Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
Page 1 of 4 1234 LastLast
Results 1 to 15 of 53

Thread: To my chagrin....

  1. #1
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,236
    Blog Entries
    41
    Downloads
    2
    Uploads
    0

    To my chagrin....

    Prefer not to see ads?
    Become a Community Supporter.
    ...and despite my preferences for tactical and strategic elements in rp which tend towards a rules heavy environment, I have somehow invented a rules-lite system of role playing.


    *A few moments of silence while I overcome my embarrassment, please*


    So I thought I would ask here, as quite a few here prefer lightweight systems, what do you want to see (and definitely don't want to see) in a lightweight rule system?

    Also, please consider how it might be possible to pull off the feat of applying tactical and strategic elements in all three dimensions (and assuming that all participants/characters will be represented with a 2d framework) to a rules-lite system?

    Thank you in advance for your comments.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  2. #2
    Join Date
    Mar 2010
    Location
    Near Claremore
    Age
    41
    Posts
    501
    Blog Entries
    28
    Downloads
    26
    Uploads
    14
    I wish I had that problem, where I accidentally made rules lite games. All my stuff keeps getting away from me with scope-creep and self-bloating.

    What I want to see or not see if a bit vague. That's like asking "What is your favorite solid object?" with no other criteria. In context of what? Chargen? Combat? Stats? Skills? Movement? Magic? Dice rolls? System mechanics and task resolution? Races? Professions? Equipment?
    Abstruse Decapod

    "Why aren't i just be able to write adventures that don't require crap like an Amish rpg?" -myself

  3. #3
    Join Date
    Jul 2008
    Location
    Phoenix
    Posts
    858
    Blog Entries
    1
    Downloads
    9
    Uploads
    0
    I'll pull from the one that I wrote (link in signature).

    Want to see:
    Fast, simple, conflict-resolution dice system.
    Flexibility to try different things without needing rules for them.

    Don't want to see:
    Tables.
    Convoluted mechanics (see the Star Wars system with 6 or 8 types of dice for one type of resolution).

    Tactical/strategic:
    See Risk. Or chess? What sort of strategies are you looking for?
    Powered by: Modos RPG, version 1.30
    http://modos-rpg.obsidianportal.com/

  4. #4
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,236
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    Quote Originally Posted by DMMike View Post
    I'll pull from the one that I wrote (link in signature).
    Tactical/strategic:
    See Risk. Or chess? What sort of strategies are you looking for?
    Character A is in location xyz∆, character B is in a different location xyz∆, can they affect each other and to with what degree of likelihood / success?

    Quote Originally Posted by jpatterson View Post
    In context of what? Chargen? Combat? Stats? Skills? Movement? Magic? Dice rolls? System mechanics and task resolution? Races? Professions? Equipment?
    YES!

    Since you so handily provided a list, let's start with that. ^^

    (oh, and in response to your favorite solid object question, the first thing that came to mind was my wife'n'kids... oh, and i'm kinda fond of the planet and associated environs too. )




    the current iteration of the system is so rules-lite, it is actually diceless.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  5. #5
    Join Date
    Jul 2008
    Location
    Phoenix
    Posts
    858
    Blog Entries
    1
    Downloads
    9
    Uploads
    0
    Quote Originally Posted by nijineko View Post
    Character A is in location xyz∆, character B is in a different location xyz∆, can they affect each other and to with what degree of likelihood / success?
    If you're using grid coordinates, you're wandering out of the realm of rules-light. I guess you could probably keep it fairly simple, though:
    - pieces move up/down, left/right, in a number of spaces equal to their Speed.
    - movement through walls or other pieces are not allowed. (Unless you're a Knight.)
    - close range attacks occur only with other adjacent, non-diagonal pieces.
    - extended range attacks may occur with any square not partially or fully obstructed by another piece or wall.

    Plenty of tactical questions available here:
    - when do I move?
    - which piece do I move?
    - does my Speed allow me (or my opponent) to attack this round, given the obstacles?
    - can I threaten two pieces at the same time?
    - should I block access to one of my pieces with my other pieces?

    and so on.

    PS - Wow. Now I REALLY want to create a combat system designed for a chess board and chess pieces.
    Powered by: Modos RPG, version 1.30
    http://modos-rpg.obsidianportal.com/

  6. #6
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,236
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    I have not decided whether or not to use grid coordinates. What other systems or mechanics might be possible to accomplish this?
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  7. #7
    Join Date
    Jul 2008
    Location
    Phoenix
    Posts
    858
    Blog Entries
    1
    Downloads
    9
    Uploads
    0
    Anything you want. However, the more rules you write is the more tactical you can get. The fewer rules you write is the more you depend on rule zero.

    I was aiming for simplicity with my system, and drew a lot from Skyrim and Final Fantasy to do it. Let's see how many rules it took:

    - Conflict occurs in rounds.
    - Characters roll d20, and turns during the round progress highest to lowest.
    - The character taking his turn announces his action, to which all other combatants can respond with an action.
    - All actions then occur with the acting character first, then are resolved in initiative order.
    - Using consecutive, similar actions during your turn allows you to use the higher of the rolls as your die result.
    - Each character gets three actions, and the round ends when the character with the lowest initiative ends his turn.
    - There are two postures (positions) in combat: offensive and defensive. Offensive is toe-to-toe combat, and defensive is everything else.
    - Melee weapons deal half damage to opponents in a different posture than yours, and no damage to defensive enemies if you are also defensive.
    - Ranged weapons and short range spells deal 50% damage if you and your opponent are defensive.
    - One (movement) action is required to change postures.
    - A successful movement action from defensive posture allows a character to flee combat.
    - A character may enter combat in "flanking" posture, which acts as an offensive posture that prevents enemies from fleeing.

    So, the bulk of it falls into 12 rules. You might see the Final Fantasy in there (rows). The Skyrim isn't as explicitly combat-related. But hit up the link and use whatever you like.
    Powered by: Modos RPG, version 1.30
    http://modos-rpg.obsidianportal.com/

  8. #8
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,236
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    anything i want is terribly unspecific. and while it is quite true that it will end up whatever i decide it to be, i am looking for some useful suggestions to hone my particular block of marble down to something a bit more fashioned.

    and re-reading your post for the fourth time over several different days seems to yield that you didn't actually answer my last question. while i DO appreciate your sharing of combat rules, and quite useful they are, i'm still asking for spatial positioning and ranging mechanics other than a grid and coord system.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  9. #9
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,236
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    hmmm, i had rather thought there would be more feedback on this. oh well.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  10. #10
    Join Date
    Jan 2008
    Location
    Dearborn
    Posts
    7,379
    Blog Entries
    16
    Downloads
    4
    Uploads
    5
    Lightweight? I like medium weight myself. I'm enough of a war gamer to like a bit of crunch in my game. True 20 is way to light for my taste. On the other hand a simulationist combat system takes way too muich time and effort.

    What do I like? Yes systems. A system that doen't default to "That which is not premittied is forbidden", like AD&D or 3x D&D. A good system tells you how to say yes to your players.

    Garry AKA --Phoenix-- Rising above the Flames.
    My favorite game console is a table and chairs.
    The Olde Phoenix Inn

  11. #11
    Join Date
    Jul 2008
    Location
    Phoenix
    Posts
    858
    Blog Entries
    1
    Downloads
    9
    Uploads
    0
    Quote Originally Posted by nijineko View Post
    hmmm, i had rather thought there would be more feedback on this. oh well.
    Well, I'm slightly confused about your question, since I thought I had answered it. Perhaps my confusion is shared by others, and this is preventing them from responding?

    Quote Originally Posted by tesral View Post
    What do I like? Yes systems. A system that doen't default to "That which is not premittied is forbidden", like AD&D or 3x D&D. A good system tells you how to say yes to your players.
    Here, here. RPGs shouldn't be limiting; they should be enabling. To be fair to my former favorite system, 3e D&D had rules for permissiveness, but they were mentioned in passing instead of emphasized.
    Powered by: Modos RPG, version 1.30
    http://modos-rpg.obsidianportal.com/

  12. #12
    Join Date
    Jan 2008
    Location
    Dearborn
    Posts
    7,379
    Blog Entries
    16
    Downloads
    4
    Uploads
    5
    Quote Originally Posted by DMMike View Post
    Well
    Here, here. RPGs shouldn't be limiting; they should be enabling. To be fair to my former favorite system, 3e D&D had rules for permissiveness, but they were mentioned in passing instead of emphasized.
    Not to hijackthe thread by my elxcierace with 2e was that things like the skills system crippled certain classes as to being a yes game. Likewise feats hobbled anyone bet a fighters as the feat trees required lots of feats as only fighters had.

    I tried ot build a broadly knowledgeable fighter. A sort of sage/detective in armor. The 'class skills' system that penalized anything but class shills made that impossible. The lesson was plain, "Thou must not build anything but a sword jock,"

    The take away for nijineko is to watch out for seemingly innocuous systems in your game that restrict rather than enable.No character concept should require bending the rukles if the rules truly say yes.

    Garry AKA --Phoenix-- Rising above the Flames.
    My favorite game console is a table and chairs.
    The Olde Phoenix Inn

  13. #13
    Join Date
    Oct 2007
    Location
    Prattville
    Age
    53
    Posts
    849
    Blog Entries
    4
    Downloads
    3
    Uploads
    0
    I always twisted the D&D rule about, "That which is not permitted is forbidden," into, "That which is not permitted is allowed and we'll crunch it out when it occurs."

  14. #14
    Join Date
    Jan 2008
    Location
    Dearborn
    Posts
    7,379
    Blog Entries
    16
    Downloads
    4
    Uploads
    5
    Exactly. My preference for Pathfinder over D&D 3.5 comes from their efforts to eradicate the No monster. The Old School approach, anything not forbidden is permitted. Followed by forbid very little.

    You Malruhn are Old School. So sayth the Dean.

    Garry AKA --Phoenix-- Rising above the Flames.
    My favorite game console is a table and chairs.
    The Olde Phoenix Inn

  15. #15
    Join Date
    Aug 2011
    Location
    hendersonville
    Age
    30
    Posts
    104
    Downloads
    11
    Uploads
    1
    I tend to prefer to lend an ear to roll play and allow players to try things even if they haven't got the abilities to justify doing so. Like a whirlwind attack attempt at level 2. I give penalties to it of course. But they are situation based and lack of experience based in the above example you are a few levels off from when you could gain the feat so you take an experience based pen of 1 per level difference and with other situation benefits or penalties you still might pull it off. It also winds you when you are finished. But keep heart Fatigue potions are common.

Page 1 of 4 1234 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •