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I'm in the concept phase of creating a new system to be played exclusively using a virtual tabletop. The main idea is to create a complicated system for determining the success of an action in terms of number crunching, and have the computer auto-crunch therefore creating a very clean roleplay experience. I would like to ask you more creative-minded-but-not-too-opinionated gamers for some input.
The main deal that sets my system apart is you roll the big die, along with some mod die against a set number. If you are in combat against another creature then they roll their defense die and subtract from your attack and verse visa, OBVIOUSLY trying to get your roll below the dc and therefore avoiding danger. The reason to do it this way is so that the GM's job is simplified to the point where he can look at the result of the roll, and know INSTANTLY with virtually no mental-energy spent weather or not a roll succeeded.
Thoughts?
Also if you are interested in joining the playtest let me know. We're looking at the first official one this tuesday on roll20.net.
You'd be better off not using the name of an alien porn mag from Mass Effect as the title.
As far as the system goes, even with computers crunching the math, cleaner tends to better unless you're going for a very simulationist approach. What's the mod die? What's the base die? How swingy is the game and how much is defined by character skill? Is it intuitive for PLAYERS to know how easy it will be for them to succeed at a task?
Named it after the constellation. It makes me sad that that's how such a beautiful name is associated now. Its a working title
Base die is 2d100 and the mod die for the attack/defense starts at approximately 1-30 and as you develop your character it goes up to 70-100 using die rolls from a collection of abilities and skills (strength, dex, melee/ranged, toughness/dodge). Its core swing is similar to DnD3.5 or Pathfinder where if you min/max you can really corner some advantages if you want but there are SO many options that come into play that the common sense factor must be considered when building.
How intuitive it will be will be determined over time with playtesting. I feel good about it because the biggest crunches are automated down to 3 clicks (select your guy, choose the action, choose the target) but time will tell?
How will the GM manage things if he has to improvise a situation? I think the danger is that if you build what is essentially a computer game, then your game will have at least some of the same kinds of restrictions on what the players can do that a computer game would.
(Please do not gift. My game bank is already full.)
Posts
As far as the system goes, even with computers crunching the math, cleaner tends to better unless you're going for a very simulationist approach. What's the mod die? What's the base die? How swingy is the game and how much is defined by character skill? Is it intuitive for PLAYERS to know how easy it will be for them to succeed at a task?
Base die is 2d100 and the mod die for the attack/defense starts at approximately 1-30 and as you develop your character it goes up to 70-100 using die rolls from a collection of abilities and skills (strength, dex, melee/ranged, toughness/dodge). Its core swing is similar to DnD3.5 or Pathfinder where if you min/max you can really corner some advantages if you want but there are SO many options that come into play that the common sense factor must be considered when building.
How intuitive it will be will be determined over time with playtesting. I feel good about it because the biggest crunches are automated down to 3 clicks (select your guy, choose the action, choose the target) but time will tell?
(Please do not gift. My game bank is already full.)