Author Topic: Action RPG in progress  (Read 1711 times)

Offline Ziegander

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Action RPG in progress
« on: February 07, 2012, 01:12:34 PM »
Let's start bare bones here:

Resolution is dice pool vs dice pool (d6s) via effort and resistance. Characters have a total pool of Energy (that wears down over time) from which they put "effort" into their actions. The more effort the bigger the dice pool. If a character's effort beats the resistance of the task (sometimes it is a resistance generated by another character, sometimes it is a static resistance), then his action succeeds. The amount by which the effort beats the resistance determines degree of success.

At the start of each character's turn they also roll the Fate die (d8) to see which (if any) of their Derived Attributes they get to add free "effort" to from their Luck attribute (see below). 1 = None, 2 = ATK, 3 = HIT, 4 = RDM, 5 = AVD, 6 = MPR, 7 = RST, 8 = Character's Choice.

ATTRIBUTES:

Strength, Dexterity, Constitution, Agility, Intelligence, Charisma, and Luck

A character may only spend a maximum amount of Energy rolling effort on a task up to the attribute associated with that task. For example, a character with 2 Strength may only spend 2 Energy on a physical attack (for an effort roll of 2d6), but see Derived Attributes (DA) below.

DERIVED ATTRIBUTES:

Attack Power (ATK), Hit Rate (HIT), Reduce Damage (RDM), Avoid (AVD), Magic Power (MPR), and Resist Magic (RST).

Derived Attributes represent an amount of "free effort" added to any rolled effort the character spends Energy on. For every two points of the attribute that a derived attribute is derived from the DA increases by 1. For example, if a character has Str 2 and Con 6, he has ATK of 1 and RDM of 3. When he rolls effort he gets 1 free d6 with attack power and 3 free d6s to reduce damage.

HEALTH & ENERGY:

Characters have Energy equal to the sum of their Attributes and Health equal to 1/4 that sum. So, for example, a character with Str 6 Dex 2 Con 6 Agl 2 Int 2 Cha 2 Luck 2 has 22 Energy and 5 Health. A character regenerates an amount of Energy per round equal to their current Health (so an injured character regenerates less Energy). A character that runs out of Energy is unable to roll any effort and must resolve actions using only his derived attributes and fickle, fickle fate.

When a character is dealt damage it is subtracted from that character's Energy and/or Health as the character wishes. Damage is subtracted at a 1:1 ratio from Energy, but only a 4:1 ratio from Health. For example, a character with 30 Energy and 7 Health takes 16 damage from a single blow. He could (and probably should) absorb all of that with his Energy, reducing him to 14 Energy, or he could suffer 4 damage to his Health, OR he could divide it into any combination, absorbing 12 with his Energy and taking 1 damage to his Health, etc, etc. A character that reduces himself to 0 Energy in this way may choose to be KO'd for a number of rounds equal to the excess damage (a number of rounds that may be reduced should he also choose to take some damage to his Health). During that time he does not regenerate Energy. A character that is reduced to 0 Health has been killed.

HOW IT ALL WORKS:

Joe Stone has the following attributes: Str 4 Dex 4 Con 6 Agl 1 Int 1 Cha 1 Luck 3 which gives him 20 Energy and 5 Health. He's not any good at magical attacks, but he's got a mean right hook for a physical attack. With a Str of 4 and a Dex of 4 he can put a max of 4 effort into HIT and ATK each, and he gets +2 free effort into each as well. He wants to attack Mean Gene. At the start of Joe's turn he rolls the fate die and gets a 4. This allows him to roll 3 free effort to add to his RDM for this round (this effort costs him no energy). Feeling confident in his defense, Joe goes all out on offense, putting the max into both ATK and HIT. Four effort each means that he rolls 4d6 in addition to the 2d6 he gets from his derived attributes. For HIT he rolls 27 and for ATK he rolls 20. With 3d6 from his RDM derived out of his Constitution + 3d6 more from his Luck this round he also rolls 6d6 for his RDM (this costs him no Energy) and gets only 18. At the end of his turn, Joe's down to 12 Energy (having spent 4 on HIT and 4 on ATK).

Mean Gene has the following attributes: Str 3 Dex 3 Con 3 Agl 3 Int 3 Cha 3 Luck 2 which gives him 20 Energy and 5 Health. He's alright at a lot of things, but not particularly lucky. At the start of Gene's turn he rolls the fate die and gets a 7. This allows him to roll 2 free effort to add to his RST for this round (it costs him no energy but it won't help against Joe's bare knuckles). Mean Gene doesn't like his chances this round and turtles up putting three effort into both Agl and Con to increase his AVD and RDM this round. Three effort each means that he rolls 3d6 in addition to the 1d6 he gets from derived attributes. For AVD he rolls 15 and for RDM he rolls 15. At the end of Gene's turn, he's down to 14 Energy.

The action resolves, Joe's HIT beating Gene's AVD by 12 points adding to his ATK roll for a total of 32 vs Gene's RDM of 15. This means that Gene's facing a thunderous blow of 17 damage. He can't take all of it with his Energy, but he could suffer 4 damage to his Health, divide it up, or he could choose to be reduced to 0 Energy and KO'd for 3 rounds.
« Last Edit: February 08, 2012, 10:38:28 PM by Ziegander »