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RPG Elements

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NetWolf
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Joined: 12/31/1969

Ok. So it's not technically a board game, but you are all wonderful for brainstorming, so I decided to post this here.

I'm trying to develop a Super-Hero based RPG where there's no real 'leveling'. I also want the characters to have all their abilities at creation, similar to how Shadowrun is essentially how much wealth you have determines what your character can do.

That stuff I can figure out. What I need help with is Ability scores (Strength, Speed, etc) and how powers are activated. I know the two have to be associated since the ability scores determine how powerful a character's Super Powers will be, but but I'm not sure how to go about doing it in a unique system.

What I've considered so far:

1) Dice pools: Add one stat to your Power and roll that many dice.

2) Combination: add two stats together, as determined by the Power, and that is the dice pool for the Power itself.

3) Fixed total: every Power has Points associated with it. That is inflexible, but the random factor is added in with a single d10 or d12 (I havn't decided yet). High total wins.

4) Action Points: a character gets so many points per round to allot to powers, attacks, and defense. What I can't figure out is how to allot these points per individual. I can't base it on speed, because that would overpower the Super-Fast characters.

5) Progressive Die Size: The more powerful the ability, the larger die you use to activate it. While it's nice to know that your d20 power is far supperior to another person's d4 power, the fact still remains that on a bad roll, they could still beat you. Far too random.

6) One action per turn: again this is tweaked by Speed based characters, which allows them 1.5 actions per turn, per level of speed increase. I like this idea, being simple, but how do I run combat with this?

Well, those are the ideas I've had so far. If anyone has other suggestions or tweaks that they'd like to throw out, please feel free to do so! Thanks!

Gogolski
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I have toyed a bit with a card-based RPG-idea. It was mainly based on d20 3E system reference document.

The idea was that the battle-stuff you could 'do', was compiled in a deck of cards and a pile of action-point counters. Every time, you got extra feats, cards and or AP-counters were added. (Later the idea was to incorporate skills too.)

So, fighting was done by playing cards (or card-combo's if you spent action-points).
No more dice to roll.

Spending much action-points would deliver more fatal blows or allow for feats to be used, but AP-regeneration was not fast enough to be able to deliver massive blow after massive blow...

It was never seriously develloped, but sometimes, I think that this RPG-card-idea may see implementation in a game...

Cheese!

Yogurt
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Creepy, the file on my desktop right now is "Diceless Dungeon" and the concept is much the same as the one you just posted, Gogolski. I guess the time for this idea is ripe.

What "d20 3E system reference document" were you talking about? I don't play d20, so I'm not sure whether this is a collection of feats or what.

Kreitler
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Re: RPG Elements

NetWolf wrote:
Ok. So it's not technically a board game, but you are all wonderful for brainstorming, so I decided to post this here.

Hey Wolf,

Great idea! I'm a huge fan of super RPGs, having run Champions for many years starting in high school.

I don't want to discourage your effort, but I suggest you put off the particulars of "how powers will work" for a bit and ask some larger questions. The answers will help you sort out the rest of your system.

Without further ado, here are the questions:

1) What is the range of power levels in your game?
In Marvel and DC style universes, you have everyone from "heightened normals" like Captain America to gods like Thor -- often fighting side by side! If you envision this kind of world, you will probably need to reflect stats on a logarithmic scale in order to keep numbers manageable.

Champions did this with a simple rule: powers and stats are all point based. The score for an "average" human is 10, and every +5 points doubles the stats' effectiveness (and -5 halves it). So, if a "normal" can bench press 100 kg at strenght 10, Captain America can bench press 400 kilos at 20 strength and so on.

Where it got tricky was in "damage dice": damage was computed using stat / 5. So the Hulk with 60 strength rolled 12 dice for damage while Cap only got 4, whereas the Hulk could life 256 times more than Cap!

The linear scale for damage vs the logarithmic scale for lifting meshed well with comic book fiction where Cap could still inflict small amounts of pain on someone with whom the Hulk could go toe-to-toe. Nevertheless, it's a bit weird at first glance.

2) How fast do you want your combat to be, and how much comic flavor do you want it to have?

Champions had a very detailed combat system: your Endurance stat controlled how often and how fully you could exercise your powers. Your Speed stat controlled how often you moved in a 12-second round. You had seperate stats for "unconsciousness hit points" and "death hit points". There were fully realized miniatures rules for movement. I could go on. Needless to say, combat moved fairly slowly unless you had a very experienced GM. On the flip side, combat had fantastic comic book flavor -- often because really powerful characters were rolling 12, 13, or 14 dice on a single damage check (impressive characters = impressive rolls).

Still, it's not for everyone.

If you're using dice pools based on attribute values and you have a large range of power levels, be prepared to 1) do some fancy math or 2) learn to love big die rolls, because someone will inevitably dump all his points into a single stat or attack.

This is not to say you can't achieve comic flavor without large die rolls and complex systems. However, you'll need to ask yourself what constitutes the kind of flavor you want and create mechanics that supports it.

There are other questions, but these two probably have the most impact. Superhero power levels require mathematics that scale well across wide ranges.

Good luck!

Kreitler

NetWolf
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For powers I was planning on having a 1-5 point scale. 1 being the lowest and 5 being the highest. A character with a Power 1 Super-Strength power would be above average. One of those guys who can flip a car over, but not pick it up. A Power 5 Super-Strength would be the Hulk. Of course to purchase a power level, you would have to pay that level plus all previous levels. Thus a Power level 1 would cost 1 point where as a Power Level 3 would cost 6 points (1+2+3).

That's why I want the points to spend on powers to be random. Someone could roll a small amount of points to spend at creation and simply sink all the points into Super-Strength, or a person could roll a high number of points and end up with Superman (Grr....I hate superman!).

So yeah, like I said, I need help figuring out how to activate the powers themselves and limiting actions per turn and stuff. (Of course some powers would be simple, such as Resistances which will simply half the damage you take from what ever you are resistant to.)

Kreitler
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NetWolf wrote:
So yeah, like I said, I need help figuring out how to activate the powers themselves and limiting actions per turn and stuff. (Of course some powers would be simple, such as Resistances which will simply half the damage you take from what ever you are resistant to.)

Here are some comic-book-esque mechanics to match your needs:

Limit actions using Endurance. Maybe heroes buy an END stat along with strength, agility, etc. Each hero gets that many chips. To activate a power, he must expend chips equal to its value (1-5). At the end of a round, players retrieve a certain number of chips (could be fixed or equal to the value of another stat, like "recovery", to borrow from Champions).

Actions per round = speed. A round represents a fixed time -- like 10 seconds. High speed characters act more often in these 10 seconds than those with lower speed. When every player has acted his "speed" times, the round ends and players recover endurance. You'll need a simple movement chart to distribute players' actions across the round. Assuming speeds range from 1 to 5:

Acts on 1_2_3_4_5
Speed 5: *_*_*_*_*
Speed 4: *_*___*_*
Speed 3: *___*___*
Speed 2: __*___*__
Speed 1: ____*____

Don't worry about this favoring speedsters. Sure, they *could* act every round, but if they run out of endurance, they can't do much.

What constitutes an action? Use of any power or stat for offense. Defensive powers (like turning on a force field) shouldn't count as an action -- though maybe you could bring down their cost if you took that as a limitation on the power. Also, you could consider letting someone abort his next action in exchange for activating a defense during a phase when he normally wouldn't act (e.g., Hydroman wants to erect his water bubble shield to block an attack on phase 3, but he's speed 2. He aborts his phase 4 move in exchange for the defensive act).

A lot of this is borrowed or modified from Champions because it just worked so well. Your 5-point system should ensure a very different feel to the game, though.

K.

Gogolski
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yogurt wrote:
What "d20 3E system reference document" were you talking about? I don't play d20, so I'm not sure whether this is a collection of feats or what.

3.5 SRD (= System reference document version 3.5. It's basicly D&D 3.5 Edition rules, but stripped of the flavour. It's just the system itself (character-generation, powers and monsters...), but without a world to put it in...)

I only played and DMed D&D (some AD&D 2E, D&D 3E and D&D 3.5E) in homebrewn worlds (and with adjustments here and there to fit those worlds...)

The system I mentionened was intended to work as folows:

1] Character-Level, Character-Class and Constitution (= +/- endurance) dictated how much AP (= Action Points) you had in your pool, how much APs you could spend in a turn, and how much APs was regained at the end of your turn.

2] To fight, players had a deck of cards with all the possible things they could do. (punch, kick, slash...) and players added extra cards to their deck when they chose a new feats. (e.g. two weapon-fighting, improved two weapon fighting, greater two weapon fighting. These cards have an AP-cost to be used.)

3] In a fight, both players select a card and a number of AP. Then both players reveal their card and APs. Based on the first card and the number of AP, players could then add additional cards (or not), but the APs required for the aditional cards must have been selected with the first card.

APs could improve accuracy.
APs could improve damage.
APs could allow for additional cards.
=> You put the APs on the cost space, accuracy-space and/or damage space of the card.

I also thought of reserving some AP's to improve your own defense by reducing your AP-regeneration-rate.

Die-rolling would not be completely eliminated, but seriously reduced. Some feats/powers/whatever would have a bonus-die here or there

Well, that was +/- the idea, it never got seriously designed and tested. But as I said, someday, I want to implement something like that in a game...

Interesting discussion!

[EDIT]
OH, now I almost forgot...

Kreitler wrote:
I don't want to discourage your effort, but I suggest you put off the particulars of "how powers will work" for a bit and ask some larger questions. The answers will help you sort out the rest of your system.

I totally agree. I think the first thing you need is to have a good idea of what a superhero is stat-wise.

What are the stats for a super-hero? Speed and Endurance are already mentioned. What else is there? This is realy important, becouse this is the very stuff that will influence powers and will be influenced by powers, I think.
[/EDIT]

Cheese!

FateTriarrii
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Maybe you shouldn't be worried about this yet. but one thing that is always nice to remember is non-linear powers (meaning tings like being psychic, instead of just super-strength). I think it would add a lot of character to the game and choices (though it would also be considerably harder to balance...)

NetWolf
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Stats are quite necessary, but I want to keep the physical/mental stats ballanced.

Strength, Agility, Endurance, Intellect, Energy, and Perception are the ideas I have right now. I think six stats are decent because that's a pretty standard number for what is needed, though games such as the PC game Warlords Battlecry had only 4.

On the same token, though, I don't want this to simply be a super-hero version of D&D. So I guess I need to examine what is necessary for stats:

1) Strength: this is necessary for every character. They need to know how much they can lift, etc, as well as how much/little damage they actually deal if it comes down to a bare-knuckle brawl.

2) Agility: necessary to show maneuverability and flexibility. This is a key attribute to any character who is able to either fly, manipulate their body structure, or possess super-speed.

3) Endurance: This one I'm not so sure of. While it helps to establish how tired a character gets and how quickly it happens, it also represents their physical conditioning, their tolerance for pain, and their overall heartiness. I could see this stat aiding resistance-based powers, but overall it's a rather static attribute.

4) Intellect: definately necessary for characters who are sleuths like Batman, or inventers like Reed Richards. At the same time it can also aid every character by determining how quickly and how efficiently they can train themselves in the use of their powers.

5) Energy: the amount of raw power that a character can generate to use certain super powers such as beams, explosions, and psychic abilities. This also has an impact on Magic-based caracters as well, since innate energy is the original definition of "Mana".

6) Perception: this one is a little more static. I could even change this to Observation or Awareness, but it reflects a character awareness of their surroundings, as well as specific sensory abilities. This is key to Archers, characters with enhanced senses like Wolverine's sense of smell, or even to characters who are able to fire Lasers and such (Since they have to actually hit what their aiming for in addition to activating the power itself.)

So, how's that look?

Esper_Ranger
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Not sure if I can be of any real help, but here is my two cents anyway. I'm a huge fan of the Marvel FASERIP system. Of course in that system the power was often, but not always (Rogue being just one example), tied to a particular common stat. Energy emission powers need not be tied to anything, but could have a stat all of their own.

I'm working on a Japanese super hero & giant monster RPG myself using a d100 system. Not just because the zocchihedron is funky kewl, but because as heroes and monster get more powerful or grow, the stats will multiply by 10s or 100s.

Kreitler
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RPG Elements

NetWolf wrote:
Stats are quite necessary, but I want to keep the physical/mental stats ballanced.

So, how's that look?

Looks pretty good, but here are some thoughts...

Suppose you have a brick like the Hulk. He uses Strength to attack. Strength is a stat.

Now suppose you've got someone like Magneto. He uses energy powers to attack. I assume you would have an "energy telekenisis" power or somesuch to represent this.

This introduces a disparity: some characters will attack directly off a stat, while others may have to attack off a power which may or may not be related to a stat.

Careful construction of your stats can reduce, if not eliminate, this disparity.

For example, create 3 classifications of "basic stats":

Physical
Energy
Mental

Any power in the game should match up with a stat in one of these classifications.

Within each class, define stats that represent the character's ability to hit, raw power level (determines amount of damage delivered after a hit is scored), and defense (resistance to damage of this type).

Physical:
Agility
Strength
Toughness

Energy:
Awareness
Power
Resistance

Mental:
Psyche
Id
Ego

Characters start with a base score of 0 in all categories and build from there.

Once you have this basis, players can build customized powers by declaring simple combinations of "reference stats":

Example:
Cyclops' optic blasts:

To-hit stat: awareness
Damage stat: power
Defense stat: resistance

The amount of damage he does depends on his base Power plus extra points for the amount he dumped into the blast.

Example:
Magneto's magnetic telekinesis

To-hit stat: awareness
Damage stat: power
Defense stat: toughness

This power stems from Magneto's ability to manipulate energy, but it's effects are physical, so the defense stat is toughness.

Example:
Psylock's psychic knife

To-hit stat: agility
Damage stat: id
Defense stat: ego

You get the idea.

You should also consider stats like Endurance and Speed (described in the post above). You'll probably need some form of "hit points" as well. Keep in mind that death occurs rarely in superhero stories, while unconsciousness happens a great deal. You'll probably want a separate stat for each.

Note that defensive, sensory, and movement powers could relate to stats exactly as do offensive powers. Someone like Nightshade who has mystic senses could be perception bonuses based of his Id. Daredevil's radar sense could give bonuses based on his awareness stat, etc. Spiderman's webs could give him limited flight-like movement power based on his agility score. And so on, and so on...

K.

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