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[d12] Request for comments on homebrewn game (a tad long)

Started by Ulmus, February 16, 2004, 04:47:07 AM

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Ulmus

It's not original, it's not defining new venues for roleplaying and it's not finished.

However, after having created numerous game systems, none of which have been used for more than a couple of adventures before showing fatal flaws, the "d12-system" (pun unfortunately intended) has served as the underpinnings for cyberpunk, fantasy and sf for a few years.

I'm not thoroughly familiar with the terminology here, but from what I gather after reading a couple of the articles, the game would be classified as gamist-simulationist. If you were to ask me however, I would prefer using gamist-narrativist, but that's probably beacuse I haven't given the words the same meaning as people on this forum have.

I'll sum up the basics:

* It's based on a singel die (d12) with target numbers and tasks are resoved through the classic roll-add-attribute/skill formula.

* A task can be defined as Advantaged or Disadvantaged, meaning an extra die is added and the best or worst die is used, respectively. Multiple levels of Advantage and Disadvantage may be added (and cancel out eachother), but before a task is resolved, it caps to two levels.

* A character is defined by Attributes and Abilities. Attributes range from 0 and up (normal humans capping around 10-12) and make out the basic competency of a character. The number and defintion of the attributes vary with the campaign. An SF game would have a different set than a fantasy game. Attributes are the quantified capacity of the character.

* Abilites add flavor to the character. An ability can be an area within one (or several) Attributes within which a character is always Advantaged. It may also give him the ability to perform special actions in combat or other situations. Abilities are the qualified capacities of the character.

Examples of attributes in a fantasy campaign: Body, Athletics, Charisma, Lore, Resolve, Spellcraft, Senses
Examples of abilities in a fantasy campaign could include:
- Strongman, Advantaged Body Tasks when lifting, bending or equivalent
- Lockpick, Adv Dexterity Tasks when picking locks
- Ropeartist, Adv Dexterity Tasks when dealing with ropes, knots
- Hunter, Adv Dexterity when skinning and preparing animals, Adv Lore Tasks for knowledge on hunting animals, Adv Senses Task for tracking animals
- Spearman, May attack charging opponents when defending
- First Aid, treating bruises and stabilizing wounds become basic Lore tasks (instead of being Disadvantaged)

There's more to it, a damage system that is a bit innovative (although inspired from eg Blue Planet v2). Some metagaming rules with Dramapoints and so on. For those who are interested there are some disorganised scribblings:
* Current edition (in the making) http://www.thulhus.org/d12/imperium.pdf, you may have to download it and read it offline. This is a fantasy take, but I've got an SF version in the pipeline as well.
* Outdated edition of the game, look around the site for different takes on the system (mainly the d12 and Imperium sections) http://www.thulhus.org/articles/index.php?action=subject_show&resource=4
* Cyberpunk version of the game (outdated edition) http://www.thulhus.org/d12/darkpunk/index.html

Oh, and English is my second language, so even though any critique is welcome, I don't claim to write perfect prose :).

Steve Samson

I like it! I agree with you that it's not original, it's not defining new venues for roleplaying and it's not finished, but I really like what I see so far. It seems on first read to be clean and simple, accessible, and have enough flexibility to accomodate different playing styles. If the magic system were more complete I'd actually consider using it with my group while I work out some major issues with my own system. :)

My only real concern would be that the game system seems to be fairly generic and flexible, but the magic system is entirely based on your own premise/setting. I'd much rather see a magic system that is based on some universal principles of magic that a GM could apply to their own setting. For example, your opening paragraph in the magic section begins with :

QuoteThe magic of the Imperium is based on the five schools established by the three sons and two daughters of Irthala the first Empress. Four of those schools are tought today by the four main Houses, the fifth and youngest, Okram is forbidden and punishable by death since the Betrayal. The other schools are, in order of founding year Silkin, Adelath, Tithrin and Nimbra.

Why not just list five schools of magic and let the GM create his/her own names and a history for them?

Definitely keep going with this, it looks like it might be a good solution for folks who want a simple RPG system that follows a model that they are already familiar with.

Ulmus

I've been thinking about the magic system a bit, there is a generic part of it here but the part you quoted is from an actual setting.

I'm normally of the conviction that a magic setting is so much a part of the world it's being created for that only a bare bones framework is usable in a generic rules set. All schools of magic, spells etc should be defined as part of the world. The way I see it, a framework with some usable examples is all you can provide in a generic system without putting constraints on the campaign. Some sample spells are available here.

Ulmus

Oh, by the way, I'm not sure this will ever be developed to the point where it will actually be off-the-shelf usable to anyone. Mostly I've used it for my own campaigns, but I have a notion to make it publishable, at least for free.

[Added...]
What I'm asking for is comments on the game system design (improvements) and on the basic premises (attributes for quantifying a character, abilities for qualifying him or her).

Also, I might add a bit about the damage system.
Each character has five levels of health: Unhurt, Bruised, Wounded, Incapacitated and Dead. In each level, he or she has one or more "boxes" for lack of better word. If a character gets hit by an attack, the attack will have a damage value. The attacker will the roll 4d12. Each die rolling below or equal to the damage value will raise the damage level one step, from Unhurt to Bruised, to Wounded, to Incapacitated, to Dead. The damaged character will then check a box at the appropriate level. If all boxes at a level are checked, he or she will check one at the next level up.

Example:
Ragnar hits Erik with his sword. The attack has a damage value of 7. Erik's armor subtracts 1 from that, leaving a damage value of 6. Ragnar's player rolls 4d12, rolling 6, 2, 8 and 11. Of these, the 6 and the 2 were at or below 6 raising the damage level two steps from Unhust to Wounded.
Erik's player realises that Erik has already been wounded twice and that he has no empty "Wounded" boxes. Regrettfully he checks an "Incapacitated" box and Erik falls to the ground, unconscious.

Some added twists, attacks against unaware opponents (sneak attack, snipers) are resolved as Advantaged, i.e. rolling 5d12 and taking the lowest 4. Wounded character's receive one level of Disadvantage on all tasks. Incapacitated characters receive two levels of Disadvantage.