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 Home-Brew Pen and Paper RPG system / World

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BalrogTheBuff
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PostSubject: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeThu 6 Jan 2011 - 22:47

I have been slowly developing a fantasy world since the 90's when I made a game to be played by my brother and I on long car trips. I am feeling a little motivated now and think i may be onto an original non-copyright violating system that keeps things feeling heroic enough while still not taking too long.

I called it The World for years and then was thinking of another name. Couldn't think of anything good so I decided to go with what I had the character call their world: Thwirl. So yeah just The and World smushed.

On a quick summary:

In Thwirl everyone has a "Manatype" this is as simple as one's bloodtype. It is what determines what type of magic you would be able to use if you ever learn. Almost everyone has the ability to learn eventually to use magic. However just like not everyone becomes a doctor in real life, not everyone cares to learn.

Magic is an everyday occurance, although on a small scale. Farmer Heinlein may know a little trick to create fire which he uses to light his pipe that he hides from his wife. Or Captain McCormick may know how to use just a little magic to calm animals down.

Technology is similar to that of the Warhammer world, however steam and black powder technology has not been developed. the only explosives (other than magic) are only strong enough to be a novelty.

Most people are Unfocused, or Mundane. This means they have potential to maybe learn to use their manatype someday, but for now only minor spells at best. A trained magic user is either a Focuser or Channeller. A Focuser draws his magic from the world around him and uses his own magic to guide that into a spell. A Channeller has a much greater supply of mana within himself but can only use that. Channellers usually can only do a limited number of abilities which usually are focused on themselves, however these are often more powerful.

My system has a combat style mechanic as well where each person can have one or potentially two styles. These allow them to learn special abilities associated with the style. These abilities grant new options in combat, but depending on the ability used often forces the user to wait several turns before they are able to use another.

Ok that is a lot of stuff, and I will leave it as that for now. Any thoughts at this stage?
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BalrogTheBuff
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeThu 3 Mar 2011 - 20:20

Some Threadomancy: zombie

I've been working more on my world. This is more of a refinement and mechanics phase now.

I have made broken the world into the various continents and regions within. Each region I tried to give a theme or tone that tied it together.

Lyra and Relik - A little over one hundred years ago Relik rebelled and broke away from the Kingdom of Lyra using ancient unearthed technology and magic. They have been at war ever since over the resource rich mountains that have formed the new border between them. Also nearby is the vast Wastelands where many groups of humans struggle to survive in untamed lands where magic permeates regions and throws the geography off from what would normally be expected.

Kellig and Salvat - Kellig is a kingdom with a proud military tradition and where meritocracy prevails. Salvat is a city-state that has become a vast empire and set their eyes on Kellig next. After eight years of bloody war the Salvat attacks have slowed. Kellig forces have been stretched thin and rumors of Salvat forging an alliance the Gandoon Barbarians has begun to spread.

Kalim and Estalia. Kalim is a Theocracy that has spread throughout the majority of their continent. They consist of 4 major regions. Upper Kalim (Middle-eastern feel) Lower Kalim (India feel) Estalia (Spain) and the Kalim Badlands which are a vast region of desert, savannah and rocky hills. Kalim is ruled by a more or less beneficient totalitiarian regime. They believe they are doing what is best for the nation as a whole and they will do whatever it takes to force that.

Magic is everywhere, but is used closer to technology. Magic is accepted and most manatypes do not carry much stigma, if any in most regions of the world. However there are many places where a certain manatype is prized highly. The Seafaring Waverunner people elevate storm and water mages to a special honored social class. And in Kellig a mage who relies on sheer raw talent over skill will be looked down upon even if they are powerful and/or wealthy.
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5pointer
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeSat 5 Mar 2011 - 0:12

I'm watching this with interest (having written tons of material in the past for a pen and paper system), but Estalia? I'm sure I've seen that before... scratch


Wink
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BalrogTheBuff
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeSat 5 Mar 2011 - 0:54

To be fair I have played warhammer and other GW games for long enough that my mind is corrupted. I think I had it originally as Estonia then realized that was a totally different real country. And Espana just sounds like taking the easy way out.

I've had ideas for Thwirl for many years (started it around '96?) But it has changed noticably since. No longer is it a Wild Arms/Final Fantasy 7 combination.

I have a lot more than I have said here, but I get sidetracked by details very easily. Been spending several days researching food crops and spent months beforehand researching realistic military weaponry, tactics and such.

Kellig and Salvat fight in a magic and crossbow version of Pike and Shotte formations. That takes a lot of research.
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BalrogTheBuff
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeWed 23 Mar 2011 - 16:59

I am working on the dice system and character creation. I am looking at a roll and total system, but with different dice for different things. Also the Character creation I am looking at is a question based system. Sort of like how Morrowind and similar games do. It would not determine everything for you, but I want to try to make sure characters are fully developed (a problem with my RPG group, myself included...) and then reward players for it in some way.

The dice things I am looking at currently is: You roll a number of dice equal to the associated statistic or the skill, whichever is highest. The standard dice would be a six sided die (D6). A number of dice equal to the lower stat are turned into D10s. Characters can get various modifiers which I am calling advantages and disadvantages, these can be from long range penalties, cover, etc. The environment will be a lot of modifers encouraging more than just standing still and beating on a foe until someone dies. Advantages and disadvantages modify a rolled die up or down by one level, but cancel each other out first. So a D6 can go to D4 or D10, a D10 can go from D6 or D12. There are also bonuses and penalties which just add or subtract one to the total for each advantage. This could caused by many different reasons such as magical boosts, being fatigued, etc. A die that rolls 10 or higher may cause a critcal hit. This is still undecided on how criticals will work. I am considering having criticals be different for each weapon, and not neccesarily extra damage.

So a guy with 3 strength and 4 sword skill trying to fight on slippery mud (disadvantage) and a +2 bonus due to having a custom made and expertly balanced sword would roll: 2D10, 2D6 and add 2 to the total.

If he was fighting on solid ground he would be rolling 3D10, 1D6 and adding 2.
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5pointer
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeThu 24 Mar 2011 - 20:54

I gotta admit dude, I'm not sure about that. Seems a tad complicated to me. Not that I have any suggestions to improve it, but my favourite systems stick to one type (D10), which keeps it nice and free-flowing leaving more time for 'role playing' rather than 'roll playing'.

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BalrogTheBuff
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeFri 25 Mar 2011 - 17:33

Yeah, several others have said that as well. Only thing is that a pure D10 system often ends up becoming horribly unbalanced with each stat or skill boost a person gets. Maybe make it so you can only keep dice up to your stat, but roll equal to your skill? Then if you don't have any skill maybe you roll one die, but a '10' is a zero?
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BalrogTheBuff
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PostSubject: Re: Home-Brew Pen and Paper RPG system / World   Home-Brew Pen and Paper RPG system / World Icon_minitimeTue 12 Apr 2011 - 23:00

I am currently working on adapting it to a 5D10 system. This will have an average of 28 being rolled. A basic training in a skill will grant you a -3 to your rolls, while being unskilled totally is going to be a -5 for basic skills, advanced skills will be impossible to attempt without training. Skill will range from -3 to +7. Above a +5 will be reserved for those with specialized training or special bonuses.

Or I may only do a 3D10 version which changes the average to 17. In that case the skills would range from -3 for untrained, then from -2 to +5 for the various levels of skill.

Either way Stats would be present on a scale from 0-5 with higher being possible for rare cases, animals and monsters, special NPCs or magical boosted characters. They would be used for some rolling, but in general would be mostly to guide skills. As a skill cannot be raised more than the characteristic stat without extra cost.

Questions:
1. 3D10 or 5D10
2. Should skills/stats go negative for trained at all? Or should they just start at 0 and go up?
3. Considering having weapons only do 1 'damage' per hit if they penetrate armor, but often cause secondary effects like bleeding, numbing of an arm, or concussions. Is this good?
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