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Archive => RPG Theory => Topic started by: caeman on February 03, 2005, 04:16:23 PM

Title: The Big Numbers Fantasy System
Post by: caeman on February 03, 2005, 04:16:23 PM
Greetings.

I have had an idea on paper for yet another way of handling RPG mechanics.  I like the idea of many attributes.  I also like using multiple types of dice in a game, even at the same time!  And like many a good gamer, I am feeling the need to share it with others for some sense of self-approval that I am not as crazy as the voices say I am.  *grin*

The basic premise behind these mechanics is the idea that players never really reach a maximum.  As long as an adventurer is still active and there is still a world to subdue (isn't there always yet another threat to subdue?), they keep learning and growing. Thus, this system has no cap on skill level.  As skill levels get ever higher, they take ever longer to increase, but that is okay, because there is no cap on character levels, either.

Here is version 0.1 of my idea.  It does not contain a combat system at this time.  That is for version 0.2.  Other missing aspects will be filled in as I get each step wrote up and debugged.

Any and all comments are appreaciated regarding:

Do the basic mechanics flow well enough for the average player to understand without having to re-read the rules each time they want to do something?

Are the current basic mechanics self-consistent?

Any other comments or suggestions are welcomed, too.

-Chad Wilson

**
THE BIG NUMBERS FANTASY SYSTEM
version 0.1

HOW THE NUMBERS WORK
Attributes and skills will have a numeric value of 0 or more.  These numbers (or levels) are compared to the Dice Chart to see what dice are rolled.

THE DICE CHART
Value   Dice
-----   ------
1   d4
2   d6
3   d8
4   d10
5   d10+d4
6   d10+d6
7   d10+d8
8   2d10
...etc...

PRIMARY ATTRIBUTES
There are six primary attributes: Body, Mind, Social, Divine, Psionic and Magic.

Each primary attribute has three abilities: Strength, Prowess and Endurance.

Each attribute ability has a value of 0 to 10 for normal humans.  A 0 represents no ability whatsoever.

Different races (PC and NPC) may have different maximums and minimums for attribute's ability.

(insert notes here on how many points the players gets to for placement into the attribute abilities)

SECONDARY ATTRIBUTES
Each primary attribute has a Health rating.  The health rating is calculated by adding up the three abilities that make up that attribute.  e.g. Body Health = Body Strength + Prowess + Endurance.

SKILLS
Each skill has a value of 0 or greater.  There is no maximum value a skill may reach.

(insert big long list of skills here)

USING A SKILL
To use a skill, take the value of the skill and add the value of the attribute ability for a total value. Look on the dice chart for the level, then over to see the dice to be rolled for that total value.  Total the result of the dice rolled.

The gamemaster will set a Difficulty Number (DN) for the task for the player's roll to be compared against.  If the player equals or exceeds the DN, then the player succeeds.

THE DIFFICULTY CHART
DN   Description
--   -----------
4   Very Easy
8   Easy
12   Moderate
16   Hard
20   Very Hard
30   Remarkable
40   Incredible
50   Amazing
75   Monstrous
100   Unearthly

GAINING CHARACTER LEVELS
Character begin at Level 0, with 0 Experience Points (XP).  At each 100 XP gained, the character increases their level.  At 100 XP total, they are Level 1, level 2 at 200 XP, etc.

When a character reaches a new level, they gain new points to spend on improving their attributes and skills.  Roll d10 plus whatever bonus points the gamemaster deems the player worthy of to determine how many new points the character gains.

Alternately, the gamemaster can choose to give a set number of points with each new level, or use one the attribute abilities to determine the points.

To raise a skill costs (2 x new level) points.

To raise an attribute ability costs (4 x new level) points.

To buy a new skill costs 2 points (2 x level 1).  The GM may require in-game training to justify the new skill.

GAINING EXPERIENCE POINTS
A character gains experience points by defeating the enemy or accomplishing a task.  The value of the experience gain is equal to difficulty of the task or the enemy.

In the case of a task to be completed, let us say that Bob the Thief wants to spend the afternoon picking pockets at the local market.  Because the market is jam packed with people, the gamemaster determines the task to be Very Easy (DN of 4), thus, each person that Bob successfully pickpockets, he gains 4 experience points.  Each individual person to be pickpocketed may have a different level of difficulty to actually be picked, but the situation itself is Very Easy for a thief to take advantage of with all those people bumping into each other.  If Bob gets caught, though, he still gains the XP (we learn from our mistakes), but is now probably being chased down by the town guard.

This also works for a quest being given to a group to complete.  Since a quest is much larger than a single task (usually), a greater experience point value should be placed on it.  One option is to rate the difficulty (using the difficulty chart) of the quest, and multiply the matching DN by 25 for a group.

In the case of a enemy opponent, the level of the character or NPC determines the experience point value to be gained.  All characters involved in attacking an enemy share in the experience points gained.  If four characters attack and defeat a level 100 enemy, they would each receive 25 experience points.

If a large number of enemies are involved, add up the total of the levels of the enemy opponents.

COMBAT
(insert combat rules here)
Title: Re: The Big Numbers Fantasy System
Post by: M. J. Young on February 04, 2005, 12:37:07 AM
Welcome to the Forge, Chad. Is there a particular reason why this is in theory instead of design? Not that I mind, as I don't get to too many game design threads anymore, but generally if you are working on a game you plan to publish (means make available to other gamers by some means) it goes in design.
Quote from: Chad 'Caeman' WilsonHOW THE NUMBERS WORK
Attributes and skills will have a numeric value of 0 or more.  These numbers (or levels) are compared to the Dice Chart to see what dice are rolled.

THE DICE CHART
Value   Dice
-----   ------
1   d4
2   d6
3   d8
4   d10
5   d10+d4
6   d10+d6
7   d10+d8
8   2d10
...etc....
The idea that you can have zero in both attributes and skills, that to do something you sum an attribute plus a skill to find the dice to be rolled, and that the minimum roll is for one die, tells me that it will sometimes be impossible to attempt something--if the character has a zero skill and a zero attribute, he gets no dice. Is that a feature, or a bug?
Quote from: He laterTHE DIFFICULTY CHART
DN   Description
--   -----------
4   Very Easy
8   Easy
12   Moderate
16   Hard
20   Very Hard
30   Remarkable
40   Incredible
50   Amazing
75   Monstrous
100   Unearthly
What do you envision as starting values for a player character? I'm noting later
Quote from: that youWhen a character reaches a new level, they gain new points to spend on improving their attributes and skills.  Roll d10 plus whatever bonus points the gamemaster deems the player worthy of to determine how many new points the character gains.

Alternately, the gamemaster can choose to give a set number of points with each new level, or use one the attribute abilities to determine the points.

To raise a skill costs (2 x new level) points.

To raise an attribute ability costs (4 x new level) points.

To buy a new skill costs 2 points (2 x level 1).  The GM may require in-game training to justify the new skill.
This suggests that "very easy" is not so easy. Given the chart above, the chance of success (roughly, and if I did all my math right) for each value for each difficulty level would be:
Category    TN   1   2   3   4   5   6   7   8
Very Easy  (4)  25  50  63  70  93  95  96  97
Easy       (8)   0   0  13  30  55  65  74  79
Moderate  (12)   0   0   0   0  15  25  35  45
Hard      (16)   0   0   0   0   0   2   8  15
Very Hard (20)   0   0   0   0   0   0   0   1

I'm not thinking that "very hard" means a character with a 4 attribute and a 4 skill has one chance in a hundred of accomplishing it. I'm not thinking that a character with a 1 attribute and a 1 skill ought to have no chance at all of accomplishing an "easy" task, or indeed that our character with 4 and 4 should have a 21% chance of failing on an "easy" task. Maybe I don't understand your numbers, but maybe you need to look at your curve a bit more closely, or at least figure out what starting values are appropriate.

Also, for what it's worth, I know unearthly is supposed to be, well, unearthly; but given that you have to have a combined A+S of 40 to roll 10d10, and if you do you have one chance in ten billion of succeeding, do you even need a rule for that? Or are you anticipating a lot of characters with mega-high abilities?

Let me return to this:
Quote from: YouTo raise a skill costs (2 x new level) points.

To raise an attribute ability costs (4 x new level) points.
Mike must have a standard rant around here somewhere related to attribute+skill systems in which you can increase the values independently. Don't misunderstand me--Multiverser has an attribute+skill system in which you can increase the values independently, and I think it works. However, of what I see of this system so far, it falls right into the trap against which he warns.

The problem lies here: I've got attribute 1 and skill 1. I want to improve my ability in this skill. I can spend 4 points to raise skill to 2, or I can spend 8 points to raise attribute to 2. Either will give me the same benefit relative to this skill. However, raising the attribute will give me that same benefit relative to every other skill to which it is relevant. Thus, with this system, there is no reason ever to spend points on skills, because you will get far more bang for your buck buying attributes.

There are a couple of ways you can make such a system workable; here are some ideas.
Title: Attributes versus Skills
Post by: lev_lafayette on February 04, 2005, 02:01:56 AM
I'll agree with the previous comment that this should be in design, not theory.

But I do have one "theory" question arising from the design. You have attributes, right? These are, kinda-sorta fixed, genetically derived and so forth. You have skills, right? These are the kinda-sorta, memetically learned stuff, right?

OK, then is it really good idea that skills are infinite in their expansion?

Ultimately, it doesn't matter how skilled you are. You can't parry a lightning bolt with a greatsword. That requires strength and speed.
Title: The Big Numbers Fantasy System
Post by: caeman on February 04, 2005, 06:41:11 PM
And this why I posted to theory.  It seems I was making some fundamentals mistakes in my own thoughts.

Thank you for the comments.

Back to the drawing board to correct some things.

You know, I have all of these ideas floating around in my head, but I am not very good at writing them down.

-w