Revision [785]

This is an old revision of TomorrowlandsRPGMechanics made by BaxilDragon on 2010-05-18 16:38:36.

 

TTU RPG Mechanics


Tone/Theme


"Heroic" doesn't quite fit the mood of TTU; but if not a traditional heroic UFRPG, 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

x

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) That seems fairly balanced for magic ... (needs a bit more oomph on the high ends though)

How much of the game will focus on magic? Traditional combat pales before it - a mage is worth (2^lvl) nonmages ...

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)

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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