Revision [784]
This is an old revision of TomorrowlandsRPGMechanics made by BaxilDragon on 2010-05-18 12:03:51.
TTU RPG Mechanics
Characters
Point-buy.
Balance Issues
Theris? Mages? Avatars? vs. normal humans. Point-buy takes some of the slack, but ... many theris are mages, etc.
Rolls
Ironclaw-style? (take highest number out of dice pool)
Magic
Something to reflect the exponential nature of the power levels.
[1pt] Insignificant -- d2? (for primary school only?) Or nothing?
[2pt] Basic -- d4?
[4pt] Competent -- d6?
[8pt] Strong -- d8?
[16pt] Exceptional -- d10?
[
] (Unearthly) -- d20?
- ... Buy EACH SCHOOL separately? Get 2x your primary school dice and 1x your secondaries? Max. 2-lvl difference between schools?
- Basic Volitionist: 2 pts, 2d4
- Basic Pragmatist: 6 (2+2+2) pts, 4d4
- Competent V: 6 (4+1+1) pts, 2d6
- Competent P: 12 (4+4+4) pts, 4d6
- Strong V: 12 (8+2+2) pts, 2d8 + 2d4
- Strong P: 24 (8+8+8) pts, 4d8
- Excep. V: 24 (16+4+4) pts, 2d10 + 2d6
- Excep. P: 48 (16+16+16) pts, 4d10
NOTES ON STRAIGHT CONTESTED ROLLS
C vs B: (max 2d6) - (max 2d4): win 70%, tie 15%, lose 15%
S vs B: (max 2d8) - (max 2d4): win 83%, tie 8%, lose 9%
E vs B: (max 2d10) - (max 2d4): win 89%, tie 5%, lose 6%
S vs C: (max 2d8) - (max 2d6): win 65%, tie 12%, lose 22%
E vs S: (max 2d10) - (max 2d8): win 62%, tie 10%, lose 28%
Adding secondary dice:
C vs B: (max 2d6) - (max 2d4): d6 win 70%, tie 15%, lose 15%
S vs B: (max {2d8,2d4}) - (max 2d4): d8 win 86%, tie 10%, lose 4%
E vs B: (max {2d10,2d6}) - (max 2d4): d8 win 96%, tie 3%, lose 1% (!)
S vs C: (max {2d8,2d4}) - (max 2d6): d8 win 67%, tie 13%, lose 20%
E vs C: (max {2d10,2d6}) - (max 2d6): d8 win 83%, tie 9%, lose 8%
E vs S: (max {2d10,2d6}) - (max {2d8,2d4}) d10 win 65%, tie 12%, lose 23%
Cross-schools:
C-Prag vs C-Vol (12v6): (max {4d6}) - (max {2d6}) - Prag 52%, tie 27%, Vol 21%
C-Prag vs S-Vol (12v12): (max {4d6}) - (max {2d8,2d4}) - Prag 28%, tie 16%, Vol 56%
S-Prag vs S-Vol: (24v12): (max {4d8}) - (max {2d8,2d4}) - Prag 56%, tie 20%, Vol 24%
S-Prag vs E-Vol: (24v"24"): (max {4d8}) - (max {2d10,2d6}) - Prag 33%, tie 14%, Vol 53%
E-Prag vs E-Vol: (48v24): (max {4d10}) - (max {2d10,2d6}) - Prag 57%, tie 17%, Vol 26%
Vs Unearthly:
Exceptional Volitionist (max {2d10,2d6}) - (max {4d20}) win 1.6%, tie 1%, lose 97.4%
Exceptional Pragmatist (max {4d10}) - (max {4d20}) win 2.4%, tie 1.4%, lose 96.2%
Bad Things
FATIGUE: Any roll with two matching numbers - degrade 1 die by 1 step, starting w/ smallest die. (This will reduce dice pool down to 1 over the course of a scene)BOTCHES: All 1's. (This makes botches more likely as fatigue degrades dice)
Balancing Rate of Advancement for Higher Levels
Note that this would have to take into account the rarity of Exceptional mages: maybe you have to spend a certain number of points on magic to threshold?- Ooh, I like this idea. Maybe have buyable "Casting Options", different per source school. Must spend 8pt? for Comp, 24pt for Strong, 48pt for Excep?
- And Extern/Volit plateau earlier because there are fewer casting options available! You have to burn "empty points" (no benefit) or multischool to advance ...
- Casting Options (perhaps some are built into school itself - underlined letters):
- VDEP Combat Training
- VEP Spontaneous Casting
- E God's Will (1 optional reroll on a primary die - BUT - Doubles on your 2 largest dice IMMEDIATELY botch, no rerolls)
- Upgraded version: May reroll out of a botch using normal RR rules.
- V Self-Powered (Double Fatigue losses)