This time, we have a different starting point: this one!
I really like the name and the feel it carries, so I'll stick with it.
So we're starting with a certain damage system, one that has a cinematic feel but isn't too abstract. Seeing as many fantasy games feature combat, to varying degrees, I'll start from what is going to be the most mechanics heavy part of the game. If I can't get a minimum viable product out of it, back to the drawing board.
Rolling Dice
With some exceptions, many systems employ dice and G&G isn't about to be any different. Currently I'm leaning towards 3d6, roll under a composite of attribute and skill (and any modifiers). Attributes will likely go up to 12 and skills up to 6, meaning a master, with a maxed attribute, performing something well under his skill is nearly always promised success.
Attacks
An attack is a clean, transparent roll: take your combat skill and roll under it. If you want to pull off anything flashy or more complex, the GM will apply modifiers as they see fit. Both players and opponents roll attacks.
Defenses
When being attacked, defenses are the same - both sides may roll them and defending means you have ignored all damage the attack might deal. The might is there for a reason - defending is a choice with a price. When defending, the defender takes 1 damage and must state they are defending before an attack roll is made. Even if the attack misses, that damage is taken as the character primes for a defense, expending energy. If the attack connects, a successful defense occurs when you roll below or equal the attacker (for players) or just below them (for opponents). Modifiers might apply based on the attack.
Damage
Damage also uses d6s. All weapons deal d6 damage, with bonuses for exceptionally damaging ones. Certain circumstances or attacks might have more dice.
Armor
Makes the same assumptions as the linked post - armor is a massive asset which might turn a combatant into a nearly unstoppable thing, depending on circumstances. In general, using armor means combat fatigue between fights and ongoing damage during fights. But, it also means you can much more easily get up close, personal and stabby with opponents.
Magic
Is nowhere to be found yet. I'm not sure what I will do about it. Just saying this now.
Magical Equipment
Unlike magic, it is to be found, but it has one important assumption: it's rare, unique and not at all mundane. No simple clean bonuses as magic, nor simple clean effects. Normally used at cost, normally conveying a clearly unfair advantage.
Like before, this is raw, but deals more with the general idea and concepts.
Anyone wants to give this a quick playtest when I get more concrete things done?
Showing posts with label Gold & Glory. Show all posts
Showing posts with label Gold & Glory. Show all posts
Thursday, February 12, 2015
Saturday, January 24, 2015
Gold & Glory part 1
To my great surprise, there is no D&D-styled game called Gold & Glory. There is just the one Forgotten Realms supplement about mercenary groups, but that's it/
From the last post, the name I'm going with for the RPG With Some Combat as an Obstacle is Gold & Glory. Behind it are several concepts:
From the last post, the name I'm going with for the RPG With Some Combat as an Obstacle is Gold & Glory. Behind it are several concepts:
- The party are adventurers, front and center, first and foremost. Their goals align with one of two things, sometimes both: Gold and Glory. Progression will be based on character and party goals, both of which must provide Gold, Glory or both when completed.
- In that vein, the party receives 3 kinds of awards - Gold, which is used to buy stuff; Glory, which is used to improve your character; Things, which can be anything from a title, to loot to a statue in the center of town. When taking up a goal, there should be absolute clarity on what is awarded.
- Characters are relatively simple constructs, created freeform. There are 5 attributes, ranked 0 to 8, and 11 skills, ranked 0 to 4. More is better. To make skills more in-depth, each has abilities which may be learned, called moves, and specializations which may be picked up.
- Rolling is done via a d6 dice pool. The amount is decided by attributes, an amount of dice you roll equal to its rank, and a skill decides how low still counts as a success. Succeeding in a task requires a certain number of successes. Rolling all or none is criticals.
- Equipment is general and provides clean and easy to parse bonuses or advantages. Weapon choice has bearing as far as category goes, armor choice has bearing according to weight.
- HP is Endurance, Mana is used to limit spell use. The prior is how close a character becomes to being taken out by the next attack, when 0 is "right there". The latter relies on open choice magic with limited daily supply.
- Glory is used as XP to improve your character, purchasing skill levels, new moves & specializations and even improved attributes.
- Gaining Glory is done strictly through goals and carousing. Defeat of opponents, in that regard, is not considered inherently glorious. Similarly, a goal must in itself be glory-worthy. Kobolds are rarely glorious. Any fodder is rarely glorious.
- Combat is done in one of two ways - actual fighting, bloody and hectic, and obstacle combat, which is a quick roll against a set difficulty. When doing the latter, the stuff form the previous post comes up.
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