Revision [799]

This is an old revision of TomorrowlandsRPGMechanics made by BaxilDragon on 2010-05-27 13:14:18.

 

TTU RPG Mechanics


Tone/Theme


"Heroic" doesn't quite fit the mood of TTU; but if not a traditional Heroic Urban Fantasy RPG, then what? What will be players' challenges? How will this intersect with their abilities?

Brainstorm:

Characters


Point-buy GURPS style, definitely. (i.e. choose a power level, then do what you want within it)

Attributes

The standbys: Ideas further afield:
LIFE POINTS: 2d10? (i.e., two dice with four "steps" apiece: d10>d8>d6>d4>0). Maybe 3d10? Maybe add bonuses based on race?
Balance Issues

Theris? Mages? Avatars? vs. normal humans. Point-buy takes some of the slack, but ... theri/mage synergy, etc.

How much of the game will focus on magic? Traditional combat pales before it - a mage is worth (2^lvl) nonmages ...
I suspect this is a natural law of gaming: Any RPG containing a fully developed magic system is necessarily about that magic system.

Rolls


Ironclaw-style? (take highest number out of dice pool) That seems fairly balanced for magic ... (needs a bit more oomph on the high ends though)

Difficulties:
2 - Anything but a botch. Simple tasks. i.e., "don't bother rolling" except when a failure has big consequences.
3 - (50% @ 1d4, 96% @ 2d10)
4 - (25% @ 1d4, 50% @ 1d6, 91% @ 2d10) - Limit of untrained rolls;
5 - (-- @ 1d4, 33% @ 1d6, 84% @ 2d10) - Requires training
6 - (-- @ 1d4, 16% @ 1d6, 75% @ 2d10)

Complex rolls: Multiple successes? E.g. difficulty of (4, 2). Compare Risk-like: Match numbers in HTL order.

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?

Power Levels Compared
V vs. V Face-off, w/ secondary dice:
Win Percentage for left-hand side (tie%)
B C S E U (4d20)
B (2d4) 33 (33) 15 (15) 4 (10) 1 (3) -
C (2d6) 70 (15) 39 (22) 20 (13) 8 (9) -
S (2d8+2d4) 86 (10) 67 (13) 41 (18) 23 (12) -
E (2d10+2d6) 96 (3) 83 (9) 65 (12) 42 (16) 1.6 (1.0)
STATS ON CONTESTED ROLLS
V vs. V Face-off, NO secondary dice:
Win Percentage for left-hand side (tie%)
B C S E U
B (2d4) 33 (33) 15 (15) 9 (8) 6 (5) -
C (2d6) 70 (15) 39 (22) 22 (12) 14 (8) -
S (2d8) 83 (8) 65 (12) 42 (16) 28 (10) -
E (2d10) 89 (5) 78 (8) 62 (10) 43 (14) -

http://topps.diku.dk/torbenm/troll.msp is awesome
 

V vs. P - CROSS-SCHOOL
(Along top is 2d4, 2d6, 2d8+2d4, 2d10+2d6 as above)
Win Percentage for left-hand side (tie%)
B C S E U (4d20)
B.P (2d4+2d4) 45 (39) 20 (17) 6 (13) 1.6 (4) -
C.P (4d6) 89 (8) 52 (27) 28 (16) 11 (14) -
S.P (4d8) 97 (2) 85 (8) 56 (20) 33 (14) -
E.P (4d10) 98.6 (1) 94 (3) 90 (5) 57 (17) 2.4 (1.4)

 


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) At the least, roll = 0 and autofail (also any fatigue from matching 1's!); probably worse things as well

Overchanneling
aka Chaos Magic?
When you HAVE to punch above your weight class ... Super risky move.
Roll ONLY 2dX (primary spheres) Doubles - botch+. If either die rolls max - botch++. Otherwise ADD your dice.
2d4: ~66% botch rate else 3-5, flat, 5 = 12.5%
2d6: ~44% botch rate else 3-9, slight bellcurve, 7+ = 22%
2d8: ~35% botch rate else 3-13, bellcurve. 9+ = 28%
2d10: ~28% botch rate else 3-17, bellcurve. 11+ = 32%
\ Chaos magic, sum of 2d10, 0's botch and doubles botch
POOL:=2d10;
if ((min POOL) = (max POOL)) then 0 else
	if ((max POOL) = 10) then 0
	else sum POOL


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? Advantages and Disadvantages per school (perhaps have a cost?)
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