The Elder Scrolls RPG

Post » Fri Dec 24, 2010 5:19 am

So, it is something I have been thinking about for some time now and recently have been working on, and I wanted to get some ideas from people in regards to it. I am actually surprised at the small amount of information I have found on such a thing in surfing the net, really only 2-3 assorted projects, only one of which it looks like ever came to fruition (Tamriel RPG: http://www.tamriel.cba.pl/news.php, http://translate.google.com/translate?hl=en&sl=pl&u=http://www.tamriel.cba.pl/&ei=W7iDS_mSC4jg8Qbl3rijAg&sa=X&oi=translate&ct=result&resnum=1&ved=0CAsQ7gEwAA&prev=/search%3Fq%3DTamriel%2BRPG%26hl%3Den%26client%3Dfirefox-a%26hs%3DuvD%26rls%3Dorg.mozilla:en-US%3a%6ffficial.

So, what are some thoughts and comments on the general idea, or is anyone possibly interested in hearing any more about it?

EDIT: Adding in some information posted later in the thread for ease of access, will try to consolidate information over time to the OP to keep things easier to follow.

Updated: 02/26/2010
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 birthsign 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:

Time Scales:
System: Time will frequently change scale during the course of a single game session, and in an effort to obtain some kind of continuity and
organization to all of this, the following applications have been provided in an attempt to describe the Time Scales one will encounter during
their time with TES: RPG.

Round: The most basic time scale utilized while playing The Elder Scrolls: Role-playing Game is the Round. A Round covers a small span of
time, typically a five (5) second period of time. The most common application of a Round Scale would be for combat situations (though a
Storyteller may opt into Rounds at other times as well per their own discretion).
Scene: A scene is a variable amount of game time, but instead refers to all situations that happen at a given time or location. Where the
Round is the most basic of the time scales used, the Scene is the most common. Essentially, all games of The Elder Scrolls is a collection
of individual Scenes that string together in a continual flow.
Chapter: Another of the variable time scales used, the term Chapter is used to refer to the events that occur during a single session of play.
While this may cover a broad range of game time, in real time it is usually a period ranging between two (2) to six (6) hours of game play in
a given sitting. In summary, every time you sit down to play The Elder Scroll you are covering a new Chapter in your Story.
Story: A Story is a collection of Chapters that relate to a particular theme or event, and are thus all interconnected. The amount of Chapters
that are in a given Story can actually vary depending on the needs of the particular Story itself and how the Storyteller and Players adapt and
react to it. The average Story will consist of between four (4) to six (6) Chapters, though coming out with more or less is not a problem at all.
Chronicle: A series of Stories that are tied together through some kind of common theme or an event (normally it is actually the characters of
the players themselves). Chronicles are not entirely common (or even an obligation), but they can be very rich and fulfilling when they are
done correctly. The assorted games that this series is based on, each one could be broken down into a small Chronicle if one takes it part by
part, going from a complete no one to an epic hero of legend by the end.
Epic: A series of Chronicles that are tied together through close attention to detail through the efforts of the Players and Narrators involved.
The way this happens is that all of the Chronicles occur within the same overall world, and thus the events in one Chronicle may have an
impact on another Chronicle. Normally this is done by one Chronicle ending and another beginning to replace it, but with great skill and care
they can be run at the same time (though I do not recommend this for sanity purposes). Like Chronicles, they are even less common place
but are even more entertaining and fulfilling if accomplished.
Downtime: Downtime is actually a special time scale that will be used at different times during your play of The Elder Scrolls. Downtime is
used to represent those periods of time that both Players and Storytellers would rather not actually play out in full detail, but would rather
generally touch on the content and move on to more interesting parts of the Story. As such, Downtime is another one of the variable time
scales that will be utilized during the course of your games.

Gender and Race:
System: At the very heart of creating ones character is the selection of Race and Gender. Much as these facets of our being play a role in
influencing our lives, so to is this true in The Elder Scrolls. The simplest part of this in most cases is deciding on the Gender of the character
you are going to play – a simple choice of Male or Female. After you have selected the Gender of your character, you will need to determine
their race.

There are ten (10) different races available for play in The Elder Scrolls, each of them will be described below in more detail, and they are:
Altmer (High Elf), Argonian, Bosmer (Wood Elf), Breton, Dunmer (Dark Elf), Imperial, Khajiit, Nord, Orsimer (Orc), and Redguard.

These are then further divided into three distinct categories, depicting the inherently different lineage of these race – these are Beast
(Argonian and Khajiit), Men (Breton, Imperial, Nord, and Redguard), and Mer or Elf (Altmer, Bosmer, Dunmer, and Orsimer).

The selection of ones Gender and Race will determine the Base values of Attributes, Skill bonuses, Racial Resistances, Racial Abilities, Height,
Weight, Lifespan, and more. As such, this is the obvious basis of what your character will become by the start of the game, and further
influence you actions and decisions later in the game (much as is the case in reality).

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:
System: Birthsigns will actually serve a couple of functions in The Elder Scrolls, some minor and some moderate in implications. For one
thing, it will narrow down the time period that your character was born in, much as one could expect with a basis to the real world
comparisons. The difference, however, is that in the world of The Elder Scrolls, birthsigns truly do hold a mystical effect to them. In game
terms, your character will be endowed with various traits due to the selection of a Birthsign that will serve to enhance and build upon the
information provided from the selection of Gender and Race (these are knows as Abilities and Powers).

Abilities are

Powers are

The Apprentice:
The Atronach:
The Lady:
The Lord:
The Lover:
The Mage:
The Ritual:
The Serpent:
The Shadow:
The Steed:
The Thief:
The Tower:
The Warrior:

Classes:
System: The selection of a Class will begin to refine and define a character in the world of The Elder Scrolls. Building further upon previous
selections of Race/Gender/Birthsign, the Class will actually begin to touch into the day to day life of the character you are creating. Classes
will primarily provide you a few key factors to your character: Favored Attributes, Major Skills, Minor Skills, Misc Skills, Specialization, and
Starting Equipment.

Favored Attributes are considered to be the two (2) best Attributes that define the particular Class. As such, characters will receive a bonus
to their Favored Attributes of five (5).

Major Skills are essentially the seven (7) most important Skills in regards to the Class selection. With this consideration, these Skills will
receive the highest starting bonus to reflect the common use of these Skills during the characters initial developments (that occurs before the
game begins, a prelude of sorts that defines the characters ascent into their chosen Class), a value of twenty (20) points. Further, Major Skills
are also paramount in the characters ability to progress in Level. A character will need to make ten (10) Skill advancements in either their
Major or Minor Skills to ascend to a new Level.

Minor Skills are the seven (7) Skills that best compliment the particular Class selection, and as such would tend to have a frequent application
in the profession. As such, the Skills will receive a bonus to reflect this initial development of the character, a value of ten (10) points. Minor
Skills, coupled with Major Skills, are also the keys to advancing in Level (as Level is essentially just a numerical reflection of a characters level
of proficiency in their given profession).

Misc Skills are all of the other Skills that are available in The Elder Scrolls, though they are in no way considered to be paramount to the
characters profession (as Major and Minor Skills are). These Skills will not receive a bonus from this portion of development, though any other
bonuses to these Skills received during and coming up in Character Generation still apply.

Specialization represents the types of Skills that are most relevant to the selected Class, defined by Common/Combat/Magic/Stealth. As you
will see later in the Skills section, Skills themselves are actually broken down into separate categories (as defined previously) for this specific
application. Skills of the prescribed Specialization will receive a bonus of five (5) points. Further, successful usage of these Skills will net double
the amount of Skill Experience causing them to level faster for the character than other Skills would.

Starting equipment simply provides your character with a few general items that are basically essential to the particular Class selection to
properly function. This will also provide you with the amount of money your character will begin the game with as well.

Acrobat:
Agent:
Alchemist:
Archer:
Assassin:
Barbarian:
Bard:
Battlemage:
Commoner:
Crusader:
Enchanter:
Enforcer:
Healer:
Hunter:
Knight:
Mage:
Monk:
Nightblade:
Noble:
Priest:
Pilgrim:
Rogue:
Scout:
Sharpshooter:
Smuggler:
Sorcerer:
Spellsword:
Thief:
Trader:
Warrior:
Witchhunter:

Backgrounds:
System: The Character Background will serve to put the last finishing touches onto the development of your new character in The Elder Scrolls.
Determined in part by Class and Player choice, the Character Background will actually continue to build upon and refine the details determined by
the previous selections of Race/Gender/Birthsign/Class. Further, it will provide the Player with small bits of information to assist them in playing
out the role of this new character once the game begins. This process with provide you with additional Attribute and Skill points, as well as
providing a few additional pieces of equipment. As such, it will add a further degree of diversity and uniqueness to your character.

Acrobat:
Agent:
Alchemist:
Archer:
Assassin:
Barbarian:
Bard:
Battlemage:
Commoner:
Crusader:
Enchanter:
Enforcer:
Healer:
Hunter:
Knight:
Mage:
Monk:
Nightblade:
Noble:
Priest:
Pilgrim:
Rogue:
Scout:
Sharpshooter:
Smuggler:
Sorcerer:
Spellsword:
Thief:
Trader:
Warrior:
Witchhunter:

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, Background, 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. The calculation for these Attribute Modifiers is:

Attribute Modifier=.10*Attribute (or 10% of the Attribute, rounding down when needed)

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): Affects every single action you do in some way.

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. Some Derived Attributes have some additional systems that apply with them, and those will be covered in further details
with each particular Attribute.

Health Points (HP): Starting = END+STR/2, Level Increase = +END MOD

Magicka Points (MP): Starting = INT*(Mult, Base of 1), Level Increase = +INT MOD

Fatigue Points (FP): Starting = WIL+END+STR+AGI, Level Increase = .10*END+WIL

Encumberance Points (ENC): Starting = 5*STR, Adjust Live for STR Adjustments

Movement Speed (MOV): Walking = , Running = , Swimming = , Levitating = ,
*NOTE: MOV is different in and out of Combat, during Combat MOV is 10% less. Sneaking can only be done at 60% of Base Walking.

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

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

Other Traits:
Level (LVL): 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. The details of this are covered in the Character Advancement section.
Bounty (BTY):
Reputation (REP):

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

Skills: (Current Count = 65)
System: Skills are divided into four (4) 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: Basic/Combat/Magic/Stealth. 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 + Luck 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 with 40 Luck (+4 bonus) and 67 Strength (+6 bonus),
you would roll d100 + 66 + 6 + 4 = d100 + 76 whenever you make an attack with a Long Blade weapon. In this case 76 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.

[BASIC] (Count = 20)
Artistry (Personality)
Athletics (Endurance)
Brewing (Intelligence)
Climbing (Strength)
Cooking (Intelligence)
Crafting (Agility)
Dancing (Agility)
Driving (Intelligence)
Empathy (Personality)
Farming (Intelligence)
First Aid (Intelligence)
Fishing (Intelligence)
Mercantile (Personality)
Perception (Intelligence)
Play Instrument (Agility)
Riding (Agility)
Sailing (Intelligence)
Sewing (Agility)
Speechcraft (Personality)
Swimming (Endurance)

[COMBAT] (Count = 15)
Archery (Strength)
Armorer (Strength)
Axe (Strength)
Block (Agility)
Blunt Weapon (Strength)
Hand-to-Hand (Agility)
Heavy Armor (Endurance)
Light Armor (Agility)
Long Blade (Strength)
Marksman (Agility)
Medium Armor (Endurance)
Pole Arms (Agility)
Short Blade (Agility)
Spear (Endurance)
Unarmored (Agility)

[MAGIC] (Count = 15)
Alchemy (Intelligence)
Alteration (Willpower)
Astrology (Intelligence)
Conjuration (Willpower)
Demolition (Intelligence)
Destruction (Willpower)
Enchant (Intelligence)
Geomancy (Willpower)
Illusion (Willpower)
Mysticism (Willpower)
Necromancy (Willpower)
Research (Intelligence)
Restoration (Willpower)
Scrying (Intelligence)
Spell Crafting (Intelligence)

[STEALTH] (Count = 15)
Acrobatics (Strength)
Acting (Personality)
Appraisal (Intelligence)
Cartography (Intelligence)
Concealment (Agility)
Cryptography (Intelligence)
Disguise (Personality)
Escapology (Agility)
Forgery (Intelligence)
Navigation (Intelligence)
Pickpocket (Agility)
Security (Intelligence)
Sneak (Agility)
Streetwise (Personality)
Tracking (Intelligence)

Character Advancement:
System: Each Skill comes with a simple tracker located next to it, this being similarly designed to how Health Points are displayed in some respects.
Essentially, each Skill will require one hundred (100) Experience Points to increase. This is displayed in parentheses next to each Skill similar to this
example:

Skill Name Skill Rating Effective Attribute Experience
Long Blade 66 72 Strength (___/100)

Now, on each successful Skill Check, the character would receive one (1) point on the tracker next to that Skill, and for every failed Skill usage the
player would receive two (2) points on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a
character has successfully allocated all ten (10) points on their skill tracker, then the skill would increase by one (1) Skill Rating point (this will also
in effect raise the Effective Rating as well). The Experience then restarts again at zero (0) points out of the total.

For your character level, the Skills are 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 next to the Character Level. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in
their tracker for Level which is composed of ten (10) dots (including a "phantom" dot so as to reduce space used on the sheet and relieve redundancy
as well).

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 (the same kind of
tracker as used on Character Level). Again, once the Attribute has acquired the needed ten (10) dots filled in (including the “phantom” dot), then it can
be increased by one (1) point.

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:
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)

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.

The Initiative Check can be handled in two different yet equally viable methods. The first of these is to only do a single Initiative Check at the beginning
of the encounter. The Initiative Score would then be used for the duration of the encounter in all subsequent Rounds. This method provides less rolling
during the encounter, but at the same time does not allow someone to suddenly gain the upper hand by being able to act first in later Rounds. That is
where the other method comes into play, where on every Round of the encounter an Initiative Check is made and new Initiative Scores determined.
This method does incur more rolling of dice, but it also allows the flow and ebb of combat to change from Round to Round as well. In the end the choice
is yours.

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 anything other than a Catastrophic
Failure then the Defensive Score must be made (in the result of a Catastrophic Failure on the initial Offensive Score then the Offensive character has either
disarmed themselves or gotten their weapon lodged into something in the environment requiring a full Round to pull free). If the Defensive Score results in
a Catastrophic Failure then things move to Damage with no chance to make a Soak Check (all Damage is applied to Health Points to represent the Offensive
Character striking a weak point in the armor by chance), otherwise 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 failed, and 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 take the brunt of the blow and reduce the Damage
Score applied to their Health Points (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 Difficulty Check 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.
Should the roll result in a failure then all of the applied Damage is taken to the Health Points of the character. A Great Success or Catastrophic Failure have
no special result in the case of a Soak Check.

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; d100 + (Armor Skill+Attribute Modifier) vs Offensive Score
Step Four: Damage Check; Weapon Damage Roll+STR Modifier+/-Feat Mods
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.

[GENERAL]
Breath Control (Endurance)
Body Language (Intelligence)
Language (Intelligence):
Centaurian
Daedric
Dragonish
Dwemer
Elvish
Faerie
Giantish
Harpy
Impish
Nymph
Orcish
Spriggan
Tamrielic
Literacy (Intelligence):
As Language
Public Speaking (Personality)

[MARTIAL]
Berserk (Strength)
Critical Strike (Agility)
Dual Wield (Strength)
Forced March (Endurance)
Quick-Draw (Speed)
Sniper (Willpower)

[ARCANE]
Herbalism (Intelligence)
Meditation (Willpower)

[STEALTH]
Backstabbing (Agility)
Balancing (Agility)
Gymnastics (Agility)
Read Lips (Intelligence)
Sleight of Hand (Agility)

Magic System:
System: Immediate spell effects costing Magicka and Fatigue as ignition source. Derived from utilization of the Willpower Based 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).

EQUIPMENT DETAILS:
Material: (Listed by Overall Quality, Uses also listed: Clothing = C, Armor = A, Weapon = W)
Cloth (Uses: C)
Silk (Uses: C)
Fur (Uses: C/A)
Leather (Uses: C/A)
Boiled Leather (Uses: A)
Wood (Uses: W)
Chitin (Uses: A/W)
Studded Leather (Uses: A)
Newtscale (Uses: A)
Ringmail (Uses: A)
Iron (Uses: A/W)
Chain (Uses: A)
Steel (Uses: A/W)
Bonemold (Uses: A/W)
Mithril (Uses: A/W)*
Trollbone (Uses: A)
Silver (Uses: A/W)*
Dragonscale (Uses: A)
Dreugh (Uses: A/W)*
Adamantium (Uses: A/W)*
Glass (Uses: A/W)*
Ebony (Uses: A/W)*

*=These weapon classes can harm creatures normally immune to normal weapons.

Craft:
Imperial: +1 AR, +10 Durability
Elven: +2 AR, +20 Durability
Dwemer: +3 AR, +30 Durability
Nordic: +4 AR, +40 Durability
Orcish: +5 AR, +50 Durability

Specials:
Templar (Imperial Knights)
Indoril (Tribunal Warriors)
Daedric (Daedric Lords)

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

Tamriel
Population: 32.4 million
Races:
Capital: Imperial City
Largest Cities:
Beliefs:
Climate: Low -30? C, High 45? C

User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Fri Dec 24, 2010 7:30 am

So... do you mean like making an RP involving the elder scrolls storyline. Wow, quite the endeavor there.
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Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Fri Dec 24, 2010 9:13 am

You mean pen and paper RPG?

I made an attempt to both convert TES to D&D (first to 3.5 then to 4e when it came out) but didn't carry out either because I got distracted by other things. I then wanted to make a d100 based system that largely modeled Morrowind, but again didn't carry it through after getting bogged down by the spell system.

You could quite easily run a TES game with a rules light system like PDQ though.
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Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri Dec 24, 2010 9:44 am

So... do you mean like making an RP involving the elder scrolls storyline.

You mean pen and paper RPG?

Indeed, one and the same. It has always seemed like such a logical fit to me, as I have always envisioned the ES games to be like a pen and paper with graphics (more or less). It seems a solid structure could be built off the assorted mechanics used over the course of the different games, and there is certainly a plethora of lore available for the line to work with.

Wow, quite the endeavor there.

I really couldn't agree more, at the moment, but much of that is primarily due to a combination of writers block and some issues in sorting out the specifics of the game mechanics. Otherwise, I have a general idea of how I want to actually go about compiling the information and the process in which I will be building things up with it (I have a decent series of books planned already for the project). Either way, the final product will be fairly extensively play tested to ensure that the presented system actually works in practice :)

I made an attempt to both convert TES to D&D (first to 3.5 then to 4e when it came out) but didn't carry out either because I got distracted by other things. I then wanted to make a d100 based system that largely modeled Morrowind, but again didn't carry it through after getting bogged down by the spell system.

That is currently where my line of thinking has been falling (the d100 system modeled mainly off of Morrowind, though conceptual ideas from all the games are being used so far). It's unfortunate that you never managed to finish off either of your projects, would have been very interesting to have tried out. There is also the aspect of expanding upon things presented to flesh things out a little more for a pen and paper world format (where you are far less limited than by the confines of a game engine in regards to range of choices that should be available to both the player and Storyteller/GM/DM) without at the same time stepping on the toes of the atmosphere presented in the original video game series.

You could quite easily run a TES game with a rules light system like PDQ though.

True, though something about actually creating a system built up off the actual games seems rather appealing to me, and has the potential to be quite the remarkable game line (in my own humble opinion).
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Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri Dec 24, 2010 4:59 pm

So will this RP be set up here on the Boards, or am I missing something?
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Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri Dec 24, 2010 1:48 pm

That is currently where my line of thinking has been falling (the d100 system modeled mainly off of Morrowind, though conceptual ideas from all the games are being used so far). It's unfortunate that you never managed to finish off either of your projects, would have been very interesting to have tried out. There is also the aspect of expanding upon things presented to flesh things out a little more for a pen and paper world format (where you are far less limited than by the confines of a game engine in regards to range of choices that should be available to both the player and Storyteller/GM/DM) without at the same time stepping on the toes of the atmosphere presented in the original video game series.


I think you might have just rekindled my interest in the project. :) I had pretty much everything other than the magic all sorted out, but I'm unsure whether I wrote it down or not. I did write down the 4e conversion though and if anyone is interested I could post it later when I get home. I won't finish it myself because I largely lost interest in 4e D&D altogether so if anyone feels like taking what I managed to do and finishing it they are welcome to do so.

One thing about pen and paper games though is that game mechanics generally need to be simpler than is the case with computer games. In a computer game the computer can easily be tasked to keep track of a bunch of variables, but in a p&p game it's up to the players and GM to keep track of things and it tends to get bothersome. For example in my d100 project I got rid of fatigue because I felt it was more bother to keep track of than it's worth.
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Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Fri Dec 24, 2010 7:58 am

So will this RP be set up here on the Boards, or am I missing something?

Well, I would certainly not mind some criticism, ideas, suggestions, etc - but it will not be a forum game per se (though I would certainly be honored if someone started one based off the system I develop).

I figured there would be no better place to discuss such a thing than here amongst the fans of the series (like myself), especially since the game is still in the very early developmental phases and is being done as a fan project to be released for free to the community to use. Obviously, there are certain pitfalls in attempting to convert a video game to an RPG system (some of which I have mentioned in my above reply) that need to be addressed in doing such a project, and so input from those who may utilize such material is invaluable.

Hope that clears things up a little bit, please feel free to toss any questions or comments that you may have, I would be more than happy to provide whatever details that I can :)
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Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri Dec 24, 2010 3:40 pm

I'm sorry to say that I have never played a pen and paper game or board game in my life. So I will be of no use, I could learn however and then be a player in the later stages.
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SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Fri Dec 24, 2010 11:20 am

I think you might have just rekindled my interest in the project. :) I had pretty much everything other than the magic all sorted out, but I'm unsure whether I wrote it down or not. I did write down the 4e conversion though and if anyone is interested I could post it later when I get home. I won't finish it myself because I largely lost interest in 4e D&D altogether so if anyone feels like taking what I managed to do and finishing it they are welcome to do so.

One thing about pen and paper games though is that game mechanics generally need to be simpler than is the case with computer games. In a computer game the computer can easily be tasked to keep track of a bunch of variables, but in a p&p game it's up to the players and GM to keep track of things and it tends to get bothersome. For example in my d100 project I got rid of fatigue because I felt it was more bother to keep track of than it's worth.

Ahh, you ninja'd a post in on me while I was responding to the other post :)

Anyways, this is exactly the interest I was hoping to receive - I would love to get input and share ideas with you in regards to such a project. I do agree (as I think I have now stated a few times, but I am a good broken record sometimes) that there are a number of things to be considered in this type of project. As you have mentioned Fatigue, I have been doing a lot of thinking on this recently, and I think it could have an interesting and semi-unique place with the system if done in the right way. I am thinking it could have a very good application for Combat purposes and traveling purposes, and in regards to combat - it could potentially make for a very dynamic and almost cinematic combat system if you apply a degree of effort to hammer out the details (which I almost think is a must with this kind of project, it should have a fairly unique system all its own in many respects).

I'm sorry to say that I have never played a pen and paper game or board game in my life. So I will be of no use, I could learn however and then be a player in the later stages.

Not a problem at all, in fact I was also distinctly hoping that this project may possibly draw a crowd as such in, too. It would be very cool to have someone's first experience with pen and paper RPGs be due to a project I am working on, essentially it would be an honor :)

Further, I am certain as a fan you could still provide more input than you might initially imagine.
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noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Fri Dec 24, 2010 11:09 am

I'm sorry to say that I have never played a pen and paper game or board game in my life. So I will be of no use, I could learn however and then be a player in the later stages.


If you like forum roleplays for the RP part rather than the creative writing part you'd probably have a blast playing a pen & paper RPG. You could try checking whether there is a gaming store in your town or city (and if you live in any city in western Europe or North America the answer is almost certainly positive). If there is one you could visit it since many stores offer people the chance to play there and you could see if you can join a game. Most gaming groups will be happy to have another player though some might be less welcoming. It also depends on the size of the group (smaller groups tend to be more welcoming), how far the campaign has progressed (it's easier to wringle a new low level character into a fresh story), how long it wil ltake to explain the rules of the specific game they are playing (because it takes time away from actual play, but this can be helped by you just watching them play a session or two), and the actual people in the group. But as a base rule most groups will be happy to get an extra player, at least as long as the new player provides his own dice. ;)

As for being a player in the later stages, I'm doubtful on account of pen & paper games requiring people to be physically together in the same room. Alright, it is possible to play such games over the internet, but that way you miss out on some aspects of the game. Of course that only applies if you meant playing the game with us. You certainly can play the game with other people though.

Ahh, you ninja'd a post in on me while I was responding to the other post :)

Anyways, this is exactly the interest I was hoping to receive - I would love to get input and share ideas with you in regards to such a project. I do agree (as I think I have now stated a few times, but I am a good broken record sometimes) that there are a number of things to be considered in this type of project. As you have mentioned Fatigue, I have been doing a lot of thinking on this recently, and I think it could have an interesting and semi-unique place with the system if done in the right way. I am thinking it could have a very good application for Combat purposes and traveling purposes, and in regards to combat - it could potentially make for a very dynamic and almost cinematic combat system if you apply a degree of effort to hammer out the details (which I almost think is a must with this kind of project, it should have a fairly unique system all its own in many respects).


I can see it will be quite interesting to compare your system with my own. I'm looking forward to it already. :)
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Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Fri Dec 24, 2010 6:14 am

Heh. I grew up on pen-and-paper D&D (3.0-3.5... all my co-D&Ders love to remind me how young that makes me :lol: ), so I'm curious as to how TES might work as a PnP game. On the plus side, it's already in a gaming format, so a good deal of the mechanics are figured out for you. Check out the Morrowind and Oblivion Construction Sets, and you'll get a pretty good idea of the underlying dynamics of the game.

Though, on the minus side, creating a PnP game is a lot of work. Just look at how many rulebooks and supplements a smaller PnP game has just to keep the rules straight, much less bigger monsters like Dungeons and Dragons (Hundreds of books and modules for 3.5 edition alone. Yikes.).

(Of course, this would be purely for recreational purposes, not for sale. Don't want copyright violations breathing down your neck. :P )

I'm sure Dragatus will be one of the most useful sources of ideas, having already tried to create one of these things, but I'm sure a number of people here are willing to help out, especially play-testing, since this is posted in the roleplay forum. :lol:

Tell us, what have you got so far?
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Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Fri Dec 24, 2010 12:45 pm

Like jonasvault, I've never played a PnP game, but I've always wanted to.

prz ken i bees incrudes?

That is, if you want to play mIRC (or other chat client, so long as they're free) games to test the system--though it's probably better if I wait until after testing to play, since you'd have to teach me.
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~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Fri Dec 24, 2010 5:10 am

I'm home now and I was right, I didn't write anything down.

What I remember of my work is this:

General

There are no levels as such, everything is skill based. Game mechanics are based largely on Morrowind, but also include many of the tweaks to the TEs series that I'd like to see in TES V.

Attributes

They range from 1 to 100 just like in the videogames and on a starting character they average out at 50. Then you have the attribute bonus which is equal to 10% of the attribute score and rounded down. For example if you have 79 Strength you Strength bonus is 7.

It's the attribute bonus that gets used in various game mechanics, not the raw score.

Skills

You'd have all the skills from Morrowind with the possibility of adding a whole bunch of new ones. Actually that's not quite right, I cut out the various armor skills because I find armor use would better be covered by something akin to D&D feats.

Skills go from 1 to 100 much like we're used to, but they now have either two governing attributes or a single double governing attribute. When you make a skill check you roll d100 + skill + attribute bonus of first governing attribute + attribute bonus of second governing attribute vs a DC.

For example Long blade would be governed by both Strength and Agility. If you had 66 Long Blade skill, 67 Strength (+6 bonus), and 83 Agility (+8 bonus) you would roll d100 + 66 + 6 + 8 = d100 + 80 whenever you make an attack with a longsword. In this case 80 is your effective skill. Effective skill would be written on your character sheet next to your base skill.

Improving your character

You improve your skill by rolling d100. If the result is higher than your base skill the skill increase, otherwise it stays the same. The same goes for attributes. But when exactly you get to roll this is still unsure. The original idea was that whenever you succeed at a skill check you get to roll both for your skill and for it's two governing attributes, but that's too much rolling. You could make one roll for all three and that helps, but it doesn't solve the problem of having to essentuially roll twice everytime you make a skill check (well, not everytime but often enough). Another problem is that this would likely make attributes go up at a much faster rate than skills.

Derived stats

You have Health equal to your Endurance and Magicka equal to your Intelligence. Your movement rate would be somehow tied to your Speed attribute, but I don't remember how exactly it was supposed to be done.

Luck grants you a number of rerolls equal to your Luck bonus, but I haven't determined whether you get that many rerolls per session or per game day.

Damage in combat

The damage you do with a weapon is base damage + Strength bonus. Armor Rating works like damage reduction (you substract the AR from damage of attacks that hit).

The base damage of steel longsword is 10. The AR of steel plate (basic heavy armor) is 10. So if you hit a person in steel plate with a steel longsword you do damage equal to your Strength bonus. Then the AR of chainmail (basic medium armor) is 8. The AR of leather (base light armor) is 6.

So if you take two characters with 50 Strength and Endurance (+5 Strength bonus, 50 Health) and you have one whack the other with a steel longsword it takes 10 hits to kill if the target is wearing steel plate. If the target is wearing chainmail it's 8 hits, with leather it's 6 hits, and without armor it's 4 hits.

Weapons and armor of superior quality provide a bonus to damage of weapons and AR of armor. Daedric quality gives a +10 bonus so a Daedric longsword does 20 base damage and Daedric plate has 20 AR.

Okay, that's what I can remember from the top of my head.
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koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Fri Dec 24, 2010 4:19 pm

Heh. I grew up on pen-and-paper D&D (3.0-3.5... all my co-D&Ders love to remind me how young that makes me :lol: ), so I'm curious as to how TES might work as a PnP game. On the plus side, it's already in a gaming format, so a good deal of the mechanics are figured out for you. Check out the Morrowind and Oblivion Construction Sets, and you'll get a pretty good idea of the underlying dynamics of the game.

Very, very true - though as has been mentioned before, there are certainly some interesting pitfalls one has to consider trying to overcome during the developmental process with a project like this. Certain aspects that make a good video game simply do not translate over, and vice versa.

Though, on the minus side, creating a PnP game is a lot of work. Just look at how many rulebooks and supplements a smaller PnP game has just to keep the rules straight, much less bigger monsters like Dungeons and Dragons (Hundreds of books and modules for 3.5 edition alone. Yikes.).

Also a very good and true point here, and something I have heavily considered. For instance, I have a number of supplements planned already (after I get the core system polished off). The first PDF Book I will be compiling is The Elder Scrolls: Fantasy RPG Core Rules book, much like most game systems available today. I am thinking my second book will be the TES: RPG Oblivion Sourcebook. I am also planning a Province book for extra details on each of the individual provinces. I am also going to make a Compendium to Flora and a Compendium to Fauna.

(Of course, this would be purely for recreational purposes, not for sale. Don't want copyright violations breathing down your neck. :P )

Yes, that is correct, and honestly beyond this fact, I would simply like people to be able to enjoy the project once it is done. Granted, if Bethesda ever contacts me in regards to this project, things will come down to how those conversations go (though I do not expect any cease and desist conversations coming from this project).

I'm sure Dragatus will be one of the most useful sources of ideas, having already tried to create one of these things, but I'm sure a number of people here are willing to help out, especially play-testing, since this is posted in the roleplay forum. :lol:

Indeed, that was my primary desire in regards to posting this (I have been working on it for some time now, but never mentioned it to anyone). The creative process is less stifled when you have different perspectives provided, at least by my opinion.

Tell us, what have you got so far?

Well, it might be a little rough trying to simplify all the information I have into a consolidated single post at this point, but let me at least toss out one of my very baseline notation documents:

Spoiler
CHARACTER GENERATION:

Select Race: Select one of the optional character races.
Select Gender: Select to be either a male or female character.
Select Name: Choose a name for you character.
Roll Primary Attributes:
Determine Derived Attributes
Determine Secondary Attributes (Optional)
Select Occupational Class
Determine Character Background
Determine Starting Equipment
Select Birthsign
Determine Skills
Finishing Touches

TES RPG NOTES:

Try for strictly D10 System, can compensate to work on percentile concepts.
If needed add in D4, D6, and D8 to compensate in areas such as weapon damage.

Primary Attributes:

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 at
vendors.

Luck (LUC): Helps everything you do in a small way.


Derived Attributes:

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


Secondary Attributes: (Optional)

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


Other Attributes:

Level:
Gender:
Race:
Birthsign:
Occupational Class (OCC):
Bounty (BTY):
Reputation (REP):


Important Stats:

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


Skills: (Current Count = 50)

Specialties: Combat/Stealth/Magic/Knowledge/Common
[COMMON] (Count = 10)
Armorer (Strength) [Common]
Athletics (Speed) [Common]
Climbing (Strength) [Common]
Dodging (Speed) [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 = 10)
Axe (Strength) [Combat]
Block (Agility) [Combat]
Blunt Weapon (Strength) [Combat]
Critical Strike (Agility) [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 = 10)
Acrobatics (Strength) [Stealth]
Archery (Agility) [Stealth]
Backstabbing (Agility) [Stealth]
Disguise (Personality) [Stealth]
Light Armor (Agility) [Stealth]
Lockpicking (Intelligence) [Stealth]
Marksman (Agility) [Stealth]
Pickpocket (Agility) [Stealth]
Sneak (Agility) [Stealth]
Streetwise (Personality) [Stealth]


Races:
Attributes are in number of D10 rolled to acquire attribute level and are displayed
for Male/Female respectively (as are Height and Weight).

Altmer (High Elf):
Attributes: STR 3/3, INT 5/5, WIL 4/4, AGI 4/4, SPD 3/4, END 4/3,
PER 4/4, LUC 4/4
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 4/4, INT 4/5, WIL 3/4, AGI 5/4, SPD 5/4, END 3/3,
PER 3/3, LUC 4/4
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 3/3, INT 4/4, WIL 3/3, AGI 5/5, SPD 5/5, END 3/3,
PER 4/4, LUC 4/4
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 4/3, INT 5/5, WIL 5/5, AGI 3/3, SPD 3/4, END 3/3,
PER 4/4, LUC 4/4
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 4/4, INT 4/4, WIL 3/3, AGI 4/4, SPD 5/5, END 4/3,
PER 3/4, LUC 4/4
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 4/4, INT 4/4, WIL 3/4, AGI 3/3, SPD 4/3, END 4/4,
PER 5/5, LUC 4/4
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 4/3, INT 4/4, WIL 3/3, AGI 5/5, SPD 4/4, END 3/4,
PER 4/4, LUC 4/4
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 5/5, INT 3/3, WIL 4/5, AGI 3/3, SPD 4/4, END 5/4,
PER 3/3, LUC 4/4
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 4+5/4+5, INT 30/40, WIL 5/4+5, AGI 3+5/3+5, SPD 3/3,
END 5/5, PER 3/2+5, LUC 4/4
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 5/4, INT 3/3, WIL 3/3, AGI 4/4, SPD 4/4, END 5/5,
PER 3/4, LUC 4/4
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


Magic Types:
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.

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).


EDIT: @Dragatus; That is looking fairly similar to the ideas that I have had in mind in regards to how to handle the system. I had been milling over the whole of the combat system (armor and weapon skills both), and how I wanted to handle things with that. I was thinking of making some adjustments there that are similar in some regards to the Palladium System (Proficiency Stats). It could simplify things related to combat down to some simple pluses and the sort.

EDIT 2: In regards to those details I posted, some are out of date at this point, and some are not elaborated much (so if you have questions, please feel free to ask)
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no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Fri Dec 24, 2010 8:38 pm

(Second post to make previous be less of a jumble with too much information - forum limits and such)

General

There are no levels as such, everything is skill based. Game mechanics are based largely on Morrowind, but also include many of the tweaks to the TEs series that I'd like to see in TES V.

I was actually going to keep the level aspect in the game to utilize as (essentially) a milestone marker in the character's progression (which I have always felt was the desired effect in the games, though I think it was lost most of the time). Other than that, the general aspect here sounds about dead on to what I was running with.

Attributes

They range from 1 to 100 just like in the videogames and on a starting character they average out at 50. Then you have the attribute bonus which is equal to 10% of the attribute score and rounded down. For example if you have 79 Strength you Strength bonus is 7.

It's the attribute bonus that gets used in various game mechanics, not the raw score.

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.

I am curious to see what people think in regards to the styles available for the background generation mechanics in regards to Attributes, see what is the more general consensus of how it should work.

The idea behind the Attribute Bonus is exactly what I was thinking of doing for utilization of Attributes in base mechanics. Granted, I could extrapolate on this further if people like.

Skills

You'd have all the skills from Morrowind with the possibility of adding a whole bunch of new ones. Actually that's not quite right, I cut out the various armor skills because I find armor use would better be covered by something akin to D&D feats.

Skills go from 1 to 100 much like we're used to, but they now have either two governing attributes or a single double governing attribute. When you make a skill check you roll d100 + skill + attribute bonus of first governing attribute + attribute bonus of second governing attribute vs a DC.

For example Long blade would be governed by both Strength and Agility. If you had 66 Long Blade skill, 67 Strength (+6 bonus), and 83 Agility (+8 bonus) you would roll d100 + 66 + 6 + 8 = d100 + 80 whenever you make an attack with a longsword. In this case 80 is your effective skill. Effective skill would be written on your character sheet next to your base skill.

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).

Improving your character

You improve your skill by rolling d100. If the result is higher than your base skill the skill increase, otherwise it stays the same. The same goes for attributes. But when exactly you get to roll this is still unsure. The original idea was that whenever you succeed at a skill check you get to roll both for your skill and for it's two governing attributes, but that's too much rolling. You could make one roll for all three and that helps, but it doesn't solve the problem of having to essentuially roll twice everytime you make a skill check (well, not everytime but often enough). Another problem is that this would likely make attributes go up at a much faster rate than skills.

I was actually thinking about staying a little more purist to the video game in regards to character improvement, with a couple of general modification to open things up a little bit more to the player. Skills could also be provided with a small tracking system (essentially a fill in the dots system), and through the utilization of skills you can tack in tracks on this chart which when filled equates to the skill raising by a single point. In turn, with the skills being associated to Attributes, these can also be naturally raised most of the time (a la a couple of popular character development mods that were produced) by using a similar tracking system. Keeping skills broken into at LEAST Major/Minor/Misc would still allow for a level tracking system of the same sort as well, where Major and Minor increases apply to both level and attribute gains, and Misc skills apply only to attribute gains.

Derived stats

You have Health equal to your Endurance and Magicka equal to your Intelligence. Your movement rate would be somehow tied to your Speed attribute, but I don't remember how exactly it was supposed to be done.

Luck grants you a number of rerolls equal to your Luck bonus, but I haven't determined whether you get that many rerolls per session or per game day.

I think I mostly have the system around Derived Attributes pretty much fleshed out, though it could probably stand for some modifications to simplify things a little more than what I currently have them set to.

In regards to Luck, I have been splitting my head over just how exactly to apply it to the game in an interesting and robust way. The method you have described is similar to one of the methods I was debating utilizing.

Damage in combat

The damage you do with a weapon is base damage + Strength bonus. Armor Rating works like damage reduction (you substract the AR from damage of attacks that hit).

The base damage of steel longsword is 10. The AR of steel plate (basic heavy armor) is 10. So if you hit a person in steel plate with a steel longsword you do damage equal to your Strength bonus. Then the AR of chainmail (basic medium armor) is 8. The AR of leather (base light armor) is 6.

So if you take two characters with 50 Strength and Endurance (+5 Strength bonus, 50 Health) and you have one whack the other with a steel longsword it takes 10 hits to kill if the target is wearing steel plate. If the target is wearing chainmail it's 8 hits, with leather it's 6 hits, and without armor it's 4 hits.

Weapons and armor of superior quality provide a bonus to damage of weapons and AR of armor. Daedric quality gives a +10 bonus so a Daedric longsword does 20 base damage and Daedric plate has 20 AR.

Interesting method you have here, I really like it a lot actually. I think I am going to utilize this as is for my first test session and see how it ends up going :)
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Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri Dec 24, 2010 5:39 pm

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.

I'm not sure how exactly to deal with them, but you could add a durability score, that would allow you to absorb damage into the armor equal to the armor's AR on a successful armor check (Failing the armor check means you take full damage--your armor suffers none). After any absorption, the armor takes 1 pip of damage. This makes armorer a useful skill, and would also limit player income because they'd need to repair their weapons and armor. On a critical hit, the armor should suffer 1 pip of damage for every AR damage dealt, but absorb none of it. (Weapons would take 1 point of damage for every base damage dealt if the opponent absorbs the hit, but none if the player fails his armor save or you crit. Remember that in Morrowind, every weapon would break in one swing if you had a high enough strength.)

Example: You deal 20 damage with a steel longsword against an opponent in steel plate. Your sword takes 2 pips of damage, while your opponent's armor takes 1 and he takes 10 damage.

Armorer would require tools, of course, which would grant a skill bonus depending on their quality (Maybe instead of adding a bonus, they decrease the requirements for a critical check?). The time taken to repair armor could be equal to .5(hours)*d, where d is equal to durability restored. On a critical check (roll >= 100), this time would be halved, on a critical failure (roll of 0), you break the armor, and have to repair it completely.

Ex: I want to repair 15 (That's equal to 150 damage dealt) durability to my steel longsword. I roll an 80, and succeed. The repairs take me 7.5 hours. However, if I had a Secret Master's Armorer Hammer (+20 skill bonus), I would roll a 100, which is a critical success, meaning the repairs take me 3.25 hours.

Unarmored would work in a slightly different fashion. Perhaps it (on a successful roll) would allow you to absorb an amount of damage equal to your Acrobatics modifier + Agility modifier (Meaning a max of 20 absorbed--Is this a fair trade off for not having durability?)? (I see acrobatics being a required skill to be very good at running around in the buff.) Or maybe on a successful Agility + Unarmored check, you simply take no damage? I can't see the second option being anything but overpowered, unfortunately. (Possibly you could just incur a penalty with every subsequent attempted dodge, growing exponentially more difficult to get out of the way?)

I hate to see skills scrapped, and I understand if these uses would make things too complicated to keep up with, but they make sense in my head.
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Fri Dec 24, 2010 3:09 pm

...snip...

I really do agree 100%, scrapping any kind of skill is an unfortunate process - though I can see some advantage to the system that you describe, may only concern being that it may generate a need to over complicate the combat system with a lot of rolling dice (which will slow down the games progression and possibly start to draw boredom with an inexperienced crew). Granted, that is not to say your method described does not have a lot of merit to it as well, and could very well be worked with I think to incorporate the Armors into these Skills area rather than moving them off to a Feats System (which I still think will need including into the overall scheme of the system, to handle some things like Backstabbing from Daggerfall that is not so much a skill - although this could be moved into the Combat systems as well, as I have been thinking of how to handle that so that Fatigue can remain a stat in the game). I'm open to try a number of things since this is still very much in development and see what ends up working the best in play tests.
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Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri Dec 24, 2010 12:37 pm

I really do agree 100%, scrapping any kind of skill is an unfortunate process - though I can see some advantage to the system that you describe, may only concern being that it may generate a need to over complicate the combat system with a lot of rolling dice (which will slow down the games progression and possibly start to draw boredom with an inexperienced crew). Granted, that is not to say your method described does not have a lot of merit to it as well, and could very well be worked with I think to incorporate the Armors into these Skills area rather than moving them off to a Feats System (which I still think will need including into the overall scheme of the system, to handle some things like Backstabbing from Daggerfall that is not so much a skill - although this could be moved into the Combat systems as well, as I have been thinking of how to handle that so that Fatigue can remain a stat in the game). I'm open to try a number of things since this is still very much in development and see what ends up working the best in play tests.


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 also like feats, of course--Combat skills and the like would definitely fall there. Perhaps there could be armor feats that reduce the number of times your armor takes durability damage? (Weapons would definitely need them, since they take damage by the sackload.)

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.

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. This brings me to the idea of Feat: Weapon Type, Secondary Attribute. This way, for a feat, a character can add a second attribute to his weapons as he chooses--a swordmage may choose intelligence, using his cunning to guide his sword, while the nord may choose endurance--using his perfected muscles to ensure a sure stroke. The Dunmer, of course, would take Agility, using his dexterity to time his blows. Really, these feats would simply add a second attribute to the attack roll, and would obviously have a req. of 50 points in the stat to be taken. This could be expanded, of course, allowing certain attacks or forms depending on the secondary attribute of a weapon that the character is using.
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Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Dec 24, 2010 5:50 pm

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.

I also like feats, of course--Combat skills and the like would definitely fall there. Perhaps there could be armor feats that reduce the number of times your armor takes durability damage? (Weapons would definitely need them, since they take damage by the sackload.)

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).

In the end, I think this would make combat rather dynamic and interactive on both the end of the players and GM, and while things would be slowed down slightly due to the system, less of that would be spent on rolling and adding dice, and more time spent on how the situation is working (something I think most get detracted from in RPGs, which is a very sad case...there is a difference between Role-Playing and Roll-Playing).

The more I think on it though, the more I would like to keep the armor skills in (mainly for the purpose you mentioned of character dynamic), and I think that could be fairly easily done in such a system with as little rolling of dice as possible still.
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Toby Green
 
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Post » Fri Dec 24, 2010 1:42 pm

i wouldnt be to much help i think, im pretty well expirenced with pen and paper rpgs but i play D&D first edition advanced lol have all the original books and everything =P
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Agnieszka Bak
 
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Post » Fri Dec 24, 2010 7:56 am

I think we also need to deal with the leveling system. The game uses an experience based system for each of your skills, meaning that with every successful swing you gain like 2 points towards 100 needed. I think, however, that failed checks should also be dealt with, as the easiest way to learn is from your mistakes. This could easily be lowered to 20, allowing 1 die to mark each skill (Though this means something like 30+ d20s per character...) and every skill use (failed or succeeded) would add 1 to my skill counter, and a level would require the usual 10 (major) skill level ups, and you'd gain 1 point in each stat used during your leveling. (Ex, if I had Feat: Long Blade Finesse (Agility) and gained 10 points in long blade, I would gain 1 point in each Strength and Agility. For a pure level, the DM could decide to give an extra +1 to each of those stats, to avoid characters leveling everything at once. (This example, unfortunately, leads to disproportionate leveling--you could reach max long blade long before max strength. Perhaps you should always gain an extra +1 to your focused attributes at every level?) Raising luck would be, of course, purely up to chance at level up, and would be equal to 1 point on a successful luck check. This check could be rerolled. (Yes, the lucky get luckier much faster.)

Edit: On further thought, I think it may simply be easiest to assign skill levelups at the DM's discretion--this would also nullify my thoughts immediately below.

This method, however, may make leveling far too fast--perhaps the experience gained by any action could be determined by the DM. After all, the Nerevarine can't really learn anything new from squashing a scrib with his uber blunt weapon skills, can he? (This would also keep some people from gaining infinite XP in a single skill by simply repeating the same action over and over--examples being repairing iron longswords repeatedly or making fortify intelligence potions repeatedly--though the latter may have the same terrifying consequences for the DM as it has for the game, and need to be dealt with in a seperate manner.)

Either 1 feat could be gained per level (Most characters will have around 40 or so feats at max level), or 1 feat every third level, but that would be an incentive to minmax character creation & leveling so that you can gain as many levels as possible, resulting in more feats. (Since max level is a variable determined by how you level and how you make your character...)

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.)
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Allison Sizemore
 
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Post » Fri Dec 24, 2010 4:44 pm

i wouldnt be to much help i think, im pretty well expirenced with pen and paper rpgs but i play D&D first edition advanced lol have all the original books and everything =P

Nonsense, you could still certainly provide some good input. Just because you use a single system means little in regards to that, even folks with no RPG experience can still help (as by using this forum you probably know something decent about the ES game line, and thereby can provide input).

Now, onto the big retort:

I think we also need to deal with the leveling system. The game uses an experience based system for each of your skills, meaning that with every successful swing you gain like 2 points towards 100 needed. I think, however, that failed checks should also be dealt with, as the easiest way to learn is from your mistakes. This could easily be lowered to 20, allowing 1 die to mark each skill (Though this means something like 30+ d20s per character...) and every skill use (failed or succeeded) would add 1 to my skill counter, and a level would require the usual 10 (major) skill level ups, and you'd gain 1 point in each stat used during your leveling. (Ex, if I had Feat: Long Blade Finesse (Agility) and gained 10 points in long blade, I would gain 1 point in each Strength and Agility. For a pure level, the DM could decide to give an extra +1 to each of those stats, to avoid characters leveling everything at once. (This example, unfortunately, leads to disproportionate leveling--you could reach max long blade long before max strength. Perhaps you should always gain an extra +1 to your focused attributes at every level?) Raising luck would be, of course, purely up to chance at level up, and would be equal to 1 point on a successful luck check. This check could be rerolled. (Yes, the lucky get luckier much faster.)

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.

At the time of the player increasing in Character Level, time can then be taken to actually increase the Character Health, Magicka, Fatigue, and Encumbrance levels as needed by the defined level systems for those stats (as they are all derived from calculations based on other Attributes).

Edit: On further thought, I think it may simply be easiest to assign skill levelups at the DM's discretion--this would also nullify my thoughts immediately below.

This method, however, may make leveling far too fast--perhaps the experience gained by any action could be determined by the DM. After all, the Nerevarine can't really learn anything new from squashing a scrib with his uber blunt weapon skills, can he? (This would also keep some people from gaining infinite XP in a single skill by simply repeating the same action over and over--examples being repairing iron longswords repeatedly or making fortify intelligence potions repeatedly--though the latter may have the same terrifying consequences for the DM as it has for the game, and need to be dealt with in a seperate manner.)

Either 1 feat could be gained per level (Most characters will have around 40 or so feats at max level), or 1 feat every third level, but that would be an incentive to minmax character creation & leveling so that you can gain as many levels as possible, resulting in more feats. (Since max level is a variable determined by how you level and how you make your character...)

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.)

In regards to the Derived Attributes, I want to try and get it setup so that they are only derived from an Attribute, not actually tied to the current Attribute rating. This would eliminate issues such as you have described here. In regards to the desire to min/max a character, that is one of the great things about pen/paper RPGs, GM intervention. The GM is the arbiter of the game, and can decline allowing a player to do something for whatever reason (think of them as the game engine, applying whatever limitations they feel needed to maintain game balance, so they are just an adaptable engine - an engine with GREAT AI). In truth, any system such as this can be abused, it is up to the group playing to decide not to (or to do) that.
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Genevieve
 
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Post » Fri Dec 24, 2010 2:34 pm

Nonsense, you could still certainly provide some good input. Just because you use a single system means little in regards to that, even folks with no RPG experience can still help (as by using this forum you probably know something decent about the ES game line, and thereby can provide input).


After all, I'm supplying ideas and I've never played a PnP game--I just read about them and understand a few things and player gripes.

Now, onto the big retort: *Snippet*


That seems like a wonderful way to handle leveling. While I think failed checks should only return 1, I also like it since it means low leveled characters will level faster than high level characters, which was something else I wanted to figure out.

In regards to the desire to min/max a character, that is one of the great things about pen/paper RPGs, GM intervention. The GM is the arbiter of the game, and can decline allowing a player to do something for whatever reason (think of them as the game engine, applying whatever limitations they feel needed to maintain game balance, so they are just an adaptable engine - an engine with GREAT AI). In truth, any system such as this can be abused, it is up to the group playing to decide not to (or to do) that.


That's exactly why I've always wanted to play a P&P game, but I don't know anyone in my town who plays 'em.

Maybe we should start a checklist on things we have covered and need to cover, so we can keep our thoughts somewhere along the same timeline?
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DAVId Bryant
 
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Post » Fri Dec 24, 2010 5:33 pm

That seems like a wonderful way to handle leveling. While I think failed checks should only return 1, I also like it since it means low leveled characters will level faster than high level characters, which was something else I wanted to figure out.

I am fairly open to what the skill uses could return for success and failure, the main reason I went with two (2) was so that you do get that noticeable slow down effect in regards to leveling the character later in the game. Obviously, this can be tweaked until a desirable system is found.

That's exactly why I've always wanted to play a P&P game, but I don't know anyone in my town who plays 'em.

Indeed, it can be hard to find people who do play, or are willing to play - and thus why I think this is such a great concept/merger. Due to the content of the game (being based on TES), it has a draw to folks outside of RPGs normally, and could lead to new groups forming in places of all people who have never played but really want to try out this game. Hopefully once I am done you can D/L a copy and round up some of your friends and take a stab at this wonderful world :)

Maybe we should start a checklist on things we have covered and need to cover, so we can keep our thoughts somewhere along the same timeline?

Agreed, I have actually been slowly going through and recompiling some information to toss into the OP so that we can keep track of what has and has not been covered in any way, and to allow for it to reflect where any current discussion on topics should begin again (if someone wants to address things that have dropped for a moment), so that way we don't keep covering redundant aspects too often :)

I'll let everyone know once I get the OP reset and all.
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Angela
 
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Post » Fri Dec 24, 2010 4:52 pm

I updated all of the information in the OP (should basically all be located inside the Codebox now - and I am pretty sure it should cover everything so far discussed or detailed up until this point.
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leni
 
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