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net.rpg.freeform: Post 2 of 2
Newsgroups: rec.games.design
Path: sparky!uunet!news.centerline.com!noc.near.net!oz.plymouth.edu!sos
From: s...@oz.plymouth.edu (Steffan O'Sullivan)
Subject: net.rpg.freeform: Post 2 of 2
Message-ID: <1992Nov17.142938.16737@oz.plymouth.edu>
Reply-To: s...@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Tue, 17 Nov 92 14:29:38 GMT
Lines: 123
(Continued from previous post:)
3. Game Mechanic:
I propose that the seven-tiered quality range be converted to numbers for
resolution. This means:
Terrible = 1
Inferior = 2
Poor = 3
Average = 4
Good = 5
Superior = 6
Excellent = 7
We now need to look at what percentage of the population fits into each
of these categories. I would like a range where about 1/3 of the
population is Average, 1/3 below, and 1/3 above. (Other ranges are
possible, counter proposals are welcome!)
The easiest mechanic I have come up with that reflects this range is the
following:
Take a deck of cards. Remove all cards except for:
1 Ace
2 Twos
4 Threes
4 Fours
4 Fives
4 Sixes
2 Sevens
1 Face Card (or joker. "Hearts" players will choose the Queen of Spades.)
All players and the GM should have their own deck of these 22 cards.
For any action that is not automatic, the deck should be shuffled, and a
card either cut or drawn. The number drawn must be less than or equal to
the quality in question in order for the action to succeed. The Face
Card means automatic, and possibly catastrophic, failure.
The percentage chances of actions succeeding based on quality levels are:
Terrible = 1 = 4.5% (That is, someone Terrible at something only
Inferior = 2 = 13.6% succeeds 4.5% of the times he tries it, etc.)
Poor = 3 = 31.8%
Average = 4 = 50.0%
Good = 5 = 68.2%
Superior = 6 = 86.4%
Excellent = 7 = 95.5%
(Automatic Failure = 4.5%)
A modifier can be applied to quality used: +/-1 is pretty extreme in this
simple system, though, so +/-2 should be the limit, and rarely used at
that.
In general, the lower the draw, the better the result of the action.
Sometimes there is a contest of qualities. This is the case for combat,
for example, or an attempt to seduce someone. In this case, each
participant draws a card and determines how much they made - or lost -
the quality by. For example, an NPC of Average swordsmanship is up
against a Superior PC swordsman. The GM draws a 2 for the NPC, meaning
she made it by 2. The PC draws a 4, meaning he also made it by 2 - the
round is a stand-off.
Note that the range above is for human statistics. Super humans, some
aliens, animals, etc., will have some qualities (such as Strength) beyond
the normal human range. Having skills beyond Excellent is also possible,
but not as likely. In these cases, simply assign a number to represent
the quality. If a character really wants to try a tug of war with an
elephant, for example, give the elephant a Strength of 100 and draw cards
for a contest of qualities.
(Needed: a way to determine weapon damage simply and easily. I'm working
on it; suggestions welcome.)
4. Supernormal Powers:
Supernormal Powers are the exception to the rule about each undefined
quality being Average. Each undefined Power is, instead, non-existent.
If the GM is allowing Powers, then each level must be bought separately.
For example, to get the Superpower Flight (or the magic spell Flight, or
the psionic ability to Levitate) at Terrible level, the player must
reduce another quality by one level. To get it at Average, he must
reduce two more levels of other qualities.
The GM needs to design the type, number allowed, maximum levels and
disadvantages of Powers in her game. Some examples are given below:
Type of Powers: the GM may allow only magic, or only psi, or only
superpowers, or whatever, or some combinations of the above. In
addition, she needs to decide if magic is subdivided into each Power
representing a spell, or group of spells (such as elemental magic) or
simply the ability to break the laws of nature in any way that can be
imagined.
Number of Powers allowed: the GM may not have any limit, or may decide
that each character may have only one Power, or anything in between.
Maximum Level: the GM may decide that Powers may not begin the game
higher than Average, for example, or there may be no limit.
Disadvantages of Powers: Using a Power might have no disadvantage, or it
might be physically or mentally taxing, or time consuming, or risky to
the character, or be limited to a certain number of uses per day, etc.
(This section needs to be expanded - I'm working on it; suggestions
welcome.)
5. Character growth:
When the player feels the character has accomplished enough to warrant
improving in some quality, he petitions the GM for permission to raise
it. Likewise, the GM can simply award an improvement in a quality she
feels deserves to be raised. In these cases, there is no corresponding
reduction of another quality - this is character development, not
creation.
--
- Steffan O'Sullivan s...@oz.plymouth.edu