stuff
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393
ideas.adoc
Executable file
393
ideas.adoc
Executable file
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= Ideas
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== MANIFESTO
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* Quick, easy, simple.
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* Fun, laughter, satire, irreverent.
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=== THINGS WE WANT
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* Fun, laughter, humor, satire, informal rules.
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* Fast & easy to get into.
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* Fast & smooth gameplay (not too much math, not many exceptions).
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* Should feel a bit like a good, but very immersive, board game.
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* Combat that is FUN, no matter the outcome.
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* Teamwork, problem solving, resource anxiety.
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=== THINGS WE DON'T WANT
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* Arguing over technicalities.
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* Spending game time looking at the rules.
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* Internal strife or competition to be best or mow down the most monsters.
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* Power gaming and min/maxing.
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* People getting bored during combat.
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* Undetectable, unperceivable, or unstoppable events that kill adventurers
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without player input or agency.
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=== UNIMPORTANT
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* "Good" roleplay.
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* Balance. Not all characters should be equally "good" on the battlefield.
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== IDEAS
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=== Adventurer's Blessing
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* All Adventurers have The Adventurer's Blessing.
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* They have a different eye color.
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* They have access to racial perks (ancient blood that awakens as they gain levels).
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* They don't get PTSD or any other mundane mental illnesses, get common colds
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and other mundane diseases, they have very high pain tolerance, and they are
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generally awesome.
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* Their gift can burn out if they do evil stuff such as:
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** Kill for fun or sadism, or killing the truly innocent, such as kids (100%
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burnout).
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** Kill beings that aren't monsters or villains (high risk of burnout).
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** Harm beings that aren't monsters or villains (moderate risk of burnout).
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** Steal from or swindle beings that aren't monsters or villains (low risk of
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burnout).
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** Stop actively adventuring (burnout risk increases over time).
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** Become parents (100%)
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** All these risks are cumulative.
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=== MAX (for d20 system) and 80 (for d100 system)
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No matter how skilled you are, your target number can’t be higher than a
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certain limit Any roll above that limit is an automatic failure.
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However, your skill level itself isn't capped. This matters when you score a
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critical hit. For example, if your attack skill is 22, you'll still fail on
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rolls of 16 to 20—but if you roll a 15 (a critical hit), your damage will be
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22.
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=== ATTACK & DAMAGE
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Attacks always deal at least a bit of damage.
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* Glancing Blow (rolled above your TN) - deals damage equal to your weapon's Base
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Damage, and no special effects can apply to the attack.
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* Hit (rolled below your TN) Deals damage based on your roll plus the weapon's Base Damage.
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** Hits MAY trigger ONE Hit Effect.
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*** Some weapons have Hit Effects.
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*** Most Hit Effects cost a number of Hit Points to trigger.
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*** Many Hit Effects require that the attacker be of a certain level.
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*** Only one Hit Effect may be triggered per Hit.
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* Crit (roll equal to your TN) Deals damage equal to TWICE your SKILL LEVEL
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plus weapon's Base Damage.
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** Crits MAY trigger ANY available Hit Effects
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*** The player chooses which Hit Effects to trigger.
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*** Level Requirements are ignored (I think)
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*** They will not drain any Hit Points.
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** When it comes to Hit Effects, Crits count as Hits, except for the fact that
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certain classes/abilities have Crit Effects that only triggers when you Crit.
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** Usually only one Effect applies - and the player gets to choose.
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Monster Crits:: Boss Monsters (and certain Skirmisher monsters) can crit too -
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and they have random Crit Effects - each Crit-Capable monster has its own Crit
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Table of nasty effects that can be triggered on a Crit.
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=== MAGIC && SPELLS
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You use Wands to cast Spells.
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You roll your Magic skill.
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* Each spell should take up one page.
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* Each spell should have a description of what happens when you succeed,
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fizzle, and crit. Also, each WAND (not spell) should have a quality rating,
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indicating the max target number available. Here are some PARTIAL EXAMPLES:
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** Fizzle (roll above TN) - the spell fizzles, but you may try again next
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round.
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** Success (rolled below TN) - the spell takes effect -look up the effect in
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the spell's description. Each spell has a table where you can look up the
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effect, based on what you rolled. The wand is usually drained after
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successfully casting a spell.
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** Crit (roll equal TN) - The spell takes effect, but you get to choose the
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effect; you may choose any effect tier up to, and including, one tier higher
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than what your roll would normally grant. The wand is usually NOT drained
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after a Crit.
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==== SPELLS
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Fireballs::
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Causes insane pain in the testicles of the target. Can only target testicle-havers.
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Higher effect tiers actually set fire to the balls.
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Revive Adventurer::
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* Only adventurers can be resurrected.
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* They can be resurrected within 1 day of their death per adventurer level.
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* When using a wand to resurrect an adventurer, you must always roll higher
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than their level.
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* There is a high chance that the wand can never be used again.
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* There is a small risk that the adventurer will be turned into an intelligent
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undead of a type that is determined by their stats, level, and some
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randomness (they will typically rise as a revenant, but death knight,
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vampire, and lich are also in play).
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* There is a risk that the adventurer will gain some otherworldly traits that
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have followed them from the other world. These traits can be demonic,
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angelic, necromantic, sylvan, elemental, etc.
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=== DEFENSE AND ARMOR
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==== ARMOR
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When an adventurer dons armor, their max HP and current HP increases by a value
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that depends on the value. When they doff the armor, their max- and current HP
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is lowered by the same amount.
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[WARNING]
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You can die (or at least reach Zero Hit Points) if you doff armor while close
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to death.
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==== ITEM SLOTS
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Adventurers begin play with 4d4 Item Slots. Item Slots are used to carry stuff,
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and they also grant you Hit Points.
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* Normal Items take up a single Item Slot.
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* Large Items - like armors - take up more than one Item Slot.
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* Small Items - like gold and gems - take up so little space that you can can
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squeeze a number of them into one Item Slot.
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* If you have unused Item Slots, you get extra Hit Points. You get one HP per
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unused slot, multiplied by your level. For instance, a level 3 character with
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4 unused Item Slots gets 3*4=12 extra Hit Points.
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[WARNING]
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You can die (or at least reach Zero Hit Points) if you are low on Hit Points
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and pick up heavy stuff.
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=== DIFFICULTY (advantage/disadvantage)
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Works just like DnD and all the others.
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=== SKILLS (THERE ARE NO ATTRIBUTES)
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These are the base skills that all adventurers have to begin with, and as the
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character progresses, they can attain new skills that can allow them to do more
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and fancy stuff.
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[%header,cols="3,9"]
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|===
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| Basic Skills | Description
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//----------------------|------------------------------------------------------
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| Melee Attack | Attacks against baddies in melee range.
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| Ranged Attack | Attacks against baddies outside melee range.
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| Magic | Using wands to cast spells.
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// | Skulduggery | Stealth & stuff.
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// | Knowledge | History, geography, lore.
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// | Grit | Toughness, raw strength, willpower.
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// | Awareness | Perception, comprehension, alertness, insight.
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//----------------------|------------------------------------------------------
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|===
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==== Skill Burning
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D20 Version::
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You can burn one of your skills (permanently reducing its score by 1) before
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you roll, and you can force the die roll to become whatever you want. If your
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skill score is currently 13, you can burn one point, reducing it to 12,
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but then you have the power to force the d20 to become whatever you want (in
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this case a 12 would usually be the best option).
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You can also do this retroactively, after you've rolled, but you must burn
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three skill points.
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D100 Version::
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Burn 5 skill points before you roll to force a roll to become whatever you want.
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Burn 5 skill points after you've rolled to make a reroll. 10 skill points on your
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next reroll, 15 on the next, and so on.
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Burn 2 skill points before you roll to gain advantage.
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=== ADVANCEMENT
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Advancement incentivise fast and dangerous fun.
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We want fun, fast, and toe-curlingly dangerous dungeon crawls.
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We want lots silly and "active" downtime (i.e. all the players do fun stuff).
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Fast-Paced Dungeon Crawls::
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We award fast-paced dungeon crawls, so
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* Each monster "defeated" (killed, pacified, or routed) gives XP.
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* Each encounter has a "bonus time" — if you defeat the encounter within that
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time, you get bonus XP.
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** Each monster has a "bonus time" attribute - typically a number of minutes.
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** An encounter's "bonus time" is calculated by adding up all "bonus time"
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attributes.
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Fast-Paced Almost-Always-Successful Environmental Encounters::
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The PCs gain experience for _cleverly_ or _luckily_ overcoming environmental
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challenges such as traps, cliffs, pits, and puzzles.
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All challenges should be solvable or even have an obvious/naive brute force
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solution - but using the naive solution does not grant XP - you gain XP by
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daring and by being clever.
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* If the PCs scale a wall by being clever (using their brains) or daring
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(successful skill rolls), they gain XP. But even if they aren't clever or
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lucky, the GM should consider letting them scale the wall anyway, simply by
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brute forcing the problem.
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* If the PCs cleverly disable or daringly circumvent a trap, they should get XP
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- but the PCs could brute force the problem, but not gaining XP. **On that
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note** - most traps
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should be visible - invisible traps that deals automatic damage are not fun.
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* If the PCs open a door by picking a lock, social engineering, or otherwise
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being clever, they gain XP. But if they simply bash it to pieces, they don't
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get XP.
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Fun and Silly Downtime::
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* PCs get lots XP for carousing. Especially if they get up to mischief - but
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only if they do so as a party, and not individuals.
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** Gambling is an option
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** Prize fighting is an option.
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* PCs should only level up during downtime.
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* PCs can gain a bit of XP if they donate money to charity or invest in a
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house, fortress, etc.
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Ad hoc Progress::
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* (d100) Maybe 1 XP could be converted directly into a +1 in a skill. Or maybe
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it'll cost [current value / 10 rounded down] XP to increment a skill.
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* (d20) Maybe it'll cost [current value] XP to increment a skill.
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=== PERKS/ABILITIES/STUFF
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Monstrous Gourmand:: If a dead monster has fresh meat on it, you can probably
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eat it without issue. You can spend 1 hour preparing the meat, then you have 1
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daily ration of food. Large monsters can yield more than one ration. Be aware
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that only you can eat those rations safely - normal people could get sick from
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eating monster meat.
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Dwarf (level 1):: You have one extra item slot (maybe for a later dwarf perk).
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You have a lot of facial hair, no matter what gender you are. Your tolerance
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for alcohol is quite high.
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Assassinate (d100):: Works better for the d100 version of this game. Instead of
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rolling "attack", you roll Skulduggery. If you hit, you deal the same amount of
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damage as what you rolled on your d100, but if you fail, you miss completely,
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dealing no damage, and no special effect. *NOTE:* Assassination should have its
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own type of special effect, if any at all.
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== Stats
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* Skills - not attributes
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* Item Slots
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* Hit Points
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* Level
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* Dodge/Defense Points ???
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== Attack (Ideas)
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=== D20 Always Damage, Sometimes Effect
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----
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LET roll = [roll d20]
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// Crit
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IF roll == [Skill Level] THEN
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damage = [weapon base damage] * 2 + roll
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effect = [weapon's special effect, if available]
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// Success
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ELSE IF roll < [Skill Level] THEN
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damage = [weapon base damage] + roll
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effect = [weapon's special effect, if available]
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// Minimal Success
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ELSE
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damage = [weapon base damage]
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effect = none
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----
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=== D100 Always Damage, Sometimes Effect
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When you attack, roll a d100 and use the relevant skill (Melee Attack or Ranged Attack) as the
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Target Number.
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*Hits* happen when you roll _lower_ than your Target Number. Hits deal damage
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equal to your weapon's Base Damage plus the __digit sum__ of your roll (9 if
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you rolled 18 and 15 if you rolled 69).
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*Glancing Blows* happen when you roll _higher_ than your Target Number. In this
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case you deal damage equal to your weapon's Base Damage plus the _lowest digit_
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of your roll (2 if you rolled 72 or 0 if you rolled 90). Glancing blows usually
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only deal damage and don't have any fancy side effects.
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*Critical Hits* happen when your roll is exactly the same as your Target Number.
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Critical Hits deal damage equal to your weapon's Base Damage plus the number
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you rolled.
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=== Dual Wielding
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Dual weapons should be a Package-thing.
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If using two weapons, you use your best weapon first.
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a. If you failed your roll, (but didn't roll a 20???) you get to make an attack
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with your off hand weapon.
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b. You can spend HP to attack (once per round) with your off-hand weapon.
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==== Sword & Board
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If using sword'n'board, you make an attack with your main weapon first, if you roll at/under
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your TN and under your damage cap you
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* Make a shield bash???
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* Regain some Hit Points??
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=== Resistance
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We should have a skill that allows us to resist AoE effects such as sleep or
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fireball. Even though the caster has already rolled to cast the spell, targets
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of AoE or certain effects should have a chance to avoid or reduce the effects
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(unless the casting was so powerful that the target does not get a roll).
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=== Exhaustion
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Maybe exhaustion takes up time slots. If you become overburdened, you take
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penalties.
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=== Consumables
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Torches::
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2 per Item Slot. Lasts 69 real life minutes.
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Rations::
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3 per Item Slot. Lasts an entire day, and includes both food and water.
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Money::
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50 Coins per Item Slot.
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Gems::
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2 Gems per Item Slot. (Gems scratch each other if not packed correctly).
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=== Monsters & Combat
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Many monsters (the majority) should have special abilities that make combat
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more interesting.
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* Set the adventurer on fire that must be put out.
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* Push the adventurer away, possibly knocking them on their ass.
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* Spray itching powder that must be dealt with.
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* Making an area of the battlefield uninhabitable with fire, webs, etc.
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* Temporarily able to fly or jump stupid high, possibly spending their next
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turn up in the air.
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* Fart so badly that the adventurer MUST run away on their next turn.
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* Hover.
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* Cause adventurer to hover (or become weightless), making them unable to move,
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and making them very queasy.
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* Randomly interrupt combat, even when it's not their turn.
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* Make opportunity attacks.
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* Randomly heal an adventurer because they can't really control their magic.
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=== Gooblin
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Slimy goblin
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== PLACES
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=== Ballrocks Gates
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