Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Saturday, 2 March 2013

Initiative Without Dice? [Optional Core]

In the Optional System, the Team with the Edge gets to act first.
The problem is establishing which Team gets that honour. 
I am the Warden!!

During last week's recap of our first playtest session of High Plains Samurai, I mentioned the need for initiative in the game. On the surface, the idea sounds simple and viable because the majority of initiative rules in RPGs involve a dice roll and since the Optional System is a dice-rolling machine, this shouldn't be a big deal, right?

Wrong. Wrong wrong wrong. I had no idea how wrong that theory was.

Let's start by explaining how turn order works in Killshot, the original and only published version involving the Optional System. The main characters, AKA assassins, pretty much always go first. Because it is a game of strategy and planning, players must set a plan in motion and will likely always go first. That works for a realistic and tactical game like Killshot, but it's shit in a martial arts clone. It provides a near automatic victory for the heroes assisted by their bonus options, Pass reactions, and everything else. The only other means to force heroes to go next involves villains and thugs applying triggers before the fight scene begins, but that can get old and tired after a while. And what if the heroes set down a trigger designed to go off when the thugs' trigger activates, huh? It can potentially reach ridiculous heights.

Wednesday, 5 October 2011

Enhanced Abilities

A good archer can do more than launch an arrow
straight and true; he can slip it between the
branches of a tree and kill ya!
I am the Warden!!

Yesterday, I talked about changes to the Optional System's stats to their current, much more awesome form. For some players, it might not be enough, especially after you get a little experience under your belt or you're used to playing RPGs with a bit more substance to your stats.

Fear not, good gamer. The Warden has prepared an optional rule for implementing bonus features for stats, called enhanced abilities. While you may choose your stats based on character development and personal taste, enhanced abilities endow your character with an additional edge solely based on your stat selection. Sure, it makes sense for an archer to select Dexterity as a Body stat simply because she's an archer, but what does Dexterity really do for an archer?

Easy. For every +1d12 Dexterity focus dice an archer has, she can reduce a modifier's benefit by 1d10 circumstance dice on a ranged or burst attack once per series. For every additional focus dice in Dexterity, she can reduce the same modifier by 2d10 circumstance dice or save that second reduction for another modifier later in the same series. Once a new series begins, our archer can try this again. This allows her the ability to launch an arrow further than a normal character, ignore the Cover modifier, and more. Now we're talking, right?

Wednesday, 7 September 2011

Racial Creeds

I am the Warden!!

(And if you didn't know that by now.)

An incredibly productive day yesterday with all the revisions to the Optional System plugged in and ready for more playtesting. But that's neither here nor there, because my only reason for telling you that is to start moving on to new material. And since I'm in a crazy creed-building mode, I'm gonna stick with that theme.

As the majority of my playtesting at home consists of fantasy campaigns, race plays a factor in our stories. Our monthly Friday night game doesn't really stretch the boundaries of the imagination: two humans and a tiefling from D&D. Yet no fantasy game seems complete without a wide variety of races, both classical and modern, to demonstrate the depth and scope of your world. As a human fan, it's rare for me to branch out into something else other than the adaptable human, but there's no denying the love for dwarves (aye, with a thick Scottish accent ta boot!), elves (though I feel their immortality or longevity has been poorly overlooked in nearly 95% of all settings), halflings, and for most others, gnomes. (I can't stand them myself. Long story.) Therefore, the time has come to start looking at how creeds can bring these races to life.