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.

13»

Comments

  • No rainbow star
    Joke item: Pogo Stick
  • edited 2011-05-02 19:10:13
    [tɕagɛn]
    I'm not sure what to do now.

    The shooting rules are still tripping me up. I thought a "subtract weapon difficulty from user's weapon skill; must roll below this number to hit" style, but that would have a small rift between it and the normal dice-rolling rules--normal dice rolls have you rolling above a number, combat has you rolling below a number. This may be small, but I think consistency in rolling would give a more professional feel.

    This also leaves me with a conundrum involving combat rollls--a 0 (counted as "10" when finding out is an automatic miss, however, obviously, it's possible to have situations where the user must roll a 0 to hit  Never mind, I can't even get my own rules straight. I'll just have rolling above the to-hit number equal an automatic miss--a 1 will result in that hit being Critical.

    Even then, the system seems too....unbalanced? To demonstrate, here would be the base to-hit numbers for a gun with 1 in difficulty:

    1 (weapon skill): 1/0 (not sure which--if it's 0, that really means that the shot is an automatic miss; if it's one, that hit cannot critical)

    2:1

    3:2

    4:3

    5:4

    6:5

    7:6

    8:7

    9:8

    10:9

    ...If players are expected to start with around 3-4 in a gun skill (assuming they're a gun-using class, of course), then they will be missing a lot. Specialities should get around this, however--if a character starts with a 4 in Small Guns, a Pistol, and a "Pistols (Small Guns, +2)" specialty, they'll have a 6 in Small Guns when using that pistol. But the system is too unbalanced. People will still be missing a lot, but given that they're supposed to be firing an average of 5 bullets each turn (and weapons like Pistols have bonuses that will bump up the to-hit number automatically),  it may be salvageable. But it's not what I'm looking for.

    Now I see why it takes many men and women to make these kinds of games. Decisions, decisions...


  • I am Dr. Ned who is totally not Dr. Zed in disguise.
    Do you have critical failures in your game?
    Mainly as I love the idea you can do yourself in by accident.
  • I would, but there's not enough room on the dice for it. 

    Well, when doing actions like running or jumping between buildings, I'll take another page from Exalted and have a 1 be a botch. A botch can mean simply not counting, nulllifying the entire roll, or be a Critical Failure, which can cause some hilarious things to happen. Or not so hilarious.

    There'll be an ability called "Achievement In Ignorance"--characters who have this and suffer Critical Failures can have good things happen to them. Such as, if the character is falling, and his player rolls to catch a ledge, but gets a Critical Failure, it's possible for the character to not get hit because they missed the ground.

    In more extreme cases, a characters can fire a gun without any bullets because they were too dumb to realize that the gun was empty.
Sign In or Register to comment.