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:
- traditional UF with the Shadow War, helping out gods
- ** Fight in Shadowlands, mundane challenges in world?
- Mystery - chars are investigators
- Magic short-circuits a lot of mystery ...
- "Where were you during ...?" flashback sequences?
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?
- ... 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
Power Levels Compared
V vs. V Face-off, w/ secondary dice:
STATS ON CONTESTED ROLLS 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) |
V vs. V Face-off, NO secondary dice:
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)
(Along top is 2d4, 2d6, 2d8+2d4, 2d10+2d6 as above)
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?- 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)