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This RPG system I'm writing.

edited 2011-04-28 15:59:35 in General
[tɕagɛn]
I finshed the Math TAKS very quickly, so I wasted time writing out an RPG for my series Full Auto. I got about 8 pages done, detailing the races, shooting rules, stats, and other stuff. It's pretty much a mix of Exalted and Warhammer 40K with some original stuff (the system, not the setting....though New Earth shares themes with the Imperium and Creation), but I like it. But damn, I don't know if I'm balancing stuff correctly or not...I think I made Robots too different from tue other races, it took an hour to write the shooting rules (I wanted to add rolls to see what body parts the bullets hit, but I don't want turns to take forever), and other things. And I'm not sure how many points I'll give players to use in character creation (there's 18 stats, each one maxes out at 20, characters can't start with more than 5 in a stat, unless they're robots, who can start with 6 in a stat).... But writing this is fun! I'm going to type up what I wrote today. If you want to know any more, just ask. -Ak-48
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Comments

  • The best way to tell if what you're doing is balanced is to have a group of friends playtest it.
  • ^ Pretty much this. Playtesting is the easiest way to check for balance and fun.
  • Before I even clicked on it.

    But yeah, the only way to tell if a game is balanced is to actually play it, and adjust it based on how people are playing and such.  Likewise, that's pretty much the only way to tell if it's fun, so you should be doing that anyway.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    The only way to make something balanced without playing it is to make everything the same. Which doesn't make a good game. So yeah, what they said, playtesting is good.
  • Well, with my group kinda shattered right now, that might be difficult. And I've barely started writing this thing.


    I just finished typing up the races (of which there are only three...this game is more about the classes, not races). I'm still not sure if I made Robots too unique and different for their own good. Would you like me to post the page so you can review it yourselves?

  • Glaives are better.
    18 stats?

    Geeze.

    As an elegan/tg/entleman, I've got to say this: people like simplicity. If it's easy to memorize, then it's more likely to succeed, and more enjoyable to run. If you can't quickly and easily memorize the rules, then you'll spend more time with your nose in the rulebook, and that isn't fun.

    Try to emphasize fun. What rules you make should allow for that. If having a hit chart with spectacular results is fun, then go for it - but it probably should be reserved for critical hits or spectacular events, because if you have to roll EVERY time you hit something, it'll get old.

    If the robots feel too overpowered, change them. Robots in the WH40k "Men of Iron" sense should be large, bulky, unimaginative and prone to programming errors. Giving them an edge in physical stats but a penalty for mental and social stats might be justified.


  • Those 18 stats are also the only stats in the whole game. Exalted has like 25+.


    Stats in Full Auto are supposed to represent basic knowledge of that stat. Things called "specialities" narrow that down.


    To name an example, a character can have 4 in Tech. This means that she knows technology pretty well--any roll involving Tech lets her roll 4 dice. However, she has a "Computer hacking (Tech, +2) " speciality as well. If she's doing any type of action involving hacking, she can roll her tech stat plus 2--in this case, 6--instead of just 4. So specialities represent the stuff the characters knows better than others. Rather than having a rigid list of skills like D&D or Exalted, Full Auto lets you put anything you can think of as a speciality. They can be as broad as "Logic puzzles (Int, +2) to as specific as "Every single bit of knowledge on the Arrigiazo Bolta-34 Rocket Launcher". You also have no limit on how many you can have (though you should excercise restraint, of course)


    Those 18 stats are the only stats in the whole game (not counting things like damage for guns and other things like that). And 6 of them are weapon stats, so your character probably won't use much more than about 13-15. So Full Auto isn't that complicated.

  • ☭Unstoppable Sex Goddess☭
    Post a link Chagen, so we can test it.

    I am almost finished with mein battle system, the only problem is making a test file that isn't 500 fuckin' MB.
  • I recommend building the game through iterations, adding new stats when you knwo the old ones work.
  • ☭Unstoppable Sex Goddess☭
    ....holy crap that's a good idea.

    -goes to revise-
  • Vorpy: This thing is no where near done. I still need to write combat rules for magic/melee, write the magic spells themselves, write the rules for dramatic actions (though those could basically be lifted from Exalted), write down the guns...

    I have this project split into mutliple books:

    Full Auto: Book 1, Core rulebook

    New Age Of Weapons: A huge book detailing the massive amount of firearms in this game.

    Technomancy: Spell book.

    The Eternal Engine: Robot book. Probably won't be longer than 40 pages though.

    The Wild Side: Beastmen book. Like the Robot book, probably not more than 40 pages.

    Heavy Gear: Rules for driving Mecha, Helicopters, Tanks, Planes, APC's, Cars, Bikes, Boats, and the like.

    Those are the books that need to be written for this to be considered "finished" for me. I'm only starting on the core book (this is a lot easier than writing fiction).
  • In my opizzle, you have way too many ambitious projects Chagen.
  • Full Auto is not something I ever expect to be done with soon. I'll work on it throughout my years. 

    Hellfire Catharsis is fiction, so I can take my sweet time with that too.

    My other projects are in permanent hiatus unless all the lights in the heaven align and I make my animation company. 
  • edited 2011-04-28 20:44:39
    So you want an animation company, an RPG system, you want a book series with at least 5 parts, you want to learn 15 languages, and you want to be a millionaire. Anything I'm forgetting?

    Yeeeeeeah...I would literally bet all the money I've ever had that you will not pull off any of these things.
  • Okay...I typed the shooting rules today. And I made an example, like all good corebooks.

    ....Holy fuck, the shooting system is an absolute mess. It's got some good ideas, but the thing falls apart in execution. This is what I get when I try to adapt WH40K's system, which uses d6s, to a d10 system.

    Not even counting that, character's just don't have enough HP. You'd die way too quickly, given how some guns can do 20 damage per bullet or more (characters start with 100 in each of their body parts). And those guns can shoot up to 20 bullets in a single turn. That's a raw damage of 400, and no amount of defense can guard against that much.
  • Tell you what, if you run it online, maybe on TVTropes, I'll play with you. We can test it out. Even if I have to run three or four characters.
  • I'm permabanned on TvTropes.
  • edited 2011-04-29 13:44:40
    ^^ Warhammer 40k's system is kind of a mess anyway, and I can't imagine using it in an RPG.  Then again, I don't have any experience with RPGs so... I dunno.

    And... why on earth are you making weapons that do 20x20 damage a turn if your characters have 100 HP?
  • Because the weapon in question is a heavy machine gun twice the size of an M-16. And you can choose how many bullets you want to shoot, 20 is just the max.

    Also, losing HP doesn't actually kill you. Characters have 100 HP each on their arms, legs, body; and head. Losing HP lowers the use of that part, but you die from gaining 10 wounds....which you gain when you are low on HP on a part (it's supposed to simulate bleeding to death).
  • ^ That is similar to Deadlands.
  • edited 2011-04-29 15:03:08
    If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    So losing both your arms and both your legs would not cause you to bleed to death?

    ...
  • It will, very quickly. Losing one limb means you gain three wound a turn. Barring magic, ten wounds means death.

    Losing all your limbs would mean you gained 12 wounds each turn. Which you would kill you in one turn, unless a mage can cast stabilizing magic, and then someone with 8+ in Medical can stabilize you further, at least long enough to get you cybernetic prosthetics.
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    Good. Good.
  • Also, very few things would sever your limbs but not your body.

    Most things that can destroy body parts easily, like the Hætier Tank Cannon or the Anti-Matter Pulse Rifle, would just blow up the defender completely. And most of the surrounding area....
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    A large gun can easily blow off your shoulder.
  • New Earth Humans are stronger and more resiliant than Old Earth humans such as us.
  • I am Dr. Ned who is totally not Dr. Zed in disguise.
    Any incendiary(or acid/special) ammo/rules?
  • There are large amounts of ammo.

    There's already the seperate gun classes: Bullet, Laser; Pulse, Sonic, Melta (flaming oil. Very sticky oil), and Freeza (Liquid Nitrogen).

    I'll explain more in about half-an-hour. I'm at school and my Ipod is slightly unwieldy to type on. And is about to die.
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    Laser

    -_-
  • What? They're inspired by the Lasguns of Warhammer 40K.
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