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Grand Unified Theory: Modos RPG revision 1.30 thread - Page 2
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Thread: Grand Unified Theory: Modos RPG revision 1.30 thread

  1. #16
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    Prefer not to see ads?
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    This game works on an action-by-action basis, so you don't have to wait for your turn if you don't want to.

    However, characters waiting for their turn can get better results, and this careful action planning just got redesigned:

    https://modos-rpg.obsidianportal.com/adventure-log
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  2. #17
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    Progress just got remodeled. It's an abstract way for the GM to measure goal completion. Here's an example:

    3 PCs are trying to sew enough tassled uniforms to thoroughly confuse a gang of banditos when it arrives in the village.


    • The GM sets the PC's max progress at 60, and bandito max progress at 60.
    • Each round, PCs make a profession (tailor) contest to earn progress, and the banditos make movement contests.
    • If PC contests are 10 or greater, they add d4 progress points (uniforms) to their pool.
    • If NPC gang contests are 10 or greater, it adds d10 progress (miles) to its pool.
    • The old woman PC, who has a sewing machine, earns d8 progress instead of d4.
    • If the PCs hit 60 first, they can uniform enough villagers to scare away the gang.
    • If the gang hits 60 first, they'll arrive before the PCs are ready, and start a very different battle!
    Last edited by DMMike; 11-11-2014 at 01:31 PM.
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  3. #18
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    Sort of based on a chase.

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

  4. #19
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    Yes! I think this sort of system would work great for chases. It replaces "was my roll good enough to catch him?" with "okay, my progress indicates I've almost got him!"

    I just spotted something in Green Ronin's Song of Ice and Fire Roleplay, and thought it looked like a good idea. So here's the first draft of my "combat breakdown." Its purpose is to show the flow of combat in steps, and each step is explained elsewhere in the chapter.

    Question: does it make sense? Does it convey the steps of combat in an understandable (yet not fully explained) way?

    Combat Breakdown
    In this example, two legionnaires, the PCs, have met two barbarians, and their earlier exchange has made it clear that fighting is inevitable. The general conflict rules will be augmented by the physical conflict rules to manage the speed and detail of the battle. Required steps are in bold.

    1. Roll initiative. Each PC rolls an initiative contest for his character, and the GM rolls one or more contests for the NPCs.

    2. Establish surprise. If one side had caught the other off-guard, the GM would make small initiative changes.

    3. Count actions. Each character gets three actions per round.

    4. Take turns. The character with the highest initiative takes his turn first. In this case, a legionnaire draws a gladius.

    5. Respond to actions. While the legionnaire acts, the other characters may respond with actions. The barbarians respond by readying morningstars.

    6. Choose posture. The other PC uses his response to climb onto the Roman wagon, changing his combat posture from offensive to defensive. The other characters remain offensive. Simpler movements, like close combat footwork, donít require actions.

    7. Attack. Still the first legionnaireís turn, he attacks a barbarian with his gladius. He rolls a fight (melee) contest and his gladius damage. The other barbarian counterattacks with his response, so he also rolls fight (melee) and damage.

    8. Defend. The barbarian under attack rolls defend (parry) and his armor protection. His contest beats the PCís fight (melee), so no damage takes place. However, the PC canít defend while attacking, so he takes the damage rolled by the second barbarian. He reduces the damage by rolling his protection and subtracting that from the damage, and adds the difference to his physical damage pool.

    9. Combine actions. The legionnaire can combine actions during his turn, so he can choose to keep his previous fight (melee) contest if he wants to take the same action again. He decides that it was too low and rolls again. The barbarian decides that he wonít use an action to defend, saving one for later.

    10. End turns. The first PC has used all his actions, one to draw his weapon and two to attack. He says heís done.

    11. Take half. The barbarians take their turns, and the GM decides to take half on their rolls to speed up play. The first barbarian passes on his turn, saving his last action for a defense if he needs it later. The second barbarian attacks the legionnaire in the wagon, and taking half gives him a 10 on his contest roll (before bonuses) and 4 on his damage roll.

    12. Round up. The PC in the wagon is in defensive posture, so after he subtracts protection from the 4 damage, he multiplies the remainder by 50%. If this reduces damage to a fraction, like 1.5, the PC must round up to 2.

    13. Minimum damage. If the PCís protection roll had equaled or exceeded the 4 damage, a successful or uncontested attack still deals 1 damage.

    14. End the round. The barbarians end their turns, and the legionnaire in the wagon takes his turn. He readies his shortbow, and the GM allows him to nock an arrow in the same action. Then he attacks the barbarian near him, with a fight (missile) contest. That barbarian is too busy to defend, having used all his actions, so he protects against the damage and adds the rest to his pool. The other barbarian has one action left, and heíll lose it if he doesnít use it. So he responds to the legionnaireís bow attack by attacking the first PC, who is too busy to defend. When the legionnaire ends his turn, all remaining actions are lost, and a new round begins.

    15. Flee or (donít) die! On the next round, each character gets three more actions. One barbarian flees, costing two actions since heís in offensive posture. The PCs let him go, to focus on the remaining barbarian. The barbarian and a legionnaire attack during the same action, and the damage fills their respective damage pools to the max. The GM decides that this reduces the barbarian to a bloody mess, who hits the ground and tries, pitifully, to crawl away. The PC decides what max damage means to his character, but whatever it is, he cannot take physical actions until he and the GM agree on how heíll heal at least one physical damage.


    Last edited by DMMike; 11-14-2014 at 12:27 PM.
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  5. #20
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    One word: Excited

    I just finished the first draft of the 1.3 physical conflict section, and I'm excited.

    Why excited? Well I had the new rules in mind, and I was pondering the age-old question: what does a GM do when his draugr get charged by PCs? And this caused me to explore the limits of the system.

    The combat rules are pretty simple. You get three actions, use them whenever you want, initiative determines your speed advantage, defense actions thwart attack actions, and protection reduces damage.

    The mastery, however, seems daunting. Enter the draugr. Their standard tactic is to deliver the highest amount of damage possible. This works best on the least-armored foes, and swarm attacks (concurrent attacks) work well since characters can defend against only one attack at a time. Outnumbered draugr benefit most from dropping weak opponents as fast as possible.

    Once that started making sense, I wondered about bandits. These guys are living creatures, interested in self-preservation and smart enough to recognize a losing situation. How would their tactics differ from the draugr? First, they don't want to be outnumbered. Since they're not normally heavily-armored, bandits will likely flee a group of four PCs until they can gather a group of four or more bandits. If that's not possible, they'll seek other advantages, for early use in battle. Surprise attacks, from initiative and the backstabber perk, are their best bets. Bandits will probably also seek to avoid a tank PC until they can outnumber him, or use a heavy weapon to get through his armor. Bandits are less likely to swarm, because they'll want to maintain some defense against the PC with the most lethal weapon.

    This is the tip of the iceberg, partly because it doesn't even touch on mental or metaphysical aspects.

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  6. #21
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    The first monster is in the revamped bestiary. He’s a scary one: the musician!

    Artist, musician, level 1
    Attributes: P 8, M 10, MP 13
    Skills: persuade 2 (1), profession (artist) 4 (0)
    Perks: specialize (artist)
    Gear: guitar, guitar case, harmonica, Swiss army knife d4
    Concept:A street performer who couldn’t become a rock star after college. He has some skill at swaying people’s opinions, and a knife for those who try to take his tips.

    There are 63 monsters slotted for the new bestiary, many of which have types. The musician is an artist-type, which indicates that he’s a character for modern-genre games.

    Scarier monsters will be appearing, like the unusually-sized rat (level 3), qua-toa mutant (level 5), and the shapeshifting android (level 7).
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  7. #22
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    As promised, the monsters get scarier:

    Ghoul, starving, level 1
    Attributes: P 16, M 7, MP 8
    Skills: cast spell (fog) +2 (+1)
    Perks: owlís eye
    Gear: loose limb d6
    Concept: This undead creature struggles to cling to undeath. It attacks by swinging its disgusting, loosely-attached arm. If it loses its arm, it bites or claws for the standard d4 unarmed damage. If it feels threatened, it casts off its stench-cloud with the fog spell, maintaining it until the threat ends.
    Last edited by DMMike; 11-28-2014 at 12:20 PM.
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  8. #23
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    10 monsters written, 63 planned. Of course, the beginning of the Bestiary discusses three different ways to make your own monsters, but here's another freebie:

    Slime, green, level 1
    Attributes: P 11, M 10, MP 10
    Skills: fight (unarmed) +1
    Perks: weapon focus (acid touch)
    Gear: acid touch d6
    Concept: These small, seemingly magical creatures scoot along in the wild much like inchworms. They subsist by dissolving organic matter from the ground, and freeze when confronted, hoping that their attackers will lose interest or be dissuaded by their acidity. A green slime that’s under attack springs at its opponent, burning with its acidic body.
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  9. #24
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    State of the Unification

    The game rules are ready to go - I'm just filling in the details and bonus material like the sample adventure and sample monsters. I've done some streamlining and some expanding, so there are a lot of changes to be discovered. I will be releasing an unfinished edition or two to facilitate playtesting.

    To what are we looking forward?

    - Interactive, flexible combat. PCs are not bound by turns, grids, or specific actions. Do what you want, when you want. If the battlefield (and your allies) allows, you can reduce your exposure to damage by being defensive, but opponents can still flank you. The only freedom from danger is avoiding conflict.
    - Earn levels as you play. After each game session, PCs improve their characters a little bit. The GM can award additional improvements, called "level points," during the game as befits the campaign: plot checkpoints, training time, etc.
    - Roleplaying incentives. Hero points let you do just about anything better, and you earn them by making your character more interesting. You can earn hero points by choosing the harder (more interesting) path, customizing your attributes, roleplaying character flaws, or voluntarily failing a contest.
    - Better modularity. The rules catalog is getting a big makeover. The rules build upward, starting with core rules and character rules as the foundation. Resting on those modules is the extended conflict system. Finally, if you want to customize a bit more, the combat module adds some depth to fights, and the spellcasting module adds rules for special powers that are limited by your metaphysical attribute.

    The final 1.3 edition is several months away, depending on how much artwork I have to personally make. But 1.30 will be out soon, free, and open to suggestions!
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  10. #25
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    Christmas surprise

    For those of you who have been waiting for light, modular rules, grid-free combat, hero points, spells
    requiring concentration, and easy, fast math in a free roleplaying game: you're in luck. D&D 5 is out, and they beat me to the printing press.

    But if you were hoping for customizable attributes, organic character development, action-by-action
    combat, easy-bake monsters, and all of the earlier-mentioned features: Modos RPG v. 1.30 will not be ready this year. I don't have corporate deadlines, so I won't publish something that I'm not ready to publish.

    This version has character archetypes to speed your skill, perk, and spell selections, reformatted rule modules that make the combat and spell systems more optional, brand-new sample modules (rule and adventure), and gear and monsters from three campaign genres (past, present, and future).

    The surprise is a first draft .jpg of an encounter flowchart - the beginning of an adventure format designed to minimize your in-session reading time. The v. 1.30 adventure module will feature four flowchart encounters and two map encounters, and each uses three types of elements (static, dynamic, and plot) to give GMs the ability to adjust quickly and customize encounters on the fly.

    As before, the game will be free to use and distribute. So if you want to use something (like hero points or defenses by attribute), take it, share it, and tell your friends!

    Happy gaming,
    DMMike

    First draft encounter format

    Let's fight some Imps!
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  11. #26
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    As one of my favorite parts of the game, modules need to be done right. Iíve cut a lot of subjective material from the modules chapter, and Iím hoping that whatís left is short and sweet.


    Each sample module is getting a makeover, and the rules module is complete, although I canít code the new rules without properly coding the core rules first. The sample rules are:
    - New attributes: power and reflex, replacing physical.
    - Piecemeal armor: why wear a suit of mail when you could wear a leather cap, steel bracers, a chain skirt, and snazzy vest?
    - Dragon magic: having a fourth attribute means another damage pool for fueling more spells. Dragon warriors get free casting actions as their dragon blood increases.
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  12. #27
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    Home stretch!

    The hard work is done, team. I'm just making sure that everything is pleasing to the eye, so you can toss it from device to device. I'll throw in a handful of inspiring monsters, like the Mutant, Model (a superhero), Elf, Mage (required), Android, Shapeshifting (Autobots, transform!), and the one lucky enough to grace the cover, the werebull.

    Then, we'll have multi-genre, fast, and custom adventures! If anyone says you're not working hard enough, just call it "playtesting."

    Filled out character sheet looks like this.
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  13. #28
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    Great work! Keep writing and keep adding. It really looks good.

  14. #29
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    Well, it's official: Mora****ar's inspiration was all I needed to finish. Well not really, but I love support anyway! As a way to say thanks...

    (edit: yes, M's name evidently comes up as profanity. It's not my fault, Mods!)

    Here it is: the first copy of version 1.3! Skyrim, Mad Max, the Expendables; you can run whatever you want on this game system!

    Technically, this is the end of the thread, since the revision of version 1.2 to 1.3 is complete. But I'm available for comments and questions, and will probably be starting a new thread for the new system soon.
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