I had mentioned this briefly on the "search for resolution mechanic" thread; but I think it got lost in the raging battle of dice resolution times.
I've been hammering away on my own attempt at game design. And I'm ready to throw myself to the wolves -- just make sure to be specific in your criticism, if you please.
At the moment, I'm mainly concerned with just the resolution mechanic; but am happy to discuss other areas (though, be forewarned -- this is all still in the basic R&D phase, so I'm not sure how detailed I'll be able to be)
Well, HERE's an alpha-prototype of the proposed character sheet (I still have to finish up the margin info; but that's dependent upon finishing the product), to help give a visual off what I'm talking about.
The game is meant to revolve around "action/horror", with the PCs filling the role of "Action Survivor" (eventually leveling up to "Badass").
Oh, and this uses exclusively d12s. Why? Because I like them, and feel that they don't get enough love in RPGs.
Okay, so on to it .... here's how it works: (spoilered for space)
The dice pool = general skill + specialty. Traits determine chance of success. Survivalism is related to exploding dice.
1) Skills:
Skills are broken down in to "general skills" (the bolded skills with the left-set rank boxes) and "specialties" (the un-bolded skills with the right-set rank boxes).
-- CharGen note: you can add ranks in a specialty only after first getting at least 1 rank in the relevant general skill. All skill rolls are linked to specific traits.
In the even that you have to roll a skill and you don't have any ranks at all in that skill, you default to a "chance die". A Chance Die is just 1 die, that can never explode, and if you get a "12", you severely fucked up. This is just a specific case of the general critical failure rule, which says that if all of your dice roll a 12, you just royally fucked up (and we're still working on what exactly a critical failure means mechanically)
2) Traits:
Your ranks in a trait determine your success range. If the # on the die is less than or equal to your ranks in the respective trait, it counts as a success. (Frank already chimed in on this a little on the other thread, and I will address this at the end of the post)
3) Survivalism:
Every 3 (or 4 -- still working that one out) ranks in Survivalism adds +1 to your explosion range (known as your "survivalism modifier"). Dice don't explode at all until you get your 3rd (or 4th) rank in Survivalism; at which point, 1s explode. So, at Survivalism 12, your dice explode on a 4- (or 3-, depending on how the final decision works out).
-- character note: Your actual ranks in Survivalism is your dice pool for "survival rolls" .... which is the equivalent of a "saving throw" or a "willpower roll" or whatnot.
Combat:
Your basic attack roll will be a normal weapon skill roll. Damage dice pools and success ranges will be determined strictly by the weapon (i.e., each weapon will have its own exclusive die pool and hit #); with attack successes counting as "auto successes".
Defense will subtract from attack dice pool, and Grit subtracts from damage hits.
Everything else on the character sheet is open to discussion as well; but like I said earlier, I'm probably only going to be able to give vague general answers. However, discussion of these areas will also do me a lot of good.
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Now, I'd also like to take the opportunity to address this:
I've got a couple of questions and an observation:FrankTrollman wrote:So fixed TN 13, but you add bonuses to every die, and you're rolling a fuck tonne of d12s? What the fuck made you think that was a good idea? And the whole variable bonus dice thing is a non-starter because we already saw how shitty that was in nWoD.
-Username17
Q1) At what point is a dice pool considered a "fuck tonne"? I was thinking that a max of 12 dice would stop just short of that particular unit of measure.
Q2) I have no clue what you mean by "variable bonus dice". Unless you're talking about the exploding dice thing .... ???
O1) as noted earlier, I hadn't thought about things as "fixed TN 13"; and kinda liked that ... until I took the time to think about it a little more.
As I see it, it's a matter of player perspective, as well as a very important distinction as it relates to the time it takes to resolve a given dice roll. Here's the deal: when you think on it as "TN 13", you end up having to do up to 12 separate computations in a given roll (granted, it's only adding 2 1-digit numbers; but it's still 12 computations nonetheless). Thinking on it in terms of a success range changes things around, so that you determine what the "hit" number on the dice will be for the roll, and then just count the hits; thus saving loads of time.
anyways, just throwing that out there.
EDIT: with the changes made above, I'm not sure relevant Q2 or O1 are anymore.
Thanks.
EDIT: made appropriate changes as per tussock's recommendations.
EDIT: corrected how defenses work
