Showing posts with label attributes. Show all posts
Showing posts with label attributes. Show all posts

Friday, February 10, 2012

2D6: Decisions and (some) Details

The last few days of work have been pretty demanding of my spare time but I am back at work on my 2D6 based game system.  First of all, I do appreciate the comments and suggestions made by all that did so; even if they went in directions that different from mine.  The responses ensured that I looked at differing views and design intentions instead of just simply deciding on something out of thin air.  If I do not wind up using your idea in my design do not take that as a slight on your part; it boiled down to a difference of opinion or point of view and not a judgment on quality or usefulness.  Feel free to continue with suggestions in the future - suggestions are always helpful to me - or, even better, take your ideas and start making your own game; I would love to give some input!  The information below contains the basic ideas I have decided to use for this design.

Narrow Focus
I believe there was some initial talk on my part of just trying to start with a system and then fine tune it to each genre.  That plan has changed.  The focus of the game will now be on the fantasy genre.  I feel that by limiting the focus to just one genre that it would be easier to complete.  I may move on to other genres in the future.

Task Resolution
The 2D6 fantasy game will use a single, unified Action Result Table to determine the outcome of all actions in the game; regardless if the attempted action is striking with a sword, searching for a trap, deciphering a code, etc.  I know many games have different mechanics for different actions in their rules - some of my favorites are guilty of this - but I am getting to the age that I would rather play than worry about cross referencing this rule on page 48 with that rule on page 210 while keeping in mind that I need to remember the optional method detailed on page 58.  You get the idea.  I hope to have clear, concise rules that do not need to referenced every time a player has his character perform an action in the game.  One of the ways I will accomplish this is by putting the ART on the character sheet.

Attributes
Each character will be defined in the most basic physical and mental sense by the use of a short list of attributes.  I have went back and forth on the number of attributes to include in the game.  I am still not 100% sure but after reading some of the previous comments I have figured out that it would probably serve me best to come up with a make shift list of attributes and see how the talent list interacts with them.  Once that is determined, I can adjust the number or definitions of the attributes to suit the game.  At this moment, I am trying out 4 attributes:

Might [M]: a measure of the character's physical strength, constitution, and overall health.
Prowess [P]: a measure of the character's balance, coordination, and reflexes.
Knowledge [K]: a measure of a character's ability to store, understand, and use information.  
Will [W]: a measure of a character's mental toughness and ability to fight off stress.

The attributes will be rated on a simple scale that is easy to follow.  Negative numbers (-1,-2, etc.) are considered below average, zero (0) is considered average, and positive numbers (+1, +2, etc.) are considered above average.

I have tried several different methods for attribute generation ranging from point distribution, archetype selection, to random rolls.  I wanted race to play a role in the determination of attribute ratings but I did not want to do the typical modifier to a roll.  Instead, I came up with a chart of weighted rolls that will tend to create characters matching the typical adventurers of that race; at least, I hope that is what the following chart does.

              Might 
If your roll is a...
Dwarf
Elf
Human
2
-1
-2
-2
3
-1
-2
-1
4
0
-1
-1
5
0
-1
-1
6
0
-1
0
7
+1
-1
0
8
+1
-1
0
9
+1
0
+1
10
+2
0
+1
11
+2
0
+1
12
+2
+1
+2

This table is just an example and not the finished results but you get the idea.  Of course, I just realized that the chart is not set up to have the middle range of rolls be the most common results.  I *think* that would make a difference BUT I am no mathematician so I really do not know if it matters or not.

Talents
Talents will be the skills of this game system.  They will get a rating similar to attributes and work in much the same fashion. I am working on the talents now.

Boons
Boons are advantageous abilities that will also serve to help further individualize and customize your character.  Normally, a character with a Might +1 is basically equally as strong and tough.  A boon of Strong makes him physically stronger.  I have two ways I am evaluating to simulate this.  First, the boon could be slightly strong (+1) or very strong (+2).  You would simply apply this bonus on top of Might when you are doing a task that is related to strength.  Second, the other option I am looking at just gives you a bonus D6 to roll.  I am not sure if you get to pick the 2 rolls you want to keep OR assume a 6 is there and you get to roll 2D6 and use the highest.  

Final Thoughts
That is it for now.  It seems to be coming together a little bit now.  I will continue working on the talents list to see where I stand on the attributes.  If anyone has any input, feel free to share. 


 

Sunday, February 5, 2012

2D6: Attributes

One of my design goals with the 2D6 system is to keep the details to a minimum.  Part of that involves streamlining the list of attributes.  I have come up with a list of 3 broad attributes:

Might [M]: a measure of the character's physical strength and fatigue potential.

Prowess [P]: a measure of the character's balance, coordination, and reflexes.

Intellect [I]: a measure of the character's learning potential and reasoning ability.

I like the fact that the list is short and to the point.  I am not 100% sure that only 3 attributes will serve the purposes of this system.  I am unsure if I need to add another attribute that measures some form of mental toughness and stress resistance.  I think that social attribute stuff can be handled with talents or advantage type stuff.  I am designing outside of my comfort zone so I am sure it will take several attempts to get it right.

I am thinking that the race of the character will help determine the attribute ratings. I probably will not go with mechanical modifications to the initial scores that are rolled but something different.  Maybe a roll of 2D6 for each attribute on a chart in the race description.  This specific chart will be weighted to generate a rating in line with typical members of that race.  For example, an elf might have a might generation chart that looks something like this:

Roll            Score
2                 -2
3 to 8          -1
9 to 11         0
12               +1

It is easy to see that the majority of elf characters will have either a -1 rating or average rating.  Of course, selection of class/role/etc. could also change this rating in some manner also.  

More later...







Thursday, January 5, 2012

RIFTS: Generating Attributes & Exceptional Attributes

I dug out my copy of RIFTS: Ultimate Edition earlier and started flipping through it.  I should have known better because it always makes me want to start up a new RIFTS campaign.  I have been a long time Palladium fan and player so I am comfortable with the rules.  I do, however, have ideas for some changes to the rules.  I have given some thought to Attribute score inflation over the years and what would be the best way to avoid it. I came up with some complicated methods of attribute generation that would work but they turned out to be more trouble than they were worth.  This morning a possible answer just came to me out of nowhere while scanning through the color plate section of RUE.  

Standard Rules
Each of the attribute scores are generated by rolling 3D6.  If a score of 16, 17, or 18 then that attribute is considered exceptional and an additional 1D6 is rolled and added to the score.  If another 6 is rolled then an additional 1D6 is rolled and added to the score.  End of process.


My Issue
I like the possibility of rolling an exceptional attribute BUT I do not like the fact that it is impossible to generate a score of 16.  Once you roll a 16, the attribute is considered exceptional and will be added to.

Possible Solutions
I came up with several different methods that would be similar to the original rules, keep a possibility of an exceptional attribute on a roll of 16 - 18, and would not add a bunch of unnecessary complication to the rules.

Method 1: 3D6 Roll Again
This method generates scores by a roll of 3D6 and then roll 3D6 again if the total is 16, 17, or 18.  If you meet or beat your score, then the attribute is considered exceptional and you follow the standard rules from this point on. 

I think this method is okay but it makes the chances of getting an exceptional attribute more difficult with the higher score you roll.  I know many players will not like this and I am not so sure that I like it either.  

Method 2: 3D6 + 1D6 (different colors)
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:


*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 3.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 5.
(This additional D6 is the only additional roll that gets added to the attribute score.)

I like this method because you can generate scores of 16 - 18 that give you the possibility of an exceptional attribute.  Plus, the higher the score then the likelihood of an exceptional attribute increases.

Method 3: 3D6 + 1D6 (different colors) [take two]
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:

*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 5.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 3.
(This additional D6 is the only additional roll that gets added to the attribute score.)

This method is similar to method 2 and shares much of the same appeal to me.  I kind of like the fact that if you reverse the table then no one can generate an attribute score through rolling alone that is higher than 21.  This method may be the way to go.  

There are my thoughts on attribute scores and exceptional attributes under the Palladium Megaversal System rules.  I do not like method 1 but included it for completeness.  If anybody has any experience with altering this part of the Palladium rules, feel free to give me any input at all. 

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edited for clarity in method 1.