If you have an email ending in @hotmail.com, @live.com or @outlook.com (or any other Microsoft-related domain), please consider changing it to another email provider; Microsoft decided to instantly block the server's IP, so emails can't be sent to these addresses.
If you use an @yahoo.com email or any related Yahoo services, they have blocked us also due to "user complaints"
-UE
This RPG system I'm writing.
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
Comments
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.
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?
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.
I am almost finished with mein battle system, the only problem is making a test file that isn't 500 fuckin' MB.
-goes to revise-
Hellfire Catharsis is fiction, so I can take my sweet time with that too.
Yeeeeeeah...I would literally bet all the money I've ever had that you will not pull off any of these things.
....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.
And... why on earth are you making weapons that do 20x20 damage a turn if your characters have 100 HP?
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).
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.
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....
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.