Okay, I still need to fill in the blanks.
Rather than switch to base zero stats, I'm thinking I may stay with base 2. That way, the "stat+stat+2d10" saving throws still work. It'll also keep stats level with "minimal training". You'll have to be pretty awful at something before you have to start using negative numbers.
Defense ratings: I'm thinking that the difficulty to hit someone will be a set rating based on how they defend. Actually, it could easily be opposed rolls, too. I might need to try both. The 3 defenses are Dodge (Agi+Per), Parry (Agi+Weapon Skill) or Block (Per+Shield Skill+Shield Size). Parry and Block can only be used against attacks from the appropriate side, so if someone flanks you you'll have to use Dodge. If we use constant target numbers, we'll just add 10 to each rating. I ought to playtest both methods. Def+10 could certainly be faster... I just don't know if it's worth the trouble. I'll also have to decide whether or not defenders win ties.
Crits: if you beat the target number by 10+ or roll a natural 20, you get a crit. In combat, some weapons will crit on values lower than 20 as well... a small, quick and easily controlled weapon might crit on 17-20 (10%) instead of 20 (1%).
Damage: damage is a random roll (ala D&D, CoC and innumerable other systems) that gets doubled on a crit. Since most people have a strength of +2, it'll be rare for a hit to do less than 3 points.
Ties: if both folks get the same value, how about a 1/2 damage hit? Could be important for big, powerful foes.
Tradeoffs: I'm figuring on rating weapons in, say, 3 categories and using tradeoffs to make them different. Is the weapon big, penetrating and/or durable? Big bumps up the damage dice a bit, but requires a higher minimum STR. Small gives you +1 crit range. Penetrating is for blades and such... Hm. How about big, expensive, penetrating and/or durable? Expensive would allow me to have some weapons that are just plain better quality. Anyway, I want some tradeoffs... the simplest will probably just be that really small and light weapons crit on 17+, medium ones on 18+, heavy ones on 19+ and huge ones on 20. That's good enough to start. Damage dice will probably start at d6 and go up (d4 could be used for improvised weapons and fists). Rules for blunt weapons (if the target's armor isn't double the damage done, target takes 1 stun, too). Those are still up in the air, but I would like for maces to work differently from swords.
Armor: gives penalties to certain skills. Probably reduces Agi too. Note that certain combat techniques depend more on Str than Agi, so heavy weapon & shield wouldn't be penalized. Ratings will probably be in even numbers... that would make it easier to deal with things that ignore 1/2 armor. Dunno. Basically, I just want there to be circumstances where you'd rather be in heavy armor and other times when you'd rather be unencumbered.
Healing: roll 2d10+Str+Drv (or +Con if I use that stat) vs damage taken to heal 1 point. Crit failure makes you take 1d4 instead. Crit heals 2. Magic can grant +X points of healing per day or maybe just big bonuses to the roll. I'm not sure I want folks to be able to be wounded so badly that magic can't save them... reduces the survivability of PCs. There should also be a "delayed" stabilization spell that saves dying folks from bleeding to death (ala Lazarus Heart).
Ranged weapons use Per+Weapon Skill and their damage is often set (excess strength doesn't increase it). Cranks & pulleys let you load crossbows whose STR requirement is much too high for you, but increase the reload time.
Movement: um... haven't really thought about it. Let's see... I could use a simplified flat rate (where some races get bonuses and are thus always faster than others). I could have a Running skill so that you roll Agi+Running to outrun someone and your base move might depend on it too. Or it could be a stat. Or it could just depend on Agi (probably the easiest option). Size would probably increase it, as big races tend to be faster than you'd expect.
Posted by Kiz at February 3, 2005 10:05 AMCommentsPost a comment