Game Snippets

These are all random game mechanics that don't have a page of their own yet. They are mostly half-baked ideas right off the top of my head as I think about them. Hopefully they will find their way into something at my table.

Super Power Mechanics

Powers are rolled as a pool of d6's, finding the highest die and adding any static bonuses to it. Additional 6's are added on as +1 to the roll (if you roll a 2, 3, 6, 6, you get a 7 because 6 is your highest roll, plus and extra +1 for the second 6).

Non-super stats should be simple and broadly applicable. Possibly have stats for Body, Mind, Spirit, Social, examples of what they do, and maybe a couple specialties. Also keep in mind if they can combine with super powers (such as having a high Body score adding to super-strength).

Have some sort of stunt points to do power stunts. Also, instead of the Primary, Secondary, Tertiary, buy up abilities with your stunt points similar to buying stunts with Fate point in SotC.

Dice Mods

Possibilities with this dice system include static bonuses (strait +1, +2, etc.), additional dice added on (+1d, +2d, etc.), rerolling existing dice (6d pool with 1d reroll, 2d reroll, etc.), lowering the threshold for achieving +1 from good rolls (roll dice pool, take highest result, every additional 5 or 6 equals +1)

Powers Effects

  1. Attack
  2. Defence
  3. Movement
  4. Perception
  5. Ability/Skill
  6. Other Useful Ability

Power Selection Type 1

You get 1 Primary, 1 Secondary, 1 Tertiary power, with bonuses of +4, +2, 0.

Every power starts at 5d and has 1 of those effects. For every additional effect the power has, subtract 1d. Example:

The Fighting Flame has mastery over fire, able to generate and control it for his own purposes. The player chooses Fire Control as the name of his power. It starts at 5d and has 1 effect (the player chooses Attack, as a blast of flame is definitely in the character concept). He then adds more effects: Defence because the character can surround himself in flames as a form of body armour, Movement because the character can use a blast of flame behind him to allow him to fly, and Other Useful Ability which represents his control over existing flame, such as shaping it or snuffing it out. That means his Fire Control is now at 2d (5d initially - 3d for the additional effects).

Power Selection Type 2

You get 1 Primary, 1 Secondary, 1 Tertiary power, starting with 6d, 4d, 2d.

Every effect a power has lowers the dice pool by 1d.

Probabilities

Number of Dice
Roll1 1)2 2)3 3)4 4)5 5)6 6)
11/61/361/2161/12961/77761/46656
21/63/367/21615/129631/777663/46656
31/65/3619/21665/1296211/7776665/46656
41/67/3637/216175/1296781/77763367/46656
51/69/3661/216369/12962101/777611529/46656
61/610/3675/216500/12963125/777618750/46656
701/3615/216150/12961250/77769375/46656
8001/21620/1296250/77762500/46656
90001/129625/7776375/46656
1000001/777630/46656
11000001/46656
Number of Dice
Roll123456
1+6/636/36216/216
2+5/635/36215/216
3+4/632/36208/216
4+3/627/36189/216
5+2/620/36152/216
6+1/611/3691/216
7+01/3616/216
8+001/216
9+000
10+0000
11+00000

Variable Roll-Over

Roll pools of d6's, counting successes. The number needed is based on Skill Level, the number of dice rolled is based on Stat.

Purpose: Represent an old feeble master (high skill, low stat) versus a young talented upstart (low skill, high stat). Check the percentages of those two archtypes against each other.

SkillSuccessCost
Unskilled60
Novice5+
Professional4+
Expert3+
Master2+

CORPS Style Skill System

PrimarySecondary7)Tertiary8)Total Skill
1001
2103
3104
4217
5218
63110
73111
84214
94215
105217
115218
126321
PrimarySecondary9)Tertiary10)Total Skill
1113
2114
3216
4217
53210
63211
74213
84214
95317
105318
116320
126321

Mech Classifications

ClassificationRangedMeleeSpeedArmourManoeuvrability
Light Assault11102
Medium Assault11111
Heavy Assault11120
Light Scout00302
Medium Scout01211
Heavy Scout10220
Light CQB02102
Medium CQB12011
Heavy CQB03020
Light Support20102
Medium Support21011
Heavy Support30020

Simple Stat/Skill System

Stats: Body, Mind, Spirit, Social. 8 Points to spread amongst them, minimum of 1 in each. This equals a bonus. Skill: This represents the amount of dice rolled.

Aptitude Skill System

Aptitude is for Human scale abilities that are easier to learn (a Hobbit's stealth, Elven Bowmanship, Cimmerian Climbing). Scale is for something on a completely different level to Humans (Ogre's strength).

ScaleDice
Small1d6
Human2d6
Large3d6
LevelCostMinor Aptitude (-1)Medium Aptitude (-2)Major Aptitude (-3)
110-1-2
2210-1
33210
44321
55432
66543
77654
88765
99876
1010987
Total Cost55453525

SilCore Variant

Used in the Super Power example above. Roll a pool of d6 equal to your skill. Take highest single number. Each additional 6 after the first adds 1 to the total. Bonuses can come in the form of flat bonuses (+1, +2, etc.), dice bonuses (+1d, +2d, etc.), changing the range for bonuses (add +1 to the total for each additional 5 or 6), change the value for the bonus (each additional 6 adds +2 to the total), changing the range and value for bonuses (add +1 to the total for each additional 5, add +2 to the total for each additional 6).

http://anydice.com/program/87 (need to figure out the more complicated math)

 
snippets.txt · Last modified: 2010/06/05 15:48 by excrusader
 
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