User:Nod/System

From FuturePath
< User:Nod
Revision as of 06:07, 15 January 2015 by Nod (talk | contribs) (Created page with "This is the basis of the d12 system. Below is the best working version to date. This was designed to roll with 2d12 per stat, but also seems to work fairly well with 1d12 as...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This is the basis of the d12 system. Below is the best working version to date. This was designed to roll with 2d12 per stat, but also seems to work fairly well with 1d12 as well as 2d12 / 2.

When gaining a level, the player chooses the dice that will be used for all checks associated with that stat going forward according to the max roll of each die and the number of the stat, such that the maximum number that can be rolled on all dice chosen cannot exceed the number listed on that stat. If at all possible, no specific die type can be used more than once, with a maximum of twice at the DM's discretion, for a dice set for a given stat. Example: A stat of 12 gives the choices from standard dice of 1d4+1d8 or 1d12, 2d6 with DM permission, but not 3d4 since other combinations are possible. Non-standard dice are legal if the physical die can be rolled, such as d2, d3, d5, d7, d9, d11, etc... IF the DM allows (against the recommendation of this writer), dice chosen can be comprised of other dice, thereby allowing a loophole in the multiple dice ruling above. Example: A stat of 12 may allow for a check 1d3+1d9; the d9 can be comprised of 1d4+1d2+1d3, thereby providing 2d3 despite the fact that other options are available. This is how the character generator (chargen.vbs) works (So sue me. :P).

BASIC STATS

Power
Quickness
Toughness
Prowess
Common Sense
Sixth Sense
Social

Coolness

4d12    /   3

MELEE

 PHYSICAL
   Hit     (Prow   +   ((Quick +   Common) /   2)) +   Cool
   Damage  (Power  +   ((Prow  +   Common) /   2)) +   Cool
   Soak    (Tough  +   ((Quick +   Common) /   2)) +   Cool

RANGE

 PHYSICAL
   Hit     (Prow   +   ((Quick +   Power)  /   2)) +   Cool
   Damage  (Quick  +   ((Prow  +   Power)  /   2)) +   Cool
   Soak    (Tough  +   ((Prow  +   Quick)  /   2)) +   Cool

MELEE

 MEMTAL
   Hit     (Prow   +   ((Quick +   Sixth)  /   2)) +   Cool
   Damage  (Power  +   ((Prow  +   Sixth)  /   2)) +   Cool
   Soak    (Tough  +   ((Quick +   Sixth)  /   2)) +   Cool

RANGE

 MENTAL
   Hit     (Quick  +   ((Prow  +   Power)  /   2)) +   Cool
   Damage  (Power  +   ((Prow  +   Quick)  /   2)) +   Cool
   Soak    (Prow   +   ((Tough +   Quick)  /   2)) +   Cool

PHYSICAL

   Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool
   Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool
   Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool

MENTAL

   Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool
   Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool
   Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool