Pen-and-Paper RPG Mechanic – “Narrative Classes”

Hey, guys! FictionCreator (or Blubahub) here again about my roughly 1 and a half WIP pen-and-paper RPG.

I wanted to talk about a mechanic I implemented (like many of the new stuff I’ve made but not talked about yet, I haven’t fully tested it out yet,) classes in my system. But, these aren’t your normal classes.

https://docs.google.com/document/d/1ThQ-IoweHcqa9Y0-mb3L0GNH9kW2cMEkV28xF0qdcSE/edit?usp=sharing

(You can look at that while I “talk”)

I am taking a different route. Instead, am going for the more “narrative” road. Ability-type advantages. Or, a better way to put it, higher chance of succeeding in select tasks. Also, there can be disabilities. Both can also be not concerning a task, but rather a boost or some special mini-tracking stat (e.g., in the starting class Adventurer, you can choose one stat that your really good at). At the end, sometimes there is a d6 or d3 – this means you roll the die, and if it lands on 6 or 3 then you failed, otherwise, success. Some, though, do not have this, even for the task ones. This means that it automatically succeeds OR the stat concerns something else

Each advantage has a name, and some have “(Cannot be inherited).” Currently, there are three types of classes (or at least planned): Starting Class, Subclass, and Grand Class. Starting and Subclass are pretty simple, so am going to explain Grand Class: This is one of the more end-level classes. Also, class kits can be equipped (called Class Ability Kits, or CAKs). Classes can cost XP.

Also, before I go, I’m not fully sure what am going to do about the Professions stat. I was thinking it can mean “I know how to do _,” but then the problem can be is that it could clash with the class. I may just not have it. Or have the classes alternatively be called Professions.

Gotta go, sorry! Bye!

-Blubahub

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New Epic Fantasy: Lordships Dev Post #3 – Everfreeze Icewater, Digging, and Cover!

Hey, guys! Am still making up ideas, and though I haven’t properly written it down in some rulebook-way, I want to share one or two I made today for the wargame-boardgame!

 

Everfreeze Icewater

Ice map piece or part 1Everfreeze [Ice]water is a special type of liquid tile. It is just like normal water but has more of an icy blue look, is always cold (hence ice water), and it freezes anything that goes in it (does not totally “ice-ify” the land around it, through it may make it colder), except for special guys, creatures and such that has either extreme tech or the natural intolerance (aka extreme anti-freeze fluids running through the body). This includes most if not all ice, snow, and related elemental creatures and beings and objects.

Everfreeze Ice tile

Player-placed tile

Through this bit has not been fleshed out enough to test, I also may have it so players can use some special guy or whatever to transport so it can be used in a moat – of the most dangerous kind. Also, this liquid can infinitely supply you, so that it works for oceans (of course they are infinite in real-life/fiction/lore, but they seems like it is so). And I don’t want it to get complicated for ponds…

 

 

Digging

At least one guy who has not been created yet will be able to dig through the terrain. These guys are the ones for making trenches. These trenches can also be filled with water, either by a connecting water source (where the every turn, whether it be player or other, one more liquid tile is placed in it from the source) or by player’s transportation forces.

Traps can also be placed in here. Forces can walk through empty ones, but there is one potential problem: It takes just as long to get in the pit as it is for ladder-climbing. So, by doing math, where each ladder-climbing action is 2 turns, the force has to go down (2) then move towards the slope, since they are at the bottom (1), and then go back up again (2); so, the equation is 2 + 1 + 2 = 5. Please note that at the bottom it is just like walking on land, so the 1 is 2 for a trench that is 2 tiles wide, and so on. Sorry if this is confusing. 😉

Anyways, this will let you build a moat! And, if you manage to capture and/or tame some, you can get some crocs and/or gators for your waterway! Also, this would be useful for making more paths for watercraft.

 

Cover

 

Sandbag Pillar

May change the color before giving out test-copies…

And the final thing, cover. As seen above, there is one form of cover shown – full cover, with the exact one above being a pillar of sandbags (also used for sandbag walls). These fully protect the player and are solid to the player (so they cannot normally walk through it or on top of it, and so they cannot attack through it. But, of course, they can move and/or attack from the sides of it.

 

Another type of cover is partial cover. That protects you from ranged attacks (another thing I need to do; assign melee and ranged attackers) but not melee attacks. Just like how ranged projectiles can “go through” it, the hiding entity can also attack back with ranged attacks (and melee too).

The last and most open type of cover, low cover, protects you from melee attack but not ranged ones, but can be walked upon as if it was a land tile (in-universe wise, they just vault over as seen in military parkouring exercises). So, now attackers can just vault over and give a knife to the enemy’s head. Brutality, kids, only when you want it in this game.

 

 

That’s all for now, thanks for reading! Hopefully, I’ll have a decent prototype rulebook to give out to some testers soon. – FictionCreator, The First VUer

 

A Post About BoAR (ToL) RPG Rules Add-on

So, I have started writing some of the RPG rulebooks. Technically, right now am working on a rules add-on. Just a few. A sneak check, a possession check, and a state counter. And in this post am going to talk a little about it.

The state counter is a pretty simple thing; it is a sheet that is assigned to a character where players circle what state(s) their character is in. It could be simple things like awake, asleep, KOed, et cetera, but it can also be more complicated like paralyzed, in-cryosleep, on-fire, wet, dry, etc. I have not playtested it yet, but the biggest use I see for it is that if a game stops in mid-story, where then the players come back the next day(s), then they can already have a little info. E.g. “okay, so my character is on fire, so I should look for a water source…”

Now, in this one, am going to have the chance die in it. I have already spoken about that die. But let me tell you something new about it: The chance die like before has symbols, BUT it also now has in the bottom left corner a number. Like the die’s faces, it only goes 1-6.  Oh, and I now (using that word a lot) have another stat that is number-based: The character’s dice pool (count). These are used for checks. Let’s talk about one now.

In a possession check, the character’s have to be in a ghost-state to take-over a non-PC character’s or creature’s mind (or control an object). If they have 1-6 dice in their pool, then they roll 1 die, 7-12 equals 2 dice rolled, etc. They use the number, not the symbol, for this part. This is the max count of dice they can use. If it is above the dice pool’s count, then that player just uses all his/her dice. They roll against each other, and whoever has the better “hand” (the best dice faces) wins, and can control the character until they dispossess it or until something happens that the GM says undoes the effect. Mind-reading is virtually the same, being a little different, but the dice mechanics themselves are exactly the same.

 

 

Am not going to talk about the sneak check yet, but think stealth vs. awareness. I may even make a magic check, where it (may) act similar to a possession check. Well, actually, I think now am just going to make it GM, pick a number, if it lands on that then it fails, otherwise, magic equals done and successful. Though of course, this check may not work all the time for spell-casting.