and make you weapon skill check they make an opposed defensive skill check and if they roll higher than you, you missed. This could be simplified by introducing passive defences. You get the passive defence by adding together you effective defensive skill and 50 (the average result of a d100 roll). For example if a character has an effective Dodge skill of 63 their passive Dodge would be 63 + 50 = 113. Then if the character is trying to dodge incoming attacks anyone trying to hit them would have to make a weapon skill check with a DC of 113.

As for armor being necessary, in a straightforward battle between soldiers that is a realistic thing. But players wouldn't just be fighting warriors, they'd also be up against spellcasters and fireballs aren't bothered by AR. Heavier armor would also have drawbacks. For example it could have penalties to dodge and various stealth skills or slow you down.

So what I have emerging here is a sort of rock-paper-scissors system with combat being rock, magic being paper, and stealth being scissors.

I've actually cobbled together quite the interesting Combat System - though I will admit that when you initially look at it, it is rather intimidating (though in practice it is actually rather simplistic and elegant). In the process, I have managed to figure out a logical way to keep the Armor Skills as actual Skills on the character. I am going to post my conceptual combat system a little bit later once I have it actually written down entirely (currently it is half in mind and half on paper). The system that I have going right now should actually make for fairly robust combat with minimal rolling needing to be done for the process, and at the same time allows for nearly cenematic epic-ness during battles.

Actually I would cut Armorer because I do not consider weapon and armor condition to be fun. To make up for it though I would include a Smithcraft skill that would allow players to forge their own equipment.

Hmm, so far I have not been inclined to remove the Armorer Skill from the game, but I personally think that item conditions are a rather important aspect to an RPG game. Certainly, if nothing else, it can provide an extra money sink for the players to keep them motivated out into a life of adventure (the primary driving force behind most RPG groups, the troupes never ending battle to acquire riches). Granted, I think the addition of some semblance of a crafting Skill is a must at this stage of the game, considering (as mentioned before) that a pen/paper RPG is far less limited in most aspects in comparison to a video game (other than having an engine do all calculations for you).

I am not in favor of this. Having some sort of action points as in Fallout 1 & 2 is not a bad idea, but I wouldn't make it based on Fatigue. I'd still rather get rid of it entirely. Though of course there is nothing stopping us from making two variant game systems. ;)

Agreed, and in fact if we do make two different systems, it could potentially increase the range of people who may try out one (or both) of the systems, and further RPGs in general. I think I have Fatigue pretty well polished off at this point though, and with my current system it is basically a must to have in there.

We could easily make it that longswords do 2d10 damage instead of a fixed 10 damage and up the AR by 1 to get the same average result.

Indeed, this is how I anticipated Damage, it has to come down to some rolling, this way you get a broader degree of weapon effectiveness across the board, and can easily supply more weapon options with more difference between them.

I disagree. Any sword, no matter how large still requires a degree of finesse. That's what makes them different from axes and other impact weapons. The slow hulking Nord would be better of with a battleaxe.

Another thing is that we don't have to use Short Blade and Long Blade skills. We could also decide to use the skills Greatswords, Swords, and Daggers instead.

I agree, it does require some finesse to handle bladed weapons - heck, to handle any weapon. I'm not 100% sold on the dual governing attributes though, but I may need to think on this some more still.

Yes, if Health is tied to Endurance you coud kill anything by doing 100 points of damage to their Endurance. But who says Damage Endurance should be easy to cast? Why can't it be a really hard spell to use with a high Magicka cost? ;)

Health is a derived Attribute, why should effecting Endurance lower Health in the first place, it should simply lower Endurance and possibly negate the bonus a player was getting from there levels in that Attribute. Afterall, as I said, Health is derived - not linked.

I like the sound of this quite a lot, except fo a few details. One is that as I mentioned I'd rather make leveling based on attributes rather than skills. If you base it on skill then each new skill we add to the game will increase the amount of levels that can be gained and the number of feats that players can get. Basing it on attributes though would allow us to throw in as many skills as we wanted to without worrying that it might break the system.

The second thing is that learning through failure would promote players to search for impossible tasks. For example they might buy a box and have it outfitted with a high quality lock then go at it until they all had decen Security skills. Of course it's the GM's job to regulate this, but not all GMs are equally assertive and I think it's our job to fix s many loopholes as we can. Also while it is realistic to learn from your failures that is true only to a certain degree. Repeatedly failing at an impossible task doesn't teach you much.

In a computer game I would handle this by giving skill exp on success but then multiplying this gained exp with the chance of failure. So for example opening a lock when you have 60% chance to succeed (40% chance of failure) would give twice as much skill exp as opening a lock when you have 80% chance of success (20% chance of failure). However, this isn't a practical way to handle things in a pen & paper game. So instead I'd tie this in with what I proposed earlier.

When you succesfully make a skillcheck you compare the d100 roll you just made with your base skill. If the roll is higher you gain a dot towards the skill increase. This would maintain the effect that low skills are easier to increase without promoting palyers to keep attempting the impossible to grind their skills.

The third thing is that the proposed system doesn't adress the issue of some skills being used much more often than others. Each enemy you fight will require several weapon skill checks while a lock might be beaten by a single check. This in turn would lead to weapon skills skyrocketing in compare to other less often invoked skills.

This can be solved in the same way the computer games did it. Rarely used skills could provide more dots.

I think we can still keep things to Skills, in fact I think it is better with the system I described, otherwise Misc Skills will bear an impact on the character level, where as basing it off skills you can consolidate it to Major/Minor, effectively tying the level to the class (and skills related to that class). I don't see the third problem as being an issue, unless the GM is concentrating on a nearly combat only campaign, in which case the characters are better off with high combat skills, so their rate of increase will be balanced by how often the skill is being utilized.

Might have missed some points in there still, or been too general on things, but fiance is home for lunch so I need to hop.
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Post » Fri Dec 24, 2010 12:34 pm

Well, I am being lazy here (since I am not updating the OP or really doing any kind of special formatting for the Forums with this), but here is a C&P of the notes that I have cooked up so far to give people an idea of where I am at on this, and to see if anyone might possibly have any further questions/comments/suggestions on it so far. This should basically be my most up to date notes on the Mechanical System that I actually have on paper/digital format (I just finished off the Combat System basics tonight). I hope to have all of the mechanics hammered out within the next few weeks, and have my first play test by the end of February (though I may or may not post updates to my progress between now and then, we shall see how it goes). After that, we will see how much tweaking and testing needs to be done to the system and I will start making a PDF version of the Core Rules and get it hosted so people can try it out if they like. As previously stated, I plan to run with this project for awhile and have a lot of ideas, so the PDF will also contain a teaser splash hinting at the next supplement I intend to create for the game. So, without further hub-bub, here are the current Mechanical Notes:

Spoiler
CHARACTER GENERATION:

Select Race: Select one of the optional character races. Record base Primary Attributes at this point, as well as Abilities and note bonuses.

Select Gender: Select to be either a male or female character.

Select Name: Choose a name for you character.

Select Birthsign: Select the desired optional birthsigns for the character.

Select Occupational Class: Select the desired class for the character.

Select Character Background: Answer the questions in the Character Class section and record the results for the character background.

Determine Primary Attributes: Based on the previous information, total your final Primary Attributes and record them on the character sheet. Note applicable Attribute Bonuses (calculated based off of 10% of Attribute Score ? round down).

Determine Derived Attributes: Based on the provided calculations, determine and record your characters starting Derived Attributes.

Determine Secondary Attributes (Optional): If you are using the Secondary Attributes System then record your starting levels (all characters start at full for these Attributes).

Determine Skills: Using the previous information, record the characters Major, Minor, and Misc skills and determine their current respective levels.

Determine Starting Spells: Utilizing the provided charts, select and record the characters starting spells.

Determine Starting Feats: Utilizing the provided charts, select and record the characters starting feats.

Determine Starting Equipment: Using the previous information, record the characters starting equipment and funds.

Apply Finishing Touches: Apply all finishing touches to the character (Ideas: Alingment, Disposition, Derangements, etc).

GENERAL MECHANICS:

Races:
Attributes are displayed for Male/Female Characters respectively (as are Height and Weight).

Altmer (High Elf):
Attributes: STR 30/30, INT 50/50, WIL 40/40, AGI 40/40, SPD 30/40, END 40/30, PER 40/40, LUC 40/40
Skill: Alchemy +10, Alteration +5, Conjuration +5, Destruction +10, Enchant +10, Illusion +5
Resistances: Fire -50, Frost -25, Poison 0, Shock -25, Magicka -50, Common Disease +75
Specials: Fortify Maximum Magicka 1.5*INT (150% more)
Height, Weight: 1.1/1.1, 1.0/1.0

Argonian:
Attributes: STR 40/40, INT 40/50, WIL 30/40, AGI 50/40, SPD 50/40, END 30/30, PER 30/30, LUC 40/40
Skill: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5
Resistances: Fire 0, Frost 0, Poison +100, Shock 0, Magicka 0, Common Disease +75
Specials: Water Breathing 5pts for 120sec
Height, Weight: 1.03/1.0, 1.1/1.0

Bosmer (Wood Elf):
Attributes: STR 30/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 50/50, END 30/30, PER 40/40, LUC 40/40
Skill: Archery +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease +75
Specials: Beast Tongue (Command Creature) 5pts for 600sec
Height, Weight: 0.9/1.0, 0.95/0.9

Breton:
Attributes: STR 40/30, INT 50/50, WIL 50/50, AGI 30/30, SPD 30/40, END 30/30, PER 40/40, LUC 40/40
Skill: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +50, Common Disease 0
Specials: Dragon Skin (Shield) 50pts for 60sec, Fortify Maximum Magicka 0.5*INT (50% more)
Height, Weight: 1.0/0.95, 1.0/0.9

Dunmer (Dark Elf):
Attributes: STR 40/40, INT 40/40, WIL 30/30, AGI 40/40, SPD 50/50, END 40/30, PER 30/40, LUC 40/40
Skill: Destruction +10, Short Blade +10, Athletics +5, Light Armor +5, Long Blade +5, Marksman +5, Mysticism +5
Resistances: Fire +75, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Ancestor Guardian (Sanctuary) 50pts for 60sec
Height, Weight: 1.0/1.0, 1.0/0.9

Imperial:
Attributes: STR 40/40, INT 40/40, WIL 30/40, AGI 30/30, SPD 40/30, END 40/40, PER 50/50, LUC 40/40
Skill: Long Blade +10, Mercantile +10, Speechcraft +10, Blunt Weapon +5, Hand-to-Hand +5, Light Armor +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Star of the West (Absorb Fatigue) 200pts on Target, Voice of the Emperor (Charm) 50pts for 15sec
Height, Weight: 1.0/1.0, 1.25/0.95

Khajiit:
Attributes: STR 40/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 40/40, END 30/40, PER 40/40, LUC 40/40
Skill: Acrobatics +15, Athletics +5, Hand-to-Hand +5, Light Armor +5, Lockpicking +5, Short Blade +5, Sneak +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Eye of Night (Night Eye) 50pts for 30sec, Eye of Fear (Demoralize Humanoid) 100pts for 30sec
Height, Weight: 1.0/0.95, 1.0/0.95

Nord:
Attributes: STR 50/50, INT 30/30, WIL 40/50, AGI 30/30, SPD 40/40, END 50/40, PER 30/30, LUC 40/40
Skill: Axe +10, Blunt Weapon +10, Medium Armor +10, Heavy Armor +5, Long Blade +5, Spear +5
Resistances: Fire 0, Frost +100, Poison 0, Shock +50, Magicka 0, Common Disease 0
Specials: Thunder Fist (Frost Damage) 25pts on Touch, Woad (Shield) 30pts for 60sec
Height, Weight: 1.06/1.06, 1.25/1.0

Orsimer (Orc):
Attributes: STR 45/45, INT 30/40, WIL 50/45, AGI 35/35, SPD 30/30, END 50/50, PER 30/25, LUC 40/40
Skill: Armorer +10, Block +10, Heavy Armor +10, Medium Armor +10, Axe +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +25, Common Disease 0
Specials: Berserk (Fortify Health = 20pts, Fortify Fatigue = 200pts, Fortify Attack = 100pts, Drain Agility = 100pts) for 60sec
Height, Weight: 1.05/1.05, 1.35/1.1

Redguard:
Attributes: STR 50/40, INT 30/30, WIL 30/30, AGI 40/40, SPD 40/40, END 50/50, PER 30/40, LUC 40/40
Skill: Long Blade +15, Athletics +5, Axe +5, Blunt Weapon +5, Heavy Armor +5, Medium Armor +5, Short Blade +5
Resistances: Fire 0, Frost 0, Poison +75, Shock 0, Magicka 0, Common Disease +75
Specials: Adrenaline Rush (Fortify Agility = 50pts, Fortify Endurance = 50pts, Fortify Speed = 50pts, Fortify Health = 25pts) for 60sec
Height, Weight: 1.02/1.0, 1.1/1.0

Birthsigns:


Classes:


Backgrounds:


Primary Attributes:
System: Attributes are determined by compiling a Racial Base with any modifiers you may have received through the rest of the Character Creation process (such as Class or Birthsign bonuses to different Attributes). Each Attribute will also provide an Attribute Modifier that is utilized in different Tests (rolls) the player may need to make.

Strength (STR): Controls the damage you cause with melee weapons, as well as how much you can carry. It also helps determine your maximum Fatigue and starting Health. Strength also factors into how your weapon durability degrades on each successful hit: Higher strength means higher weapon degradation.
Intelligence (INT): Controls your maximum Magicka.
Willpower (WIL): Controls your rate of Magicka consumption from spellcasting and your chance to resist Magicka. It also determines your maximum Fatigue.
Agility (AGI): Controls your chance to hit enemies, as well as to dodge their attacks.
Speed (SPD): Controls your rate of movement when walking, running, swimming, or levitating.
Endurance (END): Controls your starting and maximum Health, and your maximum Fatigue.
Personality (PER): Controls how much people like you, and the prices you get vendors.
Luck (LUC): Grants you a number of rerolls equal to your Luck bonus per Story.

Derived Attributes:
System: Derived Attributes are compiled based off of ratings in assorted Attributes. This is initially done at Character Creation, and then is refreshed as the player character ascends to new Levels. These Level refreshes are done only at the time of ascending to a newly acquired Level, and this is done based off of the unmodified Attribute (as once you have started game play, there are different effects that may temporarily alter your Attribute ratings ? these temporary or artificial additions to the Attribute rating are not considered when calculating Derived Attributes.

Health Points (HP): Starting = END+STR/2, Level Increase = .10*END
Magicka Points (MP): Starting = INT*(Mult, Base of 1), Level Increase = .10*INT
Fatigue Points (FP): Starting = WIL+END+STR+AGI, Level Increase = .10*END+WIL
Encumberance Points (ENC): Starting = 5*STR, Level Increase = Adjust

Secondary Attributes: (Optional)
System: Undeveloped as of this time.

Hunger: Rating = 100
Thirst: Rating = 100
Stamina: Rating = 100

Other Traits:
Level: This is simply a numerical representation of a character's level of proficiency in their given profession. It can be utilized with other game mechanics to scale situations to the player characters skill levels.
Gender: Gender plays a moderate roll in the earlier stages of character development, as well as possibly having an effect during later stages of gameplay as well (depending on the tastes of the players and storyteller).
Race:
Birthsign:
Occupational Class (OCC):
Bounty (BTY):
Reputation (REP):

Important Stats:
Level Experience (LXP):
Skill Experience (SXP):

Character Advancement:
System: Each Skill comes with a simple "fill in the dots" tracker, this in turn would be constructed out of nine (9) empty dots (for consolidation of space on the character sheet, and the fact that the 10th would be redundant overall). Your actual character Level would have the exact same kind of tracker located next to it, as would your Attributes.

Now, on each successful Skill usage, the player would fill in one (1) of the dots in the tracker next to that Skill, and for every failed Skill usage the player would fill in two (2) dots on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a player has successfully filled in all ten (10) dots on their skill tracker (don't forget the "phantom" dot), then the skill would increase by a single point.

For your character level, the skills would still get broken into Major/Minor/Misc skills (which will be determined by the selection of Occupational Class). Everytime you increase one of your Major/Minor Skills (the ones related to your chosen profession) then you will fill in a single tick on the Character Level tracker provided. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in their tracker for Level which is again ten (10) dots if you include the "phantom" dot.

Each Skill, in turn, has a Governing Attribute trait that is associated to it. Anytime a Skill increases from the Major/Minor/Misc (Misc is included in this aspect, but not on Character Level), then the associated Attribute will be provided a tick to the tracker for that particular Attribute. Again, once the Attribute has acquired the needed ten (10) dots filled in, then it can be increased by one (1) point.

Skills: (Current Count = 47)
System: Skills are divided into five (5) primary categories that are used for determining potential class specific bonuses: Combat/Stealth/Magic/Knowledge/Common. Further, each skill has a Governing Attribute that it is associated to for purposes of Attribute related bonuses to skill checks. When you make a skill check you roll:

d100 + Skill + Attribute Modifier +/- Conditional Modifier (CDTL) vs Difficulty Check (DC)

This is the process on a Closed Tests (CT). An Opposed Test (OT) works in a similar way, though the DC is determined by another players (or the GMs) own Skill Check (as seen in the Combat System).

For example Long Blade would be governed by Strength. If you had a 66 Long Blade Skill and 67 Strength (+6 bonus), you would roll d100 + 66 + 6 = d100 + 72 whenever you make an attack with a Long Blade weapon. In this case 72 is your Effective Skill. Effective Skill would be written on your character sheet next to your base skill.

[COMMON] (Count = 09)
Armorer (Strength) [Common]
Athletics (Speed) [Common]
Climbing (Strength) [Common]
Etiquette (Personality) [Common]
Medical (Intelligence) [Common]
Mercantile (Personality) [Common]
Riding (Agility) [Common]
Speechcraft (Personality) [Common]
Swimming (Endurance) [Common]

[KNOWLEDGE] (Count = 11)
Centaurian (Intelligence) [Knowledge]
Daedric (Intelligence) [Knowledge]
Dragonish (Intelligence) [Knowledge]
Elvish (Intelligence) [Knowledge]
Faerie (Intelligence) [Knowledge]
Giantish (Intelligence) [Knowledge]
Harpy (Intelligence) [Knowledge]
Impish (Intelligence) [Knowledge]
Nymph (Intelligence) [Knowledge]
Orcish (Intelligence) [Knowledge]
Spriggan (Intelligence) [Knowledge]

[COMBAT] (Count = 09)
Axe (Strength) [Combat]
Block (Agility) [Combat]
Blunt Weapon (Strength) [Combat]
Hand-to-Hand (Agility) [Combat]
Heavy Armor (Endurance) [Combat]
Long Blade (Strength) [Combat]
Medium Armor (Endurance) [Combat]
Short Blade (Agility) [Combat]
Spear (Endurance) [Combat]

[MAGIC] (Count = 09)
Alchemy (Intelligence) [Magic]
Alteration (Willpower) [Magic]
Conjuration (Willpower) [Magic]
Destruction (Willpower) [Magic]
Enchant (Intelligence) [Magic]
Illusion (Willpower) [Magic]
Mysticism (Willpower) [Magic]
Restoration (Willpower) [Magic]
Unarmored (Agility) [Magic]

[STEALTH] (Count = 09)
Acrobatics (Strength) [Stealth]
Archery (Agility) [Stealth]
Disguise (Personality) [Stealth]
Light Armor (Agility) [Stealth]
Marksman (Agility) [Stealth]
Pickpocket (Agility) [Stealth]
Security (Intelligence) [Stealth]
Sneak (Agility) [Stealth]
Streetwise (Personality) [Stealth]

ADVANCED MECHANICS:
Alchemy System: Ability to create magical potions via the manipulation of assorted reagent items that are collected through the utilization of alchemical apparatus.

Enchant System: Ability to create magical items via the channeling of magical energies into assorted items through the utilization of enchantment apparatus.

Combat:
System: The mechanics behind the Combat System are rather straight forward, though on first appearance they can be rather intimidating (I assure you in practice they work much better). The first thing to understand in regards to the Combat System is how time works during a combat situation in the game. Once it is determined that combat is going to begin, the game slips from its normal mechanics system to the Combat System. Time begins to function in Rounds, equivalent to roughly five seconds worth of time. As such, time will be moving forward at a slower rate than it normally would. Once the storyteller calls for the game to move to Rounds, the next matter to address is just how and when the different player characters and NPCs in the situation will be acting. First we will concentrate on the second portion of that statement, we need to find out just who will be acting when ? this is handled by the Initiative Check (INIT).

The Initiative Check is handled by making a simple roll, and utilizing a pair of Attribute Modifiers (Agility and Endurance) that are collectively known as your Initiative Rating with any particular Conditional Modifiers (CDTL) that apply. The check for Initiative is as follows:

INIT=d100+(INIT MOD+/-CDTL MOD)

Conditional Modifiers are either positive or negative, and can range from spell effects to weather conditions. Many of these possible Conditional Modifiers will be covered and provided in the Game Master Section of the documentation. Once everyone has there Initiative score, determine who in the involved characters has the highest score working your way back to the lowest score. The person who scored the highest (be it a player or NPC) will be acting first in the situation. All other characters involved in the combat will follow suit with their actions in the prescribed Initiative order as determined by their scores.

When it comes to actually acting in a combat situation, there are actually a number of different things to consider before you act and strategy will actually be a rather paramount aspect of the process (hopefully more so than the actually dice rolling itself). The first thing to consider is the limitation of actions that you character has, primarily that you are allotted one offensive and one defensive action per combat round. You also have neutral and passive actions that you can consider, but these must take the place of either your offensive, defensive, or both actions (in the case of neutral actions) or are extremely rare and apply to a slightly different system of their own (in the case of passive actions). Lets consider some of the options a character has available to them when it comes to their turn in combat.

Offensive actions are the complicated side of combat, though in practice it works rather elegantly. You can attempt to ready a weapon (if this was not done before combat, this also qualifies as preparing an Archery or Marksman item for use after last discharge), change weapons, use a General Attack, use a Feat, or use a Spell. Some of these actions are rather straight forward, such as readying or changing a weapon. On the other hand, Feats and Spells are a little more complex and are thus covered by their own individual sections in further detail. In regards to the General Attack, some weapons have a couple of options that fall under this basic category and they are conducted through a simple Skill Check process described further below.

Defensive actions are a little bit more straight forward than Offensive actions by a considerable degree. You can Block, Parry, Dodge, or utilize a Feat. Essentially, most of these are actually based off of skill checks alone (for Block, Parry, and Dodge). In regards to Feats, those will be covered in the Feats in more detail.

Neutral actions are the most simplistic of all of ones options in a combat situation. You can attempt to use a Potion, use a Feat, or Active Recoup. Using a Potion is extremely basic, the character is able to imbibe the elixir and will be graced its effects at the beginning of the end of the combat round. Active Recouping is a process that essentially simulates doing nothing other than attempting to catch ones breath. It can allow for the regeneration of Fatigue. Feats, as stated previously, will be covered in their own section and further explained.

Passive actions are very rare but they do occur, and are simply things that you character will do naturally and do not count as an action on their part per se. The primary application for a passive action is the Resist, Soak, or Natural Recoup. Natural Recouping is a process that all characters undertake at the end of the combat round. This is where they actually get a little bit of Fatigue back from the brief moments of downtime that occurred in the round itself. Soaking is a simple check to see if ones armor is able to weather the brunt of a blow for them, transferring some of the damage to Armor Durability rather than it all being taken by health. Resisting will be covered in the Magic section.

The truth of the matter is this, in the end combat actually comes down to a process of opposed tests made for the characters and the NPCs involved. This process will basically look like the following when simplified, and will be repeated multiple times during combat:

Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))

What comes out of this formula is quite a bit more complex than the formula itself. Should the Offensive Score result in a success (the resulting score is a positive number and did not result in a catastrophic failure) then the Defensive Score must be made. If the Defensive Score results in a failure then things move to the Soak Check , but if the Defensive Score results in a success then the two scores must be compared. Should the Offensive Score come out as being higher than the Defensive Score, the Defense Action is considered to have been a partial success resulting in half damage being negated by the Defensive Action. This first half of the Damage Check is applied or lost depending on the Action taken (Block applies to Shiled, Parry applies to Weapon, Dodge negates half the Damage Score). Things then move to a Soak Check. If the Offensive Score should be double the amount of the Defensive Score then a Critical Strike has been made and the Damage Score will be doubled. If the Defensive Score should come out as being higher than the Offensive Score, then the Offensive Action is considered to have been defeated and things move to a Soak Check (Bock applies Damage Scores to Shield, Parry applies Damage Scores to Weapons, and Dodge negates all of the Damage Score). If the Defensive Score is double the Offensive Score, then the character making the Offensive Action has been disarmed due to the Action taken.

A Soak Check is a simple process where the character who has been hit can attempt to have their Armor Skill take the brunt of the blow and reduce the Damage Score further (in the case of the Unarmored Skill, this represents an ability to "roll with the impact"). The Defensive character makes a simple skill check again, this time with their applicable Armor Skill. This is a Closed-Open Test, meaning that the Defensive Player makes a Closed Test with the Conditional Modifier represented by the previous Offensive Score. In practice, this process would look like the following:

Soak=Armor Skill+Attribute Modifier vs Offensive Score

Should the Score result in a success, then an amount of Damage equal to the Armor Rating of the Character can be taken to the Durability of the Item hit (Clothing Items also have a Durability and Armor Rating, and these will be impacted in the case of Unarmored use), the rest will be taken to Health Points.

Damage is determined by the Offensive Character making another roll (as dictated by the Weapon being used), with applicable modifiers applied to this. This is one of the easier processes in the Combat System, the main factor being what type and how many dice will be used for the roll. As such, the process for this will look like the following:

Damage=Weapon Damage Roll+STR Modifier+/-Feat Mods (If Applicable)

Damage is applied as per the descriptions provided above, any that is not lost or applied to different Durability Ratings is then applied to the Hit Points of the character that has been struck. In addition to the Hit Point damage taken, the impact of the blow will also result in the hit character taking half of the total damage applied to their Fatigue Points as well. This loss of Fatigue is in addition to the Fatigue that is lost per the descriptions of the various Actions that have been taken over the course of the Combat Round.

At the end of the Combat Round (after the last person in the Initiative has acted) a small Recoup Phase occurs. During this period of the Combat, the storyteller summarizes the action that has occurred over the course of that particular Combat Round in the style one would imagine being used to write a book or describing a scene in a movie. This allows everyone to get a better understanding of where things have progressed to from the start of the Combat Round to the end of the Combat Round (this is very important after sitting through everyone making their respective decisions during the course of the Round as this can be slightly time consuming). Further, the characters will be allowed to regenerate a little bit of the Fatigue that they lost over the course of the Combat Round. The amount of Fatigue regained is actually equal to the Endurance Modifier of the character. After this the process is repeated again from the top until the Combat itself comes to some sort of conclusion (this seems to happen in many ways, so storytellers are encouraged to go with the flow in this area).

So, to recap the actual process we will be seeing through the course of Combat Rounds, here is the process:

Step One: Initiative Check; d100+(INIT MOD+/-CDTL MOD)
Step Two: Combat Actions; Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))
Step Three: Soak Check; Armor Skill+Attribute Modifier vs Offensive Score
Step Four: Damage Check; Weapon Damage Roll+STR Modifier+/-Feat Mods (If Applicable)
Step Five: Recoup Phase; +END MOD to FP

As you can see, in the long run of things, the Combat System really comes down to a fairly painless five step process that is simply repeated over and over again as you move through combat situations through the course of the game.

Feats:
System: In essence, the Feats System is similar in effect to an action pool and an ability pool combined into a single entity. Feats can be utilized in both combative and non-combative situations, and many have a multiple applications and varying costs. As Feats cover such a broad range of character interaction, they too have been separated into different categories for the purposes of application to the actual character. These are respectively: General/Martial/Arcane/[STEALTH].

Those feats in the General category are available to all characters and typically have nothing more than a level requirement to utilize. Those feats from the Martial, Arcane, and [STEALTH] categories are slightly more refined and may have Level/Attribute/Skill/Class requirements to be able to obtain. Characters will develop feats at both Character Generation and during Character Development as they ascend through levels during actual play.

Backstabbing (Agility) [Stealth]
Critical Strike (Agility) [Combat]

Magic System: Immediate spell effects costing Magicka and Fatigue as ignition source. Derived from utilization of the Primary Magic Skills (Example: Alteration = Levitation).

Ritual System: Stored spell effects with varied costs for ignition source. Derived from combining Alchemy, Enchant, and two of the Primary Magic Skills (Example: Alchemy + Enchant + Conjuration + Mysticism = Necromancy).

User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Fri Dec 24, 2010 8:38 am

I have actually been playing around with this quite a bit, and I am actually thinking about combining the Feat System with a Action Gambit as well. I think this will add for a unique flavor to many different aspects of the game, and will stand to make utilization of Fatigue more worthwhile and fulfilling. In this system, by the end, characters would probably have a decent number of potential feats that they could attempt (probably over that 20 mark mentioned), and some of these will be provided for free to the characters as they reach certain skill levels, character levels, etc. (as each Feat will have different requirements). I still need to refine this system, but it is coming along rather well (I actually got a considerable amount of work in on this last night, so I'll be needing to update the OP at some point here again).


I'll comment on you combat system a bit later. At this point I'll just say that one of the reasons I want to keep the number of feats a character gets down is that I still want to handle armor with feats and the decision to upgrade from light to medium armor should be a meaningful one.

Hmm, so far I have not been inclined to remove the Armorer Skill from the game, but I personally think that item conditions are a rather important aspect to an RPG game. Certainly, if nothing else, it can provide an extra money sink for the players to keep them motivated out into a life of adventure (the primary driving force behind most RPG groups, the troupes never ending battle to acquire riches).


I guess we'll just have to make those two different systems then. ;)

I agree, it does require some finesse to handle bladed weapons - heck, to handle any weapon. I'm not 100% sold on the dual governing attributes though, but I may need to think on this some more still.


One of the reasons why I like my dual governing attributes is because it makes characters that use different weapons more different from eachother. I envisioned Axe to be double STR, Blunt to be STR+END, Long Blade AGI+STR, Short Blade double AGI, and Spear to be ... I don't remember anymore. But anyway, the point here is that a character using axes develops different attributes than a character using swords.

Health is a derived Attribute, why should effecting Endurance lower Health in the first place, it should simply lower Endurance and possibly negate the bonus a player was getting from there levels in that Attribute. Afterall, as I said, Health is derived - not linked.


I think I'll keep it linked in my version of the game. Otherwise what's the point of having Fortify/Damage/Drain Endurance?

I think we can still keep things to Skills, in fact I think it is better with the system I described, otherwise Misc Skills will bear an impact on the character level, where as basing it off skills you can consolidate it to Major/Minor, effectively tying the level to the class (and skills related to that class). I don't see the third problem as being an issue, unless the GM is concentrating on a nearly combat only campaign, in which case the characters are better off with high combat skills, so their rate of increase will be balanced by how often the skill is being utilized.

Might have missed some points in there still, or been too general on things, but fiance is home for lunch so I need to hop.


Right, one thing I should have mentioned is that I was going to drop the whole major/minor/misc skills thing as well as specialization. There'd simply be skills and at character creation there would be some sort of point buy system that you would use to determine your starting skill levels.

The version I had developed is that you have 21 "skill points". If you don't spend any points on a skill it starts out at 5, if you invest 1 point it starts at 25, if you invest 3 points (1+2) you start at 50, and if you invest 7 points (1+2+4) it starts at 75. Basically you could choose to be an expert in 3 skills, a journeyman in 7, an apprentice in 21, or some sort of mix (such as 1 expert, 3 journeyman, 5 apprentice).

I don't quite follow your logic why the third thing isn't an issue since it means that characters focused on combat would level up faster than characters that focused on more utilitarian skills.

Your seecond post is simply too long for me to reply to every paragraph, so I'll just comment your combat system instead (it being the main novelty).

It's a bit too complex for my taste. More specifically it involves too much rolling. If I understood correctly you'd have players roll 5 times per round (initiative, attack, defense, damage, soak). I'd prefer to roll initiative once (at the begining of the encounter) and then have players roll only attack and damage. Defense rolls would be substituted with a passive defense score of 50+effective skill and I wouldn't use soak checks at all (armor automatically reduces damage taken). Alltogether that means half less rolling and essentially twice as fast combat.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri Dec 24, 2010 3:07 pm

edit2: on the thoughts of feats and the governing attributes for skills... I think perhaps that having two governing attributes for your weapon should be possible, but at the same time, using the example of long blade, agility seems like an odd choice for all characters. For example, a hulking, slow nord with a claymore should be just as effective as a quick and agile Dunmer with a longsword, since they are both masters of their weapon.


I hope you don't mind me quoting these again, but I came across a few excellet youtube videos of greatsword combat that demonstrates my point about agility being important even for a two-handed sword.

http://www.youtube.com/watch?v=mjT4JepA-Vc
http://www.youtube.com/watch?v=HC5FIyfI8TA&feature=related
http://www.youtube.com/watch?v=Kj4Ng6DBfrg&feature=related

Don't let the term "longsword" confuse you. Historically the word http://en.wikipedia.org/wiki/Longsword was used for two-handed weapons (what is called greatsword or claymore in most games), and what is called longsword in games was called an http://en.wikipedia.org/wiki/Arming_sword or knight's sword or just sword.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri Dec 24, 2010 11:09 pm

I'll comment on you combat system a bit later. At this point I'll just say that one of the reasons I want to keep the number of feats a character gets down is that I still want to handle armor with feats and the decision to upgrade from light to medium armor should be a meaningful one.

Indeed, and I can certainly understand that - I simply would like to handle a few more things with feats, though on the same note - until I have the system entirely fleshed out and know how many feats exactly I will have, I can't really be exact on a number the character might receive ever, how many would be received when, etc. It could certainly remain possible that Armors could remain diverse in this system, though I do not intend to move Armor over to the Feat System.

I guess we'll just have to make those two different systems then. ;)

Agreed, and I still think having some more options available will simply draw more people to be potentially interested in the project (as we will cater to more tastes). Further, after having extensively looked into the subject, I am surprised by how few attempts (successful or otherwise) have even been made at something like this as it seems like such an obvious conclusion to me :)

One of the reasons why I like my dual governing attributes is because it makes characters that use different weapons more different from eachother. I envisioned Axe to be double STR, Blunt to be STR+END, Long Blade AGI+STR, Short Blade double AGI, and Spear to be ... I don't remember anymore. But anyway, the point here is that a character using axes develops different attributes than a character using swords.

In truth, I am still toying with this idea myself, anyways. I certainly don't dispute your logical reasons for the system by any means, and I will probably run test sessions under both systems to see which one I think meshes better with my overall format (though I can not deny that my current assumption is that the single Attribute link will work better with the overall mechanics I have developed thus far).

I think I'll keep it linked in my version of the game. Otherwise what's the point of having Fortify/Damage/Drain Endurance?

Well, for one thing it removes/enhances any potential Attribute Modifiers that the character may have from their Endurance during appropriate Skill Checks (per the system that was discussed prior in regards to Skills). Thus, all of these still hold some semblance of meaning, and it provides better meaning to the Damage/Fortify spells for the Derivative Attributes (as opposed to simply just raising ones Attribute instead). This way there is some actual distinction between these stats still.

Either way, feel free to keep them linked in your system :)

Right, one thing I should have mentioned is that I was going to drop the whole major/minor/misc skills thing as well as specialization. There'd simply be skills and at character creation there would be some sort of point buy system that you would use to determine your starting skill levels.

The version I had developed is that you have 21 "skill points". If you don't spend any points on a skill it starts out at 5, if you invest 1 point it starts at 25, if you invest 3 points (1+2) you start at 50, and if you invest 7 points (1+2+4) it starts at 75. Basically you could choose to be an expert in 3 skills, a journeyman in 7, an apprentice in 21, or some sort of mix (such as 1 expert, 3 journeyman, 5 apprentice).

I don't quite follow your logic why the third thing isn't an issue since it means that characters focused on combat would level up faster than characters that focused on more utilitarian skills.

Your seecond post is simply too long for me to reply to every paragraph, so I'll just comment your combat system instead (it being the main novelty).

It's a bit too complex for my taste. More specifically it involves too much rolling. If I understood correctly you'd have players roll 5 times per round (initiative, attack, defense, damage, soak). I'd prefer to roll initiative once (at the begining of the encounter) and then have players roll only attack and damage. Defense rolls would be substituted with a passive defense score of 50+effective skill and I wouldn't use soak checks at all (armor automatically reduces damage taken). Alltogether that means half less rolling and essentially twice as fast combat.

Okay, so to touch on all of this then:

That is certainly an interesting Skill System that you have worked out there, and I can certainly see that coming out quite respectably.

The reason I don't see the Combat Skills being set this way is that I don't think that a good session should focus that much on combat situations that it should account for too drastic of a situation. Again, this all comes down to how the person running the game wants to handle things. Also, if the character doesn't happen to be utilizing a weapon which is relevant to their Major/Minor skills (by keeping this system, and also allowing items to be degraded to being unsaleable through Durability), it may well not even apply to their actual Character Level in the first place.

Now, of course, any system has potential loop holes where things could get out of hand under certain conditions, but I think we may also have broadly different views of how a RP session should be run as well. I account for a level of maturity not to simply abuse loopholes to metagame and power level a character, but to have people focused on the way the story itself is actually playing out and to try and weave an epic tale together through a generalized rule system.

As for the Combat System I have proposed, a couple of things. First thing being, I agree and disagree in some regards. One thing I have been debating is utilizing a single Initiative Check (or some Initiative Derived Stat) for the entire combat, but I find many player appreciate being able to have things change from round to round to add an extra edge to things (and a certain unpredictability to how things will play out). Again, I will probably play test using both styles and see which works best.

Further, in view of the entire Combat System, the amount of rolls happening on a Round to Round basis may not actually be this many. The system accounts for non-combative actions being taken during a combat situation where it would be unacceptable to leave a Round by Round system. The main purpose of having people make certain rolls during the Combat System, as well, is to provide the player a further hand in the fate of their characters. Further, it accounts for vulnerabilities in Armor construction by allowing the possibility of an attack actually bypassing the Armor and doing direct damage to a characters Health Points. When these things happen, it is up to the Storyteller to properly describe the scene at the end of the Combat Round by basing implications and consequences off the way the dice played out.

Either way, I feel that both systems have their fair deal of merit, and having both developed would open things to a broader crowd of tastes (which is a good thing for such a project, as it is an interesting project to undertake). Further, I encourage you to toss out any other ideas that you may have on the subject or for your own system, as this topic has certainly provided me different perspectives so far, and I think this has helped the System I am developing :)
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Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Fri Dec 24, 2010 3:31 pm

Well, for one thing it removes/enhances any potential Attribute Modifiers that the character may have from their Endurance during appropriate Skill Checks (per the system that was discussed prior in regards to Skills). Thus, all of these still hold some semblance of meaning, and it provides better meaning to the Damage/Fortify spells for the Derivative Attributes (as opposed to simply just raising ones Attribute instead). This way there is some actual distinction between these stats still.


I must admit, you do have a point. I'll need to think about this some more.

That is certainly an interesting Skill System that you have worked out there, and I can certainly see that coming out quite respectably.


Thank you. Though one thing I've realized is that my game which was initially supposed to be a sort of adaptation of Morrowind is actually turning out to be an adaptation of what I would like TES V to be.

The reason I don't see the Combat Skills being set this way is that I don't think that a good session should focus that much on combat situations that it should account for too drastic of a situation. Again, this all comes down to how the person running the game wants to handle things. Also, if the character doesn't happen to be utilizing a weapon which is relevant to their Major/Minor skills (by keeping this system, and also allowing items to be degraded to being unsaleable through Durability), it may well not even apply to their actual Character Level in the first place.


I suppose we'll have to develop our respective systems, do some playtesting and see what the results are. And combat skills are just an example of a skill that gets used a lot.

Now, of course, any system has potential loop holes where things could get out of hand under certain conditions, but I think we may also have broadly different views of how a RP session should be run as well. I account for a level of maturity not to simply abuse loopholes to metagame and power level a character, but to have people focused on the way the story itself is actually playing out and to try and weave an epic tale together through a generalized rule system.


I think where our views differ is not so much in how sessions should be run, but in our expectations how sessions will be run. My assumption is that a significant portion of players is going to want to optimize their characters to make them as powerful as the game rules allow and I believe that one of my duties as a game designer is to make life easier for GMs trying to moderate them.

Either way, I feel that both systems have their fair deal of merit, and having both developed would open things to a broader crowd of tastes (which is a good thing for such a project, as it is an interesting project to undertake). Further, I encourage you to toss out any other ideas that you may have on the subject or for your own system, as this topic has certainly provided me different perspectives so far, and I think this has helped the System I am developing :)


That's nice to hear, especially since I could say the same about your ideas.

Though unfortunately there will be no updates on my system today, as I've been busy with other things.
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Tarka
 
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Post » Fri Dec 24, 2010 4:44 pm

Archery (Agility) [Stealth]
Archery should be a strength skill. It takes much more strength to be a bowman than it would to use a longsword. I'm not sure why it would factor into stealth more than any other weapon, bows are most often used in open combat.
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Karl harris
 
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Post » Fri Dec 24, 2010 9:32 am

Archery should be a strength skill. It takes much more strength to be a bowman than it would to use a longsword. I'm not sure why it would factor into stealth more than any other weapon, bows are most often used in open combat.

Indeed, the Skill System listed there is no where near finished (in fact, most of the information presented in it is directly related to how things were used in the TES Series of video games), so that is how it looked in Daggerfall if I remember correctly.

Again, though, I am still tossing around the idea of the whole Dual Attributes for Skills that has been discussed here in the thread, so that is also something I need to put some time into and then set what the Governing Attributes will be for all the Skills. Further, I am still missing Skills from that list that will need to be added yet.

Categories are another thing, and I may even be adding in some more to get a better idea of where things should fall, but the current method of implementation (as mentioned) is what has been seen in the game series.
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claire ley
 
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Post » Fri Dec 24, 2010 6:25 pm

I must admit, you do have a point. I'll need to think about this some more.

It is certainly something to consider, though by no means do I think I have a perfect system in place for this, just one that I feel makes for a little more differentiation between some of the stats on the Character sheet, and some more use for different styles of spells and effects.

Thank you. Though one thing I've realized is that my game which was initially supposed to be a sort of adaptation of Morrowind is actually turning out to be an adaptation of what I would like TES V to be.

Certainly nothing wrong with that, in fact I kind of look at my own System in a similar fashion as you described here. Either way, I think we have two interesting Systems in the works at this point.

I suppose we'll have to develop our respective systems, do some playtesting and see what the results are. And combat skills are just an example of a skill that gets used a lot.

Indeed, I think I just place a larger roll on the storyteller to properly moderate things. Further, if a chronicle begins to revolve around specific aspects anyways, then players should be focused into these skills and have them raise faster than others (as the others serve less and less a point as the game begins to revolve around specific themes). I'm still rather hopeful that the system I presented should provide few problems in the long run (though playtesting may prove me wrong here).

I think where our views differ is not so much in how sessions should be run, but in our expectations how sessions will be run. My assumption is that a significant portion of players is going to want to optimize their characters to make them as powerful as the game rules allow and I believe that one of my duties as a game designer is to make life easier for GMs trying to moderate them.

Yea, I don't get this impression (probably due to the people that I have played with over the years). Most players I encounter in pen/paper RPGs don't care so much about metagaming (as I call trying to min/max a character), and if they do it is at the beginning of their gaming years and it fades over time. The focus is the story, not the mechanics, and people who get wrapped up in the mechanics will probably find this game less than fun (because that is not where the fun comes from, but is merely there to help direct things and keep consistency so you don't have the "I shot you," "No you didn't," arguments arise like the days of cops and robbers).

Further, I don't look at the position of GM/Storyteller to be an easy one, but a job for highly creative individuals who can interpret dice rolls into actual events. As such, the System is perfectly designed (I feel) to accommodate such a style of play.

That's nice to hear, especially since I could say the same about your ideas.

Though unfortunately there will be no updates on my system today, as I've been busy with other things.

Yea, the true spice for games like this comes from the open dialogue of the people interested in seeing it come to fruition (as I think is the case with any successful RPG game). Where a single view may become stagnant or one might overlook flaws (being the creator and thus more willing to do so), through this method of development we should see much richer systems get developed.

And no worries on the lack of System updates today, we don't need to always be tossing them out there - just from time to time to help spur some more ideas and the sort (though I must admit I am eager to see any updates you might have).
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Laura Samson
 
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Post » Fri Dec 24, 2010 9:37 am

I've been thinking about leveling and feats. The attribute based leveling I wanted to use doesn't work well in combination with level based feat progression. This is because it would punish players who specialize. For example a pure warrior character that started with high Strength and Endurance and only used combat skills would gain less levels and earn less feats than a jack of all trades character with evenly distributed attribute scores and increases.

So I've been reconsidering skill based level progreession that was truer to Morrowind. However, I'm not quite satisified with it either because it lacks flexibility. Let's say you picked Short Blades as a major skill and left Long Blade as a misc skill. If you later decide that you'd rather be using a sword instead of a dagger you have a problem because Long Blade isn't contributing to your levels and so using the sword instead of the dagger will give you less feats.

So then I came up with flexible major skills. Under this system you pick X skills to be your major skills and all the other skills are minor skills. The major skills start out higher than the minor skills and improving them contributes to your level while improving minor skills doesn't contribute to your level. So far that's exactly how Oblivion works. The new bit is that if a minor skill ever becomes higher than your lowest major skill then the old minor skill becomes a new major skill and the old major skill becomes a new minor skill.

Let's illustrate this with an example. Let's say that you get to pick 7 major skills just like in Oblivion and that you're playing a mage so you picked the 6 schools of magic and Alchemy. Now let's say that you already mastered the 6 spellcasting schools (they're at 100) but your Alchemy skill is only 70. You have also been using a sword though and your Long Blade skill is 69.

At this point Alchemy is a major skill and Long Blade is a minor skill. If you increase Alchemy to 71 it counts as 1 increase towards level progression. If you then increase Long Blade to 70 and once again to 71 it does not count towards level progression. With both skills at 71 Alchemy is still the major skill and Long Blade is still the minor skill and you got +1 to leveling up.

If you then increase Long Blade to 72 it is promoted to a major skill and Alchemy is demoted to a minor skill. Also, because Long Blade is now a major skill that increase from 71 to 72 counts towards level progression.

If you then increase Alchemy to 72 it will not count towards level progression and Alchemy will remain a minor skill. But if you then increase it to 75 it again becomes a major skill (and Long Blade is back to being a minor skill) and you get another 3 points towards level progression so now you're halfway to your next level (5 points out of 10).

However, I have some second thoughts about this system as well. I'm afraid it might be somewhat confusing to have skills trade places among your majors. But all things considered, I still like it better than the other two.
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Christina Trayler
 
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Post » Sat Dec 25, 2010 12:14 am

Well, since most of what you mentioned there is consolidated to the same thing, let me just trim this quick:

...snip...

Okay, so what we essentially have here is some reworks to the development and experience systems you had previously prescribed. While I do agree that this system is a bit more in line with the vanilla methods of things, I think it is a little much possibly. While it certainly is an interesting concept to be able to adjust Major/Minor Skills, I think doing it as a live application might be hard. Perhaps another way to accomplish something like this would be as follows:

Utilize a Class Change system. After some certain threshold (say a certain Character Level for simplicity, perhaps starting at Level 3 could suffice) the Player can opt into changing their characters given Class (which would relate to a change in Major/Minor/Misc (if you end up using Misc, otherwise ignore that) Skills. I would say that this is all a class change actually does for the character (reassociate Major/Minor Skills), no Skill levels or experience would change on the Character, and they would resume progression based on the new skill set.

Seems like a rather clean and easy way to handle things, and you could even further cap the number of times that a character can change Classes (I would cap it at twice). Less thinking and allows players to still reevaluate their character during the progress of play.

------------

In the world of updates on my own end, I have been making some fantastic progress on things. Most of my systems are basically developed and are now being touched up before doing the initial play test. I also intend to release a sample of what the final production will look like soon here (probably around the time I am finishing my first play test). This "teaser" will include the covers and first section of the book "For the Novice." This section will not really help you play the game, but it will provide people of an idea of where I intend to take this project (and the included ToC will at least work as a teaser to what one might be able to expect to find in the final product, though page numbers will be wrong in the ToC as I am correcting those as pages are developed).

Thought that might get people a little more geared up. I might also be tossing up some details on another one of the Mechanical Systems too before this point, so certainly keep an eye out for that.
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Umpyre Records
 
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Post » Fri Dec 24, 2010 11:43 am

So, something I have been fiddling with a little bit for the system, and something I am uncertain of if there is much lore on (I have been looking about) is the overview of the assorted provinces. So far, here is what I actually have detailed on this particular aspect:

Spoiler
Skyrim
Population: 4.5 million
Predominant Races: Nord 41%, Imperial 24% Breton 13%, Dunmer 8%, Others 15%
Capital: Winterhold
Largest Cities: Solitude, Dawnstar
Beliefs: Nine Divines Cult 90%, Daedric Cults (Hermaeus Mora) and other 10%
Climate: Low -30? C, High 20? C

Hammerfell
Population: 2.2 million
Predominant Races: Redgard 44%, Imperial 19%,Orc 13%, Breton 9%, Others 15%
Capital: Sentinel
Largest Cities: Skaven, Rihad
Beliefs: Nine Divines Cult 78%, "Beliefs Redguard" 7%, Daedric Cults and othe 15%
Climate: Low 0? C, High 45? C

High Rock
Population: 5 million
Predominant Races: Breton 37%, Orcs 29%, Imperial 16%, Nord 8% Others 10%
Capital: Daggerfall
Largest Cities: Wayrest, Orsinium
Beliefs: Nine Divines Cult 65%, Daedric Cults 18%, Tribal Beliefs of Orcs and other 17%
Climate: Low -15? C, High 25? C

Summerset Isles
Population: 2.8 million
Predominant Races: Altmer 80%, Imperial 9%, Redgard 6%, Bosmer 3%, Others 2%
Capital: Alinor
Largest Cities: Sunhold, Dusk
Beliefs: Nine Divines Cult 96%, Other 4%
Climate: Low 5? C, High 35? C

Valenwood
Population: 1 million
Predominant Races: Bosmer 48%, Imperial 21%, Khajiit 18%, Altmer 5%, Others 8%
Capital: Falinesti
Largest Cities: Haven
Beliefs: Nine Divines Cult 69%, The Cults of Trees and Nature 20% Other 9%
Climate: Low 15? C, High 35? C

Elsweyr
Population: 3.3 million
Predominant Races: Khajiit 51%, Imperial 15%, Argonian 15%, Bosmer 10%, Others 9%
Capital: Torval
Largest Cities: Dune, Senchal
Beliefs: Nine Divines Khajiit variety of Worship 45%, Nine Divines Cult Classic 40%, Daedric Cults and other 15%
Climate: Low 15? C, High 40? C

Black Marsh
Population: 1.5 million
Predominant Races: Argonian 44%, Dunmer 16%, Bosmer 14%, Imperial 13%, Others 13%
Capital: Archon
Largest Cities: Soulrest, Stormhold
Beliefs: Nine Divines Cult 40%, Belief in Trees Hist 36%, Church of the Holy Trinity 12%, Daedric Cults and other 12%
Climate: Low 10? C, High 35? C

Morrowind
Population: 5.1 million
Predominant Races: Dunmer 45%, Argonian 12%, Imperial 12%, Khajiit 10%, Nord 7%, Orc 6%, Others 8%
Capital: Mournhold
Largest Cities: Necrom, Vivec
Beliefs: Tribunal Temple 51%, Nine Divines Cult 30%, Daedric Cults (Azura, Mephala, Boethiah) 16%, Other 3%
Climate: Low -10? C, High 25? C

Cyrodiil
Population: 7 million
Dominant Races: Imperial 36%, Nord 16%, Redgard 15%, Orc 11%, Breton 7%, Bosmer 5%, Khajiit 4%, Others 6%
Capital: Imperial City
Largest Cities: Skingrad, Anvil
Beliefs: Nine Divines Cult 95%, Daedric Cults and other 5%
Climate: Low -5? C, High 35? C


---------------------

I figured that I would toss this out for the heck of it, just to see what kind of thoughts people might have on the information (I figure I shouldn't always toss out Mechanic Specific updates).
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Skivs
 
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Post » Fri Dec 24, 2010 1:13 pm

What about the Isle of Atreaum?? is that to be included?
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suzan
 
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Post » Fri Dec 24, 2010 11:34 am

What about the Isle of Atreaum?? is that to be included?

I will be touching on such things in later supplements (as I actually intend to continue on with development of my particular system beyond just a core rule book). Presently, I intend to be releasing 15 books for this particular series (of course, this number could certainly change as I begin further developing the actual books). I don't want to exactly discuss what exact supplements I will be releasing at this time, but I assure you that each released supplement will contain a ad splat for the next project at the end of each book - but I wouldn't expect details on exact supplements any faster than that for my system.

To give an idea of what I am currently working on, I might some minor revisions to my Combat System that I think slim it down a little more and make it less complicated (though it still follows the same primary system). I am also working on specifics for my Feat and Spell Magic Systems at the moment as well. I need to make a quick adjustment to the Races (primarily in regards to the Height and Weight system which I need to finalize, these may become factors in the Movement Speed System).

I also need to still update my own notes to include the Catastrophic Failure and Great Success Systems that I have developed and intend to implement into the basic Skill System that I currently have in place (these are both really simple applications that can add some further depth to Skill usage in game application). Further, I need to include the ideas I have in regards to the Birthsign, Class, and Character Background Systems that I have conjured up in my head so I can look at them in a more anolytical view and see how well it meshes into the rest of the game mechanics.

As it stands, I am still on track to run my first live Playtest at the end of this month (which will be played by my local gaming troupe - this and other play test sessions may also be included in the release supplement for Quick Setup games for people to play with their own groups, a common theme in most modern RPGs). Depending upon how much revision I need to do after this testing, I will start working on the final production of the PDF book that I will be releasing to the internet community (probably to coincide with the release of a website I am also developing at the moment in a slightly related frame).
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phillip crookes
 
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Post » Fri Dec 24, 2010 2:35 pm

I will be touching on such things in later supplements (as I actually intend to continue on with development of my particular system beyond just a core rule book). Presently, I intend to be releasing 15 books for this particular series (of course, this number could certainly change as I begin further developing the actual books). I don't want to exactly discuss what exact supplements I will be releasing at this time, but I assure you that each released supplement will contain a ad splat for the next project at the end of each book - but I wouldn't expect details on exact supplements any faster than that for my system.

To give an idea of what I am currently working on, I might some minor revisions to my Combat System that I think slim it down a little more and make it less complicated (though it still follows the same primary system). I am also working on specifics for my Feat and Spell Magic Systems at the moment as well. I need to make a quick adjustment to the Races (primarily in regards to the Height and Weight system which I need to finalize, these may become factors in the Movement Speed System).

I also need to still update my own notes to include the Catastrophic Failure and Great Success Systems that I have developed and intend to implement into the basic Skill System that I currently have in place (these are both really simple applications that can add some further depth to Skill usage in game application). Further, I need to include the ideas I have in regards to the Birthsign, Class, and Character Background Systems that I have conjured up in my head so I can look at them in a more anolytical view and see how well it meshes into the rest of the game mechanics.

As it stands, I am still on track to run my first live Playtest at the end of this month (which will be played by my local gaming troupe - this and other play test sessions may also be included in the release supplement for Quick Setup games for people to play with their own groups, a common theme in most modern RPGs). Depending upon how much revision I need to do after this testing, I will start working on the final production of the PDF book that I will be releasing to the internet community (probably to coincide with the release of a website I am also developing at the moment in a slightly related frame).

Wow, lol I'd definately be on that website. anyways, I'd like too try it out lol.
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Amanda Furtado
 
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Post » Fri Dec 24, 2010 9:45 pm

Wow, lol I'd definately be on that website. anyways, I'd like too try it out lol.

Greatly appreciated, but now back to getting these Experience and Character Advancement Systems a little bit cleaned up here to be slightly more efficient.

EDIT: So, in regards to this Experience and Character Advancement System, my essential line of thinking come to the fact that I think going with only a ten (10) point system on Skills for leveling up will be a little too small (though I think this count for Attributes and Level are still perfectly reasonable). For Skills, though, I am thinking about reverting back to a 100 point system again to achieve a new point. If I do this though, should I leave the values of Experience gained as they are now - one (1) point for a successful Skill use and two (2) points for a failed Skill use. Or would people feel that this may result in too slow of a Character Advancement System?
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tiffany Royal
 
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Post » Sat Dec 25, 2010 12:18 am

I think character development should be fairly slow. I've read once somewhere that in real life you need to spend 10.000 hours working on a skill in order to master it. I'm not entirely sure if I remember that correctly but it is something like that. If you spend 10 hours a day trainign that's nearly 3 years.

Let's say that on average you get each skill point from 3 failures and 4 successes. That's 7 skill checks. 100 skill increases then correspond to 700 skill checks. 10000 hours / 700 checks = 14 hours/check. That comes down to about 2 skill checks per day. So with the system you mention you'd still increase your skills much faster than in real life.
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Kat Stewart
 
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Post » Fri Dec 24, 2010 9:36 pm

I think character development should be fairly slow. I've read once somewhere that in real life you need to spend 10.000 hours working on a skill in order to master it. I'm not entirely sure if I remember that correctly but it is something like that. If you spend 10 hours a day trainign that's nearly 3 years.

Let's say that on average you get each skill point from 3 failures and 4 successes. That's 7 skill checks. 100 skill increases then correspond to 700 skill checks. 10000 hours / 700 checks = 14 hours/check. That comes down to about 2 skill checks per day. So with the system you mention you'd still increase your skills much faster than in real life.

That isn't how the Skill XP system works, it requires 100 XP points to raise the skill one point, on the assumption that a failure nets 2 XP and a success 1 XP, you would need quite a few Skill Checks in that system. What I was asking is if I should increase the amount of XP netted per Skill use for this new system of needing 100 points for a Skill raise instead on 10.

So, with your example of 3 failures and 4 successes on the newly proposed system you are only 1/10 of the way to increasing that Skill by a single point. If we just scale this example up to get the needed 100 XP to raise the Skill a single point we have 30 failures and 40 successes to get the 100 points needed for the Skill increase. With this, we have then 100 Skill increases equating to 7000 Skill Checks. 10000 hours / 7000 checks = 1.43 hours/check This would in turn come to 16.8 Skill Checks in a given day. At least if we are looking at simple averages. I don't think that is horrible in the overall perspective of things.
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Rodney C
 
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Post » Fri Dec 24, 2010 9:27 pm

100 would work as long as there is an easy, foolproof way of keeping track that doesn't take up too much space or money--no d100 per skill or some [censored], because that'd be like ~30 d100s per player.
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Jade
 
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Post » Fri Dec 24, 2010 11:22 pm

100 would work as long as there is an easy, foolproof way of keeping track that doesn't take up too much space or money--no d100 per skill or some [censored], because that'd be like ~30 d100s per player.

No, the amount of dice a player would need would be a single d100 for Skill Checks, or 2d10 to simulate a d100 in effect. Essentially, the "foolproof" way to record things would be a simple little tracker in parenthesis such as this:

Skill Name	   Skill Rating	   Attribute		  Effective		   ExperienceLong Blade			66		   Strength (+6)		  72				(___/100)


Hopefully that makes sense as to how a Skill would look on the Character Sheet. The player would simply keep adding up the XP for their Skill as they go until they get the needed 100 points to raise it by a single point (for both the Skill Rating and Effective Levels as these will increase in tandem with each other, though Effective can also raise when an Attribute makes a new benchmark as well).

So, assuming this is easy enough to follow and understand, then it seems like this should be a functional Character Development System. I'll be back again sometime later today or tomorrow to discuss the next thing I want to work on refining (the Skill Set for the game System). My main thing will be acquiring a full listing of Skills to utilize as well as dividing them into the appropriate categories.
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Chris Jones
 
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Post » Fri Dec 24, 2010 6:29 pm

Okay, as I mentioned, here is the information regarding Skills as I currently have it set. What I would like to do is open up a healthy discussion to determine what all Skills the game will need to have to properly cover most needs, what Attributes to tie them to, and what categories they belong in. With that said, here is the listing I have so far:

---------------

Skills: (Current Count = 47)
System: Skills are divided into five (5) primary categories that are used for determining potential class specific bonuses as well as to logically group the Skills with others similar for System applications: Combat/Stealth/Magic/Language/Common. Further, each skill has a Governing Attribute that it is associated to for purposes of Attribute related bonuses to skill checks as well as providing Experience to the particular Attribute. When you make a skill check you roll:

d100 + (Skill + Attribute Modifier) +/- Conditional Modifier (CDTL) vs Difficulty Check (DC)

For example Long Blade would be governed by Strength. If you had a 66 Long Blade Skill and 67 Strength (+6 bonus), you would roll d100 + 66 + 6 = d100 + 72 whenever you make an attack with a Long Blade weapon. In this case 72 is your Effective Skill. Effective Skill would be written on your character sheet next to your base skill.

When making a Skill Check a character also has the potential chance for achieving Catastrophic Failure or Great Success. The first of these, the Catastrophic Failure results when the d100 roll results in a Score of one (1) to five (5). In these events, something has gone horribly wrong for the character and the Storyteller is encouraged to think up whatever kind of misfortune they feel befitting the situation. On the other hand, a Great Success occurs when a character rolls a total Score that is double to the Difficulty Check for the particular task. In these cases the character has achieved an exceptional result and Storytellers are again encouraged to think up whatever they feel appropriately fits the situation.

This is the process on a Closed Tests (CT). An Opposed Test (OT) works in a similar way, though the DC is determined by another players (or the STs) own Skill Check (such as seen in the Combat System).

The base rating of all Skills during the process of Character Generation is five (5) points. This is then adjusted by the choices that have been made through the Character Generation process to provide each of the Skills starting rating.

Conditional Modifiers are either positive or negative, and their sources can range from spell effects to weather conditions. Many of these possible Conditional Modifiers will be covered and provided in the Dramatic Systems section.

Spoiler
[COMMON] (Count = 09)
Armorer (Strength)
Athletics (Speed)
Climbing (Strength)
Etiquette (Personality)
Medical (Intelligence)
Mercantile (Personality)
Riding (Agility)
Speechcraft (Personality)
Swimming (Endurance)

[LANGUAGE] (Count = 11)
Centaurian (Intelligence)
Daedric (Intelligence)
Dragonish (Intelligence)
Elvish (Intelligence)
Faerie (Intelligence)
Giantish (Intelligence)
Harpy (Intelligence)
Impish (Intelligence)
Nymph (Intelligence)
Orcish (Intelligence)
Spriggan (Intelligence)

[COMBAT] (Count = 09)
Axe (Strength)
Block (Agility)
Blunt Weapon (Strength)
Hand-to-Hand (Agility)
Heavy Armor (Endurance)
Long Blade (Strength)
Medium Armor (Endurance)
Short Blade (Agility)
Spear (Endurance)

[MAGIC] (Count = 09)
Alchemy (Intelligence)
Alteration (Willpower)
Conjuration (Willpower)
Destruction (Willpower)
Enchant (Intelligence)
Illusion (Willpower)
Mysticism (Willpower)
Restoration (Willpower)
Unarmored (Agility)

[STEALTH] (Count = 09)
Acrobatics (Strength)
Archery (Strength)
Disguise (Personality)
Light Armor (Agility)
Marksman (Agility)
Pickpocket (Agility)
Security (Intelligence)
Sneak (Agility)
Streetwise (Personality)


-------------------

For the most part, I want to stay as faithful to the video game lines as I possibly can with the system, but if some adjustments need to be made then that is the way of things. I am actually still debating pulling the Language category out of the Skill System and utilizing it in its own System to make it a little easier to utilize overall (this is probably going to happen).
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Jennie Skeletons
 
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Post » Fri Dec 24, 2010 10:57 pm

Bump
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Philip Rua
 
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Post » Sat Dec 25, 2010 3:54 am

One last bump to see if anyone in the community has some input on the Skills above
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Veronica Martinez
 
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Post » Fri Dec 24, 2010 4:15 pm

What exactly is the difference between Marksman and Archery?

Also, I'd group Light Armor, Marksman, Archery, and Unarmored under combat skills because they're all skills that help you fight. Or do away with specializations entirely (this is what I'll be doing in my version).
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Emilie M
 
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