Showing posts with label modifiers. Show all posts
Showing posts with label modifiers. Show all posts

Wednesday, 24 July 2013

Down To The Core, Part 2: All These Dice

Just like its older sister, the Optional System, this new version
uses dice pools to settle arguments and conflicts. 
I am the Warden!!

It's time to get to the nitty-gritty and talk about how to construct this system. Along the way, I'll be talking about some of the fundamental from the original Optional System and will try to explain these concepts and mechanics along the way. For additional information and insight into how the original system works, feel free to pick up the Pay What You Want version of Killshot (you don't even have to pay anything for it, I don't mind).

Before I can put one solid word on paper, there's a serious hurdle to overcome in Optional Core's construction: dice pools. It's a staple of the original Optional System, where players and Directors build up a dice pool from various attributes, modifiers, gear, and difficulty levels to roll against each other, a facet that will remain in Optional Core. Here's a bullet point list of the key points for dice pools in the system's previous incarnation.

  1. All dice types are assigned a group category detailing their source, or reason for use. All d20s are base dice and represent the luck of the draw outside of everyone's reach; d12s are focus dice to represent every character's basic training and versatility; d10s are circumstance dice for outside factors manipulated by the characters (such as modifiers); d8s are option dice assigned by the individual option used in a dice roll; d6s are trained skills for everyone's skills; and d4s are bonus dice just because everyone needs that extra push now and then. 
  2. Each dice group is limited in when it can be added to the roll, with the larger groups (base dice, focus dice, etc.) being more frequent than the smaller ones. In other words, every roll uses at least a base die (d20) while bonus dice (d4s) are few and far between.
  3. All dice explode. When you roll the highest number on that die, you can roll another one and add to your running total. 
  4. When your base dice explode, you gain a training point. You can use it to increase your experience and training between sessions or cash some in for immediate benefits, such as bonus dice. 
  5. As a campaign continues forward, characters can increase the number of dice available in their individual stats, focus, skills, etc. and increase the size of their pool by spending their training points. 

Thursday, 8 December 2011

Kick-Ass Villains

I am the Warden!!

Ever roleplayed on a train before? We did during the Shadoworld Excursion a couple of weeks ago. When I was younger, my concern for standing out and "looking weird" roleplaying in public would have prevented me from doing so, but now I just don't give a shit. Roleplaying games have done more for me than any stranger has and so my teenage compulsion has gone up in flames. Plus, it's fun to see people walk by and wonder just what the hell we're doing and why it's not being done on a phone.

On our ride to Moncton, my buddy Kurt and I played the finishing scenes of the Matrix: Revolutions playtest with slight modifications for a solo game. Save for one part: the final villain, a program known only as the Gimp. He was a giant man adorned in black leather and a kinky zippered mask concealing his identity, though this wasn't as apparent as the gargantuan meat tenderizer he carried with him. Oh, and he was immune to firearms. Bullets would hit him, but never harm him. I wanted to see how a long hero would fare against this bastard and was really hoping for a wild ride of devastation.

Nope. Part of this one-sided slashfest was Kurt's decision to pull out his twin samurai swords from moment one rather than shoot first as I had expected. The other part has lead me to consider new and dramatic additions to villains, the subject of today's post.

Monday, 8 August 2011

Optional: Playtest (Version 0.3)

I am the Warden!!

I'm committing myself to providing updates to the Optional: Playtest document every Monday right here on this blog thingy for as long as necessary until there's no longer an Optional: Playtest document. And wouldn't ya know it, it's Monday.

Version 0.3 now sits at 64 pages of experimental goodness with a few updates, primarily the monk creed (based on D&D's monk - I'm working on something a little more "modern" that's not D&D to show some versatility in this system), updates on Appendix I: Options (only those options available to all characters, not dependent on a creed, will be listed here), rules for gaining and losing the edge, rules for stunts, and a couple more tweaks here and there in Chapter 1: Mechanics.

More importantly, a first draft of Chapter 4: Circumstance Dice is provided to explain how d10s play a role in the game. It talks briefly (as all playtest docs should) about modifiers and gear.

To keep things simple, I've added bookmarks to the PDF with each updated section highlighted in red.