Thursday, 21 February 2008

The System - Basic Principals

I needed a basic mechanic when devising my system, and in deference to my D&D roots I was initially compelled to make this a 'dice + stat > difficulty' system, a method that has worked well for me in the past. It was my initial plan to use four stats to define characters and a series of classes to define them and give them unique suites of skills. This was an entirely acceptable system and I'd done alot of work on it, including an interesting magic mechanic. However it still felt clumsy, the attributes were too broad and the classes largely similar to one another.

In response I cast my net out wide and looked for inspiration, something simple, quick but comprehensive. I was also determined to only use d6 since the more exotic types of dice are at a premium in our group and I didn't want to burden us with the need to buy more. Considering all this I began work on a system using the time honoured method of defining the difficulty of a task by a number of successes gained by rolling a certain amount on a number of dice, in a similar manner to 1st Edition Exhalted.

This in itself is not the most original of systems, but for my purposes it could be easily adapted for our setting, is fairly comprehensive and modified by our relativly inexperienced GM to sort all kinds of situations.

The system (as yet lacking the poncy moniker I usually give my game systems) works as thus; characters are principally composed of a series of skills, lacking any definable attributes such strength, in favour of a focus upon having the necissary training. In terms of assigning 'dice' characters have character points (Cp) which are used to buy dice for skills and also dice for their Hit Points, raising their Hp by an additional d6 at each level.

The basic cost is thus:

Number of Dice / Cp Cost
1 /1
2 /2
3 /4
4 /8
5 /16
etc

Skills will be capped at a maximum of 5 dice to avoid mass rolling, though Hit Points can continue to be raised past this point.

Actions

Actions are a simple test where a difficulty is given (a number 1-5) and the character must roll a number of dice equal to their relevent skill, say a character has Climb 3D then they would roll 3 dice when attempting to climb something. Sometimes this can be an opposed roll (such as a guard searching a room and a character trying to hide from them) in which case both characters would roll their relevent skill dice and the one who scores more successes would be successful.

In combat this system remains the same, with characters needing to score a number of successes equal to the targets Def (which is initially 1 + their armour bonus, to be discussed later). This is not an opposed roll, as might be logical, as this leads to too much dice rolling and would necessitate the presence of an 'Evade' skill which has in the past proven itself to be so powerful as to be necissary in opposed combat rolls.

Factors affecting action rolls and some examples will be included in the next post, but that's all for now.

Marx and the Dragon

If the internet is to be believed fantasy worlds are awash with half-dragons whose mothers were raped by their fathers, leading them into a life of angst, vengence, promiscuity and super-powers... And it's all daddies fault! I could go on about how this is somewhat demeaning to women who have been raped and even moreso to those who have had a child from that union and at some point I will, but for now lets tackle something of a pet peev of mine: Dragons!

Admittedly since Dungeons & Dragons becames the rpg superpower du jour we've all felt a little obliged to have both dungeons and dragons in our campaigns. Indeed in my first DM'ing session I rushed gleefully to hunt down a dragon we could fight at level 1 as the boss of said dungeons. Dragons are, both in folklore and fantasy fiction, often symbols of incredible power. Heroes wear dragon-skin boots to protect theit little tootsies, dragon tongue is a powerful magical component, and dragons eyes can see into the future and will see a seer sell his daughter to the crew of the S.S. Whoresalot to possess them.

The problem I have with dragons is when they're treated as some kind of mystic force, as wise demi-gods of untold power; cast you eye at D&D's gold ancient-wyrm and tell me it's not a touch overpowered.I prefer my dragons more bestial than intelligent, I certainly dislike the possibility that they might go around raping comely wenches and sire a generation of gibbering anime fans. That said the dragon; a winged serpent; is an old christian allegory, though St George's dragon ate wenches rather than sexually assaulting them. Still there is an underlying sexuality there, but it's not my favourite way of looking at them.

As a boy I read The Hobbit, as you do when you're a boy, and Smaug sat on his mountain of gold resonated with me, he was greedy, clad with jewels and sleeping on gold and treasures innumerable, he was beyond greedy; he was the upper class. Marxism's never been my favourite philosophy but I do like to 'diss' capitalism; if only to prove I'm down with 'the kids'. So my dragons tend to be personifications of greed, money, food, jewels they'll take it all because they can; then sit in a dungeon and wait for some plucky hero to come and fight them because we all know; that's all dragons do.

Hmmmm... Needs some work...

What is Dice Junket?

Salutations and welcome to the inaugural Dice Junket post, and I suppose I should start by explaining exactly what Dice Junket is.

This blog is a developers blog of sorts for the homebrew rpg system I'm making for myself and my friends to play; on this blog I will publish any work on the game, world building ideas, and musings over the difficulties of the intricacies of the system and my own opinions on how they've been handled within commercial systems.

So without further ado let's get on with the musing!