Monday, September 3, 2012

Everybody's got one

This is the maiden post of my diy/homebrew/trainwreck rpg.  Name TBD because I can't think of anything that's clever or sounds cool.  maybe I'll figure out a cool three word name using TBD so I won't have to change the tags later.  It's a mashup of olde tyme d&d, some savage worlds and fallout with a bit of sbvd and maybe some other stuff from other places*??

The main stats (3d6 per, down the line or assign to taste):
strength - brute force, bonus affects fighting damage and saves vs. immobilization or crushing
dexterity - balance, agility, bonus affects melee and ranged to-hit number and reflex type saves
constitution - hardiness, general physical well-being, bonus affects hp and saves vs. poison or disease
intelligence - understanding lore, magic, languages or artifacts, bonus affects saves vs. confusion or other mind-altering situations
charisma - number and loyalty of retainers/hirelings, bonus affects saves vs. social faux pas?? (haha it could happen)
willpower** - magic, bonus affects spell dice and saves vs. magic

rolled # |bonus
3            |-3
4-5         |-2
6-8         |-1
9-12       |0
13-15     |+1
16-17     |+2
18          |+3

At this point, add up all the bonuses. If the total is -4 or worse the player may choose to roll up another character.

other stats:
HP - all lvl 0 pcs start with 8 (modified by con)
AC - ascending AC, all lvl 0 pcs start with 8 (modified by armor)
to-hit bonus/damage - dex bonus/damage defined by weapon type
savesingle save number, all lvl 0 pcs start with 15
spell dice - die type used when casting spells, all lvl 0 pcs start with a 1d6
movement*** - die type used when moving during encounters, determined by chart below (roll 2d12)

rolled # |die type
2            |d4
3-5         |d6
6-8         |d8
9-11       |d10
12          |d12

Characters start out at lvl 0 and have no adventurer type until they reach lvl 1. Adventurer type will be covered in a later post.


*In this post or any others dealing with this game if I've unintentionally stolen anything lemme know.
**Willpower replaces wisdom b/c it's always been a fiddly bit I was never happy about.  Intelligence and willpower will work together to make a pretty neato magic system imo.  Once I get around to the post about how magic works in the game it'll make sense.. maybe.
***Yeah it's pretty gamey but I have a hard time visualizing things and the people I've played with enjoy rolling dice AND I'll have a shitload of minis to use in the upcoming months (thank you based reaper kickstarter)

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