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Forum Games and Roleplaying / Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« on: August 16, 2014, 01:37:25 pm »
There is another system I know where the stats actually act as the die.
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Yeah, my only problem would be the math and weal characters would be at low numbers.Basically, every X points is another chance, but with diminishing returns in between.One example of what you could do with a d100. And one person who liked the idea.So basically with that system you put in points to increase the roll number you need to go under to beat the roll and when they reach fifty for that number they can roll twice should they fail the first roll and when they get to fify in that they get another chance and so on?
One example of what you could do with a d100. And one person who liked the idea.So basically with that system you put in points to increase the roll number you need to go under to beat the roll and when they reach fifty for that number they can roll twice should they fail the first roll and when they get to fify in that they get another chance and so on?
I already have the stats in mind. And I have somethings to weed out problem powers, first rule being No Teleporters or portals. No instant kills are only availible if there are very heavy drawbacks such as being reduced to one HP and recieveing a huge debuff to dodging and defense for example.I was thinking more like, you get a set number of stat points to divide between, say, eight stats, some 'trade points' to get some initial equipment, and you get to choose what type of powers you have which will give you different methods of progressing.I'm fairly certain what you described here is, in fact, point buy, minus the 'buy powers/effects with points', since your idea replaces that with deciding on your power and levelling it. This will however, need a lot of GM looking things over, to avoid complete game breaker powers. Stats shouldn't be too hard, go DnD, perhaps the 2 additional stats being the ones in M&M 3rd Ed, or some such.Spoiler: Power examples. (click to show/hide)
I'd imagine the trade point bit might be difficult though, although that's more because you, as the GM, would have to either A. Write up tables/lists or B. work with the players on this. You know, they say the equipment they want, you determine the point cost of said equipment.