Thursday, February 20, 2014

Classes and Edges

I was thinking through some ideas for characters, classes, edges etc.

I do believe I'm going to avoid having ability scores at all.   Instead, your character will be considered "average" unless you choose a perk/edge/talent like "Strong Guy". 

I was originally going to use a class-based system like X-com's, where each level each class has a choice or 1 or 2 perks or edges.  But, I think I've decided to skip classes altogether, and go with something closer to Savage Worlds, with people choosing a edge at each level.

In fact, I'm going to lump "feats", "ability scores", and "skills" into a single thing "talents" perhaps.

Monday, February 17, 2014

Basic Fire Fight Sketch

I have some basic ideas for an X-com based combat system.   My thoughts were to make it into a good miniatures game first, and then see where RPG elements might come in.  I switched X-com's percentage basis to a d6 system, where mods are only ever +/- 1 or 2.

Here's the basic hit roll idea:


FIRE COMBAT

 

The Attack Roll:

Each attack requires a d6 roll equal or exceeding a target number based on distance from the attacker to the target.

RANGE                                DISTANCE                           EQUAL or EXCEED

CLOSE                                 0 to 4”                                 3+

SHORT                                 4” to 1’                                4+

MEDIUM                            1’ to 2’                                 5+

LONG                                  2’ to 3’                                 6+

EXTREME                            3’ to edge of table            7+

 

Positive Modifiers

There are a number of positive adds to the die roll which can make success more likely

Marksman                                         +1

Expert Marksman                            +2

Target Totally Exposed                   +1

Height Advantage                            +1

Scope                                                 +1  (Medium range or greater)

Shotgun                                             +1  (Close Range)

 

Negative Modifiers

Target in Partial Cover                    -1

Target in Full Cover                         -2

Target has Evasion                          -1

Target has Dashed                           -1

Target has Head Down                   -1

Attacker firing on Overwatch        -1

Attacker using Rapid Fire               -1

Target in Smoke                -1

Target in Thick Smoke                    -2

Attacked making Snap Shot           -1

Wednesday, February 12, 2014

Crime City

I've been batting around ideas for "Crime City" campaign in my head, and thought I'd put a few of them down.

The general setting is one, very large, city in a sort of retro-future.  

The entire galaxy is ruled by the Galactic Federation, which is really lame.   It's ruled as a distant, red-tape laden, lead-weight of a thing.   Elections have long since been eliminated and the Galactic Peace Party controls the galactic government from top to bottom.   The Peace party has outlawed all technology development of military use (which turns out to be just about all technology), and the worlds have slowly devolved to about 1930's level of tech for most things.  The good news is that the "Feds" only get involved with things directly when something big or showy gets their attention.

The adventures would take place in one large city.  It would be divided into Wards, each with its own characteristics.  Each would have a power plant, hosptial, 4-6 police and fire stations, some might have a university, finacial district, etc.  The city government and cops are totally corrupt and ineffective. 

The players would be hired by a secret society (business leaders, perhaps, like those who helped take down Al Capone; or maybe secretly a nefarious cult)  to form a vigilante task force/Justice League to help clean up the city.

There would be at least one rival organization:  maybe finding its H.Q. could be an on-going project, with a system like the board game "Clue" where you'd gradually get to eliminate possible wards until the HQ was revealed.

System-wise, I'd like to write one from scratch.   While Savage Worlds would work, I'm kind of tired of its particular short-comings and would want something a little different.    I'm thinking of a combat system based off X-COM, but with characters having hit points rated from around 40-100, with bullets doing something like 10-60 points each, and punches doing 1-6 points each.  Some sort of really basic skill system:   tasks are Easy (no roll);  Risky (about 60% chance) or Crazy (about 10% chance)

Players might be Gangsters, Masked Avengers, Mad Scientists, Private Eyes, Mercenaries etc.