Showing posts with label gear. Show all posts
Showing posts with label gear. 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. 

Tuesday, 13 September 2011

Coming Up Next

I am the Warden!!

One peaceful night's sleep and it's time to start pumping out OS goodness again. Yesterday was an incredibly productive day on five fronts. A proud moment, to be sure, but keeping that kind of momentum running for two days in a row has always been a challenge. I'm feeling confident about it this time, having spent training points on bumping up my Concentration and Typing skills to give me 3 uses of +2d6 trained dice.

(Oooh, I've been waiting for the day when I could finally making an Optional reference.)

Yesterday's upload of Optional: Playtest weighs in at 79 pages, only 9 pages less than what's on the actual Word file. It won't be long now before everything still in working phases will be ready enough to make it to the next step: PDF. That brings me to today's topic, an overview of everything listed as "In Progress" for Optional: Playtest.


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.