Difference between revisions of "Big Changes"
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Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too. | Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too. | ||
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| + | ==Projects== | ||
| + | |||
| + | Projects are things like crafts, scoping out an opponent's base and so forth, that are done over time, they are sustained actions, require a number of successes over time to do things (for instance, making a magical sword might require thaumaturgy and smithing checks, with one of each permissable per day and ultimately requiring X of Y DC of one and Z of W DC of the other). Often skills will be Composite Checks; the Smithing and Thaumaturgy might have different DCs but would need to be rolled on one dice roll. Projects are divided into intervals of time, whereupon their current progress is updated. | ||
| + | |||
| + | Personal Projects only allow one individual to take part, the task *cannot* be split amongst several people. Group Projects allow different tasks to be divvied up amongst a group per interval. Multiple people may be able to conduct the same part, allowing multiple chances for success or allowing *several* successes at once. Alchemy, for instance, would only allow one success from a pair of chemists but would allow both to roll and take best (Extra Chance) whilst building a wall would go faster with two people (Divided Task). | ||
| + | |||
| + | Grand Projects consist of a LOT of people, with teams coordinating under team leaders and, in turn, under a project leader. Project leaders make checks that improve the team leaders and apply certain modifiers to the tasks involved. The team leader checks modify the effects of the teams. The teams, meanwhile, use an average skill modifier for the participants involved, modified by the size of the team relative to task (say, +10% modifier per 25% the group size is increased by, up to double their original skill modifier? Think it over. Obviously penalties for lower team size). This ultimately allows structures to be built, businesses to be run and agriculture to happen. | ||
| + | |||
| + | ==Composite Checks== | ||
| + | Something that requires a joint DC that a single roll must be under or has two DCs that the single roll must be under with the character's relevant skills. If one of the skills would fail, the most they can get is a Partial Success (the Skill equivalent of a Glancing Hit). | ||
Revision as of 15:34, 28 May 2018
This place is a dumping ground for stuff removed from other pages that needs to be put somewhere else now.
Contents
Example
(needs to go to x)
(details)
attack modifiers, tags
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just "attack modifier" to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers
Criticals and Fumbles
New Idea: "Attribute Relatives" - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say "characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.
Projects
Projects are things like crafts, scoping out an opponent's base and so forth, that are done over time, they are sustained actions, require a number of successes over time to do things (for instance, making a magical sword might require thaumaturgy and smithing checks, with one of each permissable per day and ultimately requiring X of Y DC of one and Z of W DC of the other). Often skills will be Composite Checks; the Smithing and Thaumaturgy might have different DCs but would need to be rolled on one dice roll. Projects are divided into intervals of time, whereupon their current progress is updated.
Personal Projects only allow one individual to take part, the task *cannot* be split amongst several people. Group Projects allow different tasks to be divvied up amongst a group per interval. Multiple people may be able to conduct the same part, allowing multiple chances for success or allowing *several* successes at once. Alchemy, for instance, would only allow one success from a pair of chemists but would allow both to roll and take best (Extra Chance) whilst building a wall would go faster with two people (Divided Task).
Grand Projects consist of a LOT of people, with teams coordinating under team leaders and, in turn, under a project leader. Project leaders make checks that improve the team leaders and apply certain modifiers to the tasks involved. The team leader checks modify the effects of the teams. The teams, meanwhile, use an average skill modifier for the participants involved, modified by the size of the team relative to task (say, +10% modifier per 25% the group size is increased by, up to double their original skill modifier? Think it over. Obviously penalties for lower team size). This ultimately allows structures to be built, businesses to be run and agriculture to happen.
Composite Checks
Something that requires a joint DC that a single roll must be under or has two DCs that the single roll must be under with the character's relevant skills. If one of the skills would fail, the most they can get is a Partial Success (the Skill equivalent of a Glancing Hit).
Open Doors Change
- This is used in Traditional Adventures - other adventure styles use Force Lock and Break Barrier to deal with locked and barred doors.
- so Force Lock and Break Barrier now used.
Move costs
Decrease some of the dang move point costs to +1/2 so that things are a bit more staggered, you know?
Armour Proficiency
A character can WEAR armour they're not proficient in but it probably...
Imposes a move penalty based on its tier, imposes skill and attack penalties and increases the FP cost per action as well as having half normal effectiveness. You also NEED each proficiency to get the next one and having the lower proficiencies lowers the penalties from ones you don't have yet a little too (basically a mage wearing platemail has HUGE penalties, a rogue wearing plate has fewer)
I may decide to allow some room for Fighter Mages and Bards and allow for a Spell Fumble %, albeit a very high one Probably X% per Spell Level Maybe Light Armour being 5% per Spell Level, Medium Armour being 10% and Heavy being 20% and you probably have to be proficient in the armour to begin with.
Talents and Magic Proficiencies
(Talents = Special Skill, each will now be listed as like "pick pockets (talent)"
Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the "I don't know much about this" for Specialist Mages and then make "I know SO much about this be MASTERY", similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these.
Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that.)
Encumbrance Levels
Its a condition now!
A character's Encumbrance level depends on the amount of weight they carry relative to their Strength. This level determines any penalties the character suffers.
| Encumbrance Effects | ||||||||
|---|---|---|---|---|---|---|---|---|
| Encumbrance Level | Full Move | Physical Skills | To-Hit | Damage | AC | Reflex Saves | Miscast Chance | Movement-Based Special Skills |
| Unencumbered | +0% | +0 | +0 | +0 | +0 | +0 | +0% | +0% |
| Light | -25% | -1 | +0 | +0 | +0 | +0 | +0% | +0% |
| Moderate | -50% | -1 | -1 | -1 | -1 | +0 | +5% | -10% |
| Heavy | -75% | -2 | -2 | -2 | -2 | -1 | +10% | -25% |
| Severe | -99%* | -4 | -4 | -4 | -3 | -2 | +25% | -50% |
- Character's Move is reduced to 1. If already 1 or less, it is reduced to 0.
Modifiers to Movement are to the character's Full Move, not their Base Move. Thus, a character with Base Move 18 normally has Full Move 18. If they suffer Moderate Encumbrance, their Full Move is now 9 and, thus, their Half Move is 4. If a character is increased beyond Severe Encumbrance, they also suffer from the Total Immobility condition.
Better Table
Use double piping! Hit edit to see how it looks, its so much easier to read.
| Language Ability | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Age Category | Own Language Fluency | Own Language Literacy | Other Language Fluency | Other Language Literacy | ||||||||
| Baby | Simple | None | None | None | ||||||||
| Infant | Limited | Simple | Simple | None | ||||||||
| Child | Complete | Limited | Limited | Simple | ||||||||
| Youth and Up | Complete | Complete | Limited | Limited | ||||||||
Example taken from D&D wiki; hit Edit on here and use this formatting, it should help with some tables!
| Score | Modifier | Bonus Spells (by Spell Level) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
| 1 | –5 | Can’t cast spells tied to this ability | |||||||||
| 2–3 | –4 | ||||||||||
| 4–5 | –3 | ||||||||||
| 6–7 | –2 | ||||||||||
| 8–9 | –1 | ||||||||||
| 10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
| 12–13 | +1 | — | 1 | — | — | — | — | — | — | — | — |
| 14–15 | +2 | — | 1 | 1 | — | — | — | — | — | — | — |
| 16–17 | +3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
| 18–19 | +4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
| 20–21 | +5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
| 22–23 | +6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
| 24–25 | +7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
| 26–27 | +8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
| 28–29 | +9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
| 30–31 | +10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
| 32–33 | +11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
| 34–35 | +12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
| 36–37 | +13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
| 38–39 | +14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
| 40–41 | +15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
| 42–43 | +16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
| 44–45 | +17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
| etc. . . | |||||||||||
and alternating colours (doesn't work without templates - https://en.wikipedia.org/wiki/Template:Alternating_rows_table_section )
| Place | Result
Template:Alternating rows table section |
|---|