Archive for the 'Dragon's Den' Section

Dick’s Cinematic Tabletop RPG Combat System, 2 of 3

September 27th, 2007 @ 8:09 am by dick

So, I have been drumming up ideas for a tabletop RPG combat system, mainly as mental-masturbation, but I think I might have found something I can use for Emporium (the combat system is the largest design hole that I currently have for Emporium). The real goal is for a combat system that is intuitive, not too complicated, yet still interesting and dynamic from round to combat round.

One way to do this is to account for proximity (think Warhammer 40k or Battletech). While that can make combat interesting, it also can turn your RPG into more of a strategic simulation.

Then, two combat systems converged in my mind as the two most interesting combat systems I have witnessed. Unfortunately, both of them are action systems, not turn-based.

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Dick’s Cinematic Tabletop RPG Combat System, 1 of 3

September 25th, 2007 @ 1:35 pm by dick

I have always disliked how AD&D handles combat, especially the damage system.

Compare a level 4 fighter, who has 40 hit points, and a level 1 mage, who has a whopping 4 hit points. The two are fighting side by side versus some castle guards. During the skirmish, the fighter gets hit with long sword which, for this example, does its maximum damage of 10 hit points and then gets nicked a few times at values of 3, 4 and 5; the mage gets stabbed with a dagger and gets completely knocked out with the max damage of 4 (some systems would have just killed him, but we always played that you get knocked out at 0 hit points and start to bleed to death until stabilized at -1 hit points).

The obvious problem with this is the disparity of damage between both characters, who are, after all, 2 humans. How can a small stab mean death to one character but hardly anything to another?

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Mineral Rights - A short story idea.

September 23rd, 2007 @ 2:10 pm by Peter

In the very near future aliens show up near the Earth. After winning the trust of most right-thinking people they exchange some knowledge and goods.

Among the trades the aliens offer a reasonable amount of some other commodity in exchange for the mineral rights to a 1 km x 1 km stretch of land out in a desert somewhere. The land has a few trace amounts of minerals with some value, but nothing humans have the technology to extract in a profitable way at the moment. Agreements are signed and the aliens get the mineral rights.

The aliens create a cylindrical force field about a kilometer in diameter and start extracting the entire volume of earth as one huge core which is slowly and constantly streamed up through the atmosphere to where a giant mothership waits in geosynchronous orbit to collect it. The mothership never seems to increase in size or actually store this tremendous volume of rock anywhere so it’s speculated that there must be a wormhole on board which is transporting the rock elsewhere for processing.

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Guten Tag - The Infinite Forum

September 21st, 2007 @ 12:55 am by Peter

I had this idea the other day for a new style of forum software. And maybe this has been done, but I haven’t seen it anywhere:

The Infinite Forum (or The Freeforall or Guten Tag )

The specifics of the forum structure would be these:

  • There would be no mandatory “forum categories” per se. Or, if there were they would only be organized according to some politeness schema (like age appropriateness, potential offensiveness level) or maybe along lines of preferred language spoken.

  • In place of standard topical categories each post would be defined by a unique identifier and a set of tags. These tags would take the place of standard forum categories. This is the centerpiece of this system, the cornerstone around which the rest of the forum software is generally organized.

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d20 New Character Classes - The Magus

March 7th, 2007 @ 8:29 pm by Peter

It’s pretty well established that I like to tinker with role-playing game mechanics, and that I have several dissatisfactions with the d20 (D&D) spellcasting systems in particular which I’ve tried to remedy over the years.

But in spite of my disillusionment with the spell-slots/fire and forget style of casting in it’s several iterations, sometimes I still get the urge to design characters more closely fitting the standard spellcaster mould, though generally I’d prefer them a bit more flexible.

Now the usual spellcasters all have some sort of limitation on how many spells they can learn and/or which ones. Also, excluding the Sorcerer, most classes must prepare spells ahead of time and have an additional restriction on how coppies of each spell they can prepare in a given day, a set of rules which rankles my sense of verisimilitude.

Long have I coveted a class which overcame these restrictions. A class with the spontaneous casting. A class without limitations on how many or which spells can be learned.

The generic “Spellcaster” class presented in Unearthed Arcana perhaps comes closest to this goal, although even that class still has a couple issues. For one thing the Spellcaster, like the Sorcerer, is limited in the number of different spells they can know at any given level. Additionally, the Spellcaster is only intended for use in games where the other generic classes (the Expert and Warrior) are being used.

As an alternative I propose the Magus, a sort of omni-mystical sage or man of power, to provide a suitable player character class.

The magus provides greater flexability regarding the type of spells which can be learned, but with limits: Magi are relatively limited in the number of spells they can have prepared at any given time, also the number of spells they can cast in a day is relativley low, and they gain no bonus feats or other special abilities. Further, to learn and cast spells most effectively the magus must diversify her abilities greatly and learn at least two different skills; while, by contrast, wizards need only concentrate on one ability and a corresponding skill.

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d20 Alternate Mechanics - Injury & Consequences (Redux)

September 17th, 2006 @ 9:17 am by Peter

A bit over a year ago I posted an idea for some alternate mechanics as a substitution for hit points for games using the d20 system. Rarely do I ever DM though, so the odds of getting these mechanics actually play-tested seemed slim. However on Thursday, this past, I actually ran an adventure in which they were tried out.

The results didn’t seem too bad and, as expected, combat was short and deadly. Overall reaction afterward seemed to border on actual enthusiasm though a number of concerns were voiced and a fair bit of discussion and suggestion quickly followed.

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d20 - Weave a Little Spell (Part I - The Basics)

August 27th, 2006 @ 3:22 pm by Peter

One thing that always bugged me about the magic system in D&D and it’s d20 offspring is the reliance on the same old “spell slots” magic system. Via this system magicians get a certain number of spells per day. The magician fills up the memory slots in his head with spells at the beginning of the day and then casts the spells throughout the day, thus emptying slots which may be filled again after 8 hours of sleep. †

This was a magic system unlike any I had ever read in story or myth at the time†† and the fact that it neither inspired me nor modeled any aspect of the worlds I’d imagined or read about annoyed me to no end.

“Well, why not throw the whole game out the window?” you ask, “There are other RPGs out there with more cohesive magic systems… take Mutants and Masterminds for example, you could use that system to model any sort of power you’d ever want and it’s powers seem intuitively balanced and consistent.”

To this I can only say:

True.

But the nostalgia man. The nostalgia!

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d20 Alternate Mechanics - Armor & Damage Reduction

August 6th, 2005 @ 3:07 pm by Peter

As Bear and Loki pointed out in response to my last entry on the subject of D&D combat: the regular system may in some ways be strange or unrealistic, but it’s simple. There’s one die roll for attack and one set of dice rolled for damage.

There’s plenty of validity to this view. But D&D actually tries to cram alot of detail into the system with spells, combat maneuvers (at least in the 3.0 and 3.5 editions), and class abilities. My feeling is that the standard D&D/d20 system has come a long way but is stuck at a crossroads. On one hand it’s straddling a fence between the old amalgam of “sub-systems” (one set of rules for damage, one for spellcasting, one for skills, many for other abilities) and a unified system (saving throws, skills, and attacks all work similarly). On the other hand it’s straddling a fence between a sort of simulationist attention to detail and a quicker, simpler system.

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Roleplayer Blues

March 6th, 2005 @ 12:45 am by Peter

So generally I spend most of my free time messing around with pen-and-paper roleplaying games. Although I don’t know if “messing around” is exactly the right phrase to describe what I do. Maybe it would be more accurate to say “wallowing in them and obsessing over them like a junkie with his drug of choice”. There are a lot of people who suffer from this particular habit apparently and I usually get encouragement in my addiction from the good people over at rpg.net.

Some of these people do actually seem to be decent, well balanced folks. But when I say “good people” here I am of course using this phrase ironically or at least as flattery. I mean “good people” in the same sense that western Europeans of centuries past referred to the fairies as “the good people”. Basically in that many are wise or impressive, but also strange or unkenable and likely as not alien to the narrator’s cosmology and morality. The sort of creatures that should be referred to as “good” out of politeness lest they take a malign interest in the you and curdle your milk or worse.

These good people keep me engaged with their threads on roleplaying matters. But after awhile the really compelling threads stop coming so I’m forced to turn to my own devices and get back to the actual RPG design that I claim to be some kind of minor expert in.

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