Unnamed System

This is just some basic ideas for a game system that I am slowly moving from random pieces of scrap paper to the web, and hopefully further developing the ideas.

Basics

  • Skills and Attributes are combined into one list (use Spirit of the Century's skill list as a starting point).
  • Affinities allow cheaper purchase of skills (elven bowmanship, hobbit's stealth, cimmerian's climbing).
  • Scale determines how many dice are rolled. Humans and similar species (elves, dwarves, orcs) are at scale 2 for all tasks and therefore roll 2d6. Larger creatures such as trolls and ogres are scale 3 for strength based actions and therefore roll 3d6.
Check TypeCheck Length
Static 1)Simple 2)
Dynamic 3)Complex 4)

Skills

Level Cost (No Affinity) Cost (Affinity 1) Cost (Affinity 2) Cost (Affinity 3)
1 1 0 -1 -2
2 2 1 0 -1
3 3 2 1 0
4 4 3 2 1
5 5 4 3 2
6 6 5 4 3
7 7 6 5 4
8 8 7 6 5
9 9 8 7 6
10 10 9 8 7

Combat

Weapons are rated with Damage (expressed by an Xd6 roll) and Armour Piercing (AP). AP needs to account for regular shots (FMJ), shots that are bad against armour (shotgun shot, hollow point), and shots that are good against armour (armour piercing bullets). Armour is rated with an Armour Rating (AR).

Called Shot can be used to deal greater damage (multiply damage, add dice, or flat bonus?) or to cause an effect (knock a weapon out of hand, cripple a limb).

Cover Type Amount Modifier Example
No Cover 0/3 0 Standing
Minor Cover 1/3 -1 Kneeling
Major Cover 2/3 -2 Prone
Full Cover 3/3 -3 Fully behind an obstacle

Equipment

Weapons

Medieval Melee

Weapon Damage Armour Piercing Rate of Fire Examples
Unarmed Punch, Kick
Hand Weapon +2 Knife, Hatchet
Hand Weapon, Armour Piercing +1 2 Club, Dart
Small Weapon +3 Short Sword, Fighting Axe
Small Weapon, Armour Piercing +2 2 Mace, Spear
Large Weapon +4 Long Sword, Battle Axe
Large Weapon, Armour Piercing +3 2 Warhammer, Lance
Two-Handed Weapon +5 Two-Handed Sword, Two-Handed Axe
Two-Handed Weapon, Armour Piercing +4 2 Maul, Pike

Medieval Ranged

Weapon Damage Armour Piercing Rate of Fire
Sling 2d6
Short Bow 3d6
Long Bow 4d6
Light Crossbow 3d6
Medium Crossbow 4d6
Heavy Crossbow 5d6

Modern Firearms

Account for Accuracy at long range and in close quarters, so that sniper rifles and similar large weapons are a hindrance to CQB. Scopes can multiply those range numbers (putting a scope on a sniper rifle makes it even worse for CQB, but better for long range). Maybe the accuracy bonus is an accuracy negative inside a certain range.

Weapon Damage Range Size Accuracy Rate of Fire 5) Ammo 6) Examples
Light Pistol 1d6 1 0 Single, Double Tap 8 84 Cheetah
Medium Pistol 2d6 2 0 Single, Double Tap 12 Glock 17
Heavy Pistol 3d6 3 0 Single, Double Tap 8 Desert Eagle
Machine Pistol FIXME 1d6 3 1 Single, 3 Round Burst, Automatic 30
Submachine Gun 2d6 4 1 Single, 3 Round Burst, Automatic 30 MP5
Heavy Submachine Gun FIXME 3d6 5 1 Single, 3 Round Burst, Automatic 30 UMP
Assault Rifle, Carbine FIXME 4d6 6 2 Single, 3 Round Burst, Automatic 30 M4
Assault Rifle 4d6 7 2 Single, 3 Round Burst, Automatic 30 M16
Heavy Assault Rifle FIXME 5d6 7 2 Single, 3 Round Burst, Automatic 30 AK-47
Light Sniper Rifle 5d6 7 3 Single 8 PSG-1
Heavy Sniper Rifle 6d6 8 3 Single 8 M82
Shotgun, 12-gauge pump, solid 4d6 7 1 Single 7) 8
Shotgun, 12-gauge pump, buck 5d6 7 1 Single 8) 8
Shotgun, 10-gauge double-barrel, solid 5d6 7 1 Single, Double Tap 2
Shotgun, 10-gauge double-barrel, buck 6d6 7 1 Single, Double Tap 2

Armour

Medieval

Type Armour Rating
Leather 1
Chain 2
Plate 3

Modern

See Wikipedia for reference.

Type Armour Rating
Type I 1
Type IIA 2
Type II 3
Type IIIA 4
Type III 5
Type IV 6

Additional Resolution Systems

D6 dice pool system. Every character starts with 1 die for every skill. Additional dice are bought. 4+ counts as a success on one each die, count successes.

A challenging skill test is equivalent to half the skill pool. Difficulty 1 for a 2 skill pool, difficulty 2 for a 4 skill pool.

1) Skill check against a static object or situation, where there isn't an opposing force directly working against you. For example: climbing a wall, running a race. Note: there can be an opposing force competing against you, but unless there is direct skill versus skill contact, it is a static check, like the previously mentioned foot race.
2) Something less consequential or a situation requiring speed of resolution. A single roll to determine success or failure in a situation, or a winner and loser.
3) Skill check against and object or situation that is directly opposing you. For example: arm wrestling, hacking a computer actively being protected by another hacker.
4) A more complex or consequential skill check, or a situation requiring more back and forth for greater drama and tension.
5) Single Shot (regular attack), Double Tap/3 Round Burst (decrease in accuracy, maybe -1, increase in damage, maybe roll double dice), Automatic (5 bullets, increase in accuracy, maybe +1, slight increase in damage, maybe +1d6)
6) Ammo is standard FMJ unless noted otherwise.
7) , 8) Certain military and police shotguns also come in semi-automatic, and can use 3 Round Burst and Automatic RoF.
 
unnamed.txt · Last modified: 2010/03/09 09:08 by excrusader
 
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