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 Post subject: Swedish Snow Glaciers and Fjords
PostPosted: Wed Jan 07, 2004 7:44 pm 
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so i seek to try out my rpg system which i will explain if i manage to complete this post in the time i have if not i will edit later

the system is skill based

who would want to join a rping game here to try it

what setting would you like to have it in (initially the setting was a sort of a space merchant "war" scenario" in a small solar system with a few races from different planets, if you're interested)

to the explanation which is probably not going to be complete

the stats (genral definition of character, you know, usual stuff)

strength - divided into: arms, legs, mass
agility - divided into: hands, feet, body
constitutuion - divided into: endurance, health, resistance
perception - divided into: eyes, ears, guts
charisma - divided into: personality, voice, looks
mind - divided into: intelligence, wisdom, conviction
if magic is involved we also have
(spirit - divided into: ghost, karma, luck)

for each you have a score of 1-100 each main is bassically an average of all 3 sub stats (50 to 60 is about average)

skills (stuff you can do, flexible and subject to change due to setting)
combat
hitting
evading
aiming
talk(chatty)(yes i like JE's splitt here for fo3)
deception
persuassion
barter
science
electronics
mechanics
bio chemic
misc
driving
sneak
search

also 1-100

leveling - there is no leveling
experience - there is no genral experience, each skill has it's own experience tracking and your rank in a skill is derived from a basic rank due to your stats plus ranks gained though experience.

using skills - when you use a skill you will gain experience in that skill alone, and the amount gained will depend on your rank and difficulty, the higher your rank the less xp you'll gain.
there will be condition modifiers to using skills, so if yoou're trying to open a lock and someone is shooting at you, you';; probably have less of a chance to make it

character generation - technically you get to spend 1050 points between the 9 sub stats (you can however decide to make up your character any way you want for this game as it's a test for the system where i will try seeing if it works)

*there is a chance you'll also get to divde a certain amout of xp for your skills (i'm currently undecided about that, it will probably be 1000 with no more than 300 for a certain skill)

perks - you get perks/feats whatever you want to call them (since i haven't decided on making a comprehensive list you'll get to make up your own if you want, we'll just tone them to balance)

traits - in order to further describe your character you can choose/create traits (if you want to have three arms this is where you go)

as far as combat goes it isn't totaly finalized, you can come up with stuff like standing around a corner or ducking behind a crate and bonuses and penalties for it will be determined

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PostPosted: Wed Jan 07, 2004 10:33 pm 
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I think Wisdom should be in with spirit, and maybe you should just make 'Mind' intelligence.

Love Spirit though. Karma and luck being in there are great. what's Ghost? But I do think Spirit is an awesome idea. Kind of a 'Z' factor.


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PostPosted: Thu Jan 08, 2004 1:02 pm 
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Quote:
what's Ghost?


it's kind of like what people call a soul

what contains the persons metaphysical energy (or some shit like that)

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PostPosted: Thu Jan 08, 2004 1:09 pm 
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Everything sounds great. But I would go for a planscape(ish) setting IMHO.

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PostPosted: Thu Jan 08, 2004 1:16 pm 
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Most of it sounds good. Perhaps you should reevaluate the ST stat (perhaps to explosive muscle strength, enduring muscle strength and general muscle mass? Would make a lot more sense).

Note that these are crappy swedish translations, so don't slam me for naming them wrong...

Btw, where the hell did you come up with the name? It's not like we have any fjords here in Sweden... :?

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PostPosted: Thu Jan 08, 2004 1:21 pm 
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Lord Tingeling wrote:
Most of it sounds good. Perhaps you should reevaluate the ST stat (perhaps to explosive muscle strength, enduring muscle strength and general muscle mass? Would make a lot more sense).

Note that these are crappy swedish translations, so don't slam me for naming them wrong...

Btw, where the hell did you come up with the name? It's not like we have any fjords here in Sweden... :?


actually that's very good input (and i don't think the translation is bad at all) i'll really have to consider this

as for the name, who knows where it came from, it's not like it's at all related to the content of the thread (some kind of eye catcher to lure people in maybe)

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PostPosted: Sat Jan 10, 2004 7:19 pm 
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managed to add a bit more

so who want's to participate

in what setting

i'll try and finish the more technical parts by the end of the week

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PostPosted: Wed Jan 14, 2004 7:38 pm 
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calculation for rank

skr = skill rank (defines your chance of succeeding in a action which involves a skill)

bsr = base stat rank (rank derived from your stats)

xpr = experience rank (rank due to xp)

diff = the difficulty of a task (value in experience points)

xpg = experience gained
----------------------------------------------------------------------------

srk=bsr+xpr

xpr=xp/10

xpg=diff/(srk or xpr)

xp'(new value after use of skill)=xp+xpg

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 Post subject: Re: Swedish Snow Glaciers and Fjords
PostPosted: Thu Jan 15, 2004 9:13 pm 
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stat effects apart for skills

strength - damage modifiers, carry weight
arms - damage with things that use the arms to cause damage (such as sticks), ability to carry the weight of something in arms (like certain heavy weapons, penalties to weapon will scale depending on difference)
legs - damage with things that use the legs to cause damage (the legs for example
mass - genral weight allowed

agility - speed of certain things, reaction in combat (initiative)
hands- speed of certain things related to hands
feet- speed of certain things related to feet
body- speed of certain things related to body

constitutuion -
endurance- how long you can keep up doing something without getting tired
health- hps and their recovery
resistance- your resistances to things such as poison weather effects and such (can be adjusted more between types by traits)

perception - your ability to notice things in the enviroment around you, reaction in combat (initiative)
eyes- your sight
ears- your hearing
guts- your gut feelings

charisma -
personality- how people react to your personality (if you're an annoying bastard you probably wont have high value here if you catch my drift)
voice- do you sound like an average person, a frog or christina aguilera
looks- how people will consider you in the looks department (ugly/good looking/plain normal)

mind - ability to do things matching your stat
intelligence- ability to do things matching your intelligence (saying something or figuring something out)
wisdom- ability to do things matching your wisdom (see previous point)
conviction-


spirit -
ghost- mana points and their recovery (endurance will also have an effect if magic is involved)
karma- how much will you get into shitty or favorable situations in genral
luck- how much will you get into shitty or favorable situations in a smaller capacity

let me know what i need to clear up

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PostPosted: Fri Jan 16, 2004 2:15 pm 
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AAAAARRRRRRRGGHHHHHH


anyone

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PostPosted: Fri Jan 16, 2004 2:17 pm 
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Dude, waaay to complicated for me. D&D, fine - SPECIAL, fine. But this? Far too mant stats to keep track of.

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PostPosted: Fri Jan 16, 2004 8:01 pm 
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Okay, now that I have some time, I'll post some more.

Regarding stats:

Try to not make it too complex. I like the whole subclass thing, but I think we really need to make things simpler.

I.e: Take agility as an example. let's say we divide the stat into the main ability (agility in general) and the subclasses. Now, let's say that each time you gain a "level" (yes, I believe there should be some form of leveling), you both get increased agility and "bonus points" to invest in the subclasses. Each of these "bonus points" should count as a whole "main agility point", but *only* for the substat being used. I also believe the scale should be 1-25 (ala D&D).

Example:

Ewen

Agility: 15
Hands: +2
Feet: -1
Body: +/- 0

Now, if Ewen uses an action only requiring HIS hands, his agility will be 17 (15+2), But if he were to use an action requiring both hands *and* feet, his agility will be 16. (15+2-1)

You could make it more advanced, like the action requiring separate rolls and all that, but that would be *too* much.

What do you think?

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PostPosted: Fri Jan 16, 2004 11:15 pm 
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I'll try it out if I have the time. Looks really promising.


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PostPosted: Sat Jan 17, 2004 4:04 pm 
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well since in the begining i started the stats from core stats and the divisions were just supposed to be modifiers, and only later did i realise that there is hardly any difference so i chose to make it like it is now.
i could have it so that they go back to being modifiers, but since i figure most actions would eventually use a modifier it would make very little difference

as for changing the number range i don't know i figure 100 is easier to make calculations from so i think i'll stick to it if you want 1-25 you can simply divide by 4, it doesn't really matter

as for the previos suggestion i decided to keep it like it is now despite liking it a lot i figure i'll try to have those effects through endurance and agility


what i really need now though is to know who wants to give it a shot and what kind of setting they prefer so i can finish up the skills and start getting this test actaully going

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PostPosted: Sat Jan 17, 2004 4:31 pm 
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Personally, I like the space setting.


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