Over on the GURPS hacking thread, it was brought up that Steve Jackson will take the GURPS IP with him to his grave. That's his prerogative, and I'm not interesting in sneaking into someone else's pool party.
So I decided to start my own party. Let me begin by setting down my design goals, as much for myself as for others.
Building a character will be done in distinct modules, with points sequestered between the categories. There may not even be points, simply arrays of abilities. Character can be classified by tiers, with higher tiers increasing the potency of the starting character. Depending upon the genre and tier, entire categories may appear. For example, in a Fantasy setting, the 'Species' Category appears, but it is absent in a realistic Western setting. Likewise, a Supers setting has a Superpowers category, while the Fantasy setting does not.
There are Character Creation categories that are universal, however.
1. Attributes - The basic aptitudes and physical traits that the character possesses. We're all familiar with this part. Attributes, in humans, range from 3-18.
2. Skills- The application of those aptitudes to specific tasks or sets of related tasks.
3. Psychology - The internal state of the character's mind. Because internal states are not easily quantifiable, I want to steer far away from the GURPS methods-- I've always found the idea that there's a definable value to say, Bloodlust, a bit silly. I'll go into my approach later.
4. Background - These are the events that have happened, perhaps even in the distant past, that have defined the character's place in the setting. It is important to note that these are all things that are linked intrinsically to the setting. Being hereditary nobility may mean little or everything depending on society's views on government.
Action resolution is a fairly simple roll 3d6 and compare to a skill rating. Difficult tasks either add to the roll or subtract from the skill (depending on how it goes in the playtests). There are a few benefits to a roll-under system: it's fast, it's easy to eyeball your chances of success, and its extremely easy for a newbie to understand how competent their character is.
That said, there are some drawbacks that I may have to workaround, and the biggest is skill contests. In a roll-over system, you just compare the two character's rolls. Whoever rolled higher, wins.
So here's my first option: Roll 3d6 and subtract it from your skill. This gives a margin of victory, and the Margin of victory can be treated as the difficulty of an opposed check.
I'm not totally happy with that-- my wife is one of my players, and she has a hard time with math. My rule for RPG systems is that if I my wife can't play it, the system is too math heavy. I'm pretty numerically dyslexic myself, and its' really easy for me to get confused by numbers.
I don't want to give up on the roll under method just yet, but if it's untenable then so be it.
So I decided to start my own party. Let me begin by setting down my design goals, as much for myself as for others.
Characters and Character Creation
Building a character will be done in distinct modules, with points sequestered between the categories. There may not even be points, simply arrays of abilities. Character can be classified by tiers, with higher tiers increasing the potency of the starting character. Depending upon the genre and tier, entire categories may appear. For example, in a Fantasy setting, the 'Species' Category appears, but it is absent in a realistic Western setting. Likewise, a Supers setting has a Superpowers category, while the Fantasy setting does not.
There are Character Creation categories that are universal, however.
1. Attributes - The basic aptitudes and physical traits that the character possesses. We're all familiar with this part. Attributes, in humans, range from 3-18.
2. Skills- The application of those aptitudes to specific tasks or sets of related tasks.
3. Psychology - The internal state of the character's mind. Because internal states are not easily quantifiable, I want to steer far away from the GURPS methods-- I've always found the idea that there's a definable value to say, Bloodlust, a bit silly. I'll go into my approach later.
4. Background - These are the events that have happened, perhaps even in the distant past, that have defined the character's place in the setting. It is important to note that these are all things that are linked intrinsically to the setting. Being hereditary nobility may mean little or everything depending on society's views on government.
Action Resolutions
Action resolution is a fairly simple roll 3d6 and compare to a skill rating. Difficult tasks either add to the roll or subtract from the skill (depending on how it goes in the playtests). There are a few benefits to a roll-under system: it's fast, it's easy to eyeball your chances of success, and its extremely easy for a newbie to understand how competent their character is.
That said, there are some drawbacks that I may have to workaround, and the biggest is skill contests. In a roll-over system, you just compare the two character's rolls. Whoever rolled higher, wins.
So here's my first option: Roll 3d6 and subtract it from your skill. This gives a margin of victory, and the Margin of victory can be treated as the difficulty of an opposed check.
I'm not totally happy with that-- my wife is one of my players, and she has a hard time with math. My rule for RPG systems is that if I my wife can't play it, the system is too math heavy. I'm pretty numerically dyslexic myself, and its' really easy for me to get confused by numbers.
I don't want to give up on the roll under method just yet, but if it's untenable then so be it.
OGL GURPS-Like
Aucun commentaire:
Enregistrer un commentaire