Scooter the Mighty
2006-07-25 18:54:36 UTC
I'm starting to work on a new frp game, and wouldn't mind hearing a few
opinions. My motivation is that I find myself liking the idea of d20
(a game in which anyone can make supplements) but I don't really like
the system all that much, so I thought I'd make my own system and post
it on the net. I don't really think it'll seriously challenge d20,
I'll be lucky if a few people read it and pass it around. However, I'm
having fun with it.
Anyway, the system is going to be a "build your character from points"
type of system, a bit like GURPS. I'm thinking about how I'm going to
work skills.
It seems to me like there are two varieties of skills, one in which you
pretty much always have to roll to see if you're successfull (like
hitting someone with a mace) and the type where it's usually enough to
just have the skill. For example, I usually wouldn't bother to make a
carpenter roll to make a wooden box, because a) it's something
carpenters can usually just do, and b) if they mess up they can just
try again, so why waste time on the boring minutia of whether they
forgot to measure twice and cut once the first time?
Because there is a lot of gray area (what if the carpenter is trying to
repair a boat while shipwrecked on an island with limited tools?), I
thought I would give each skill both a percentage chance of success,
and a "rating." A master carpenter would be considered to create
consistantly higher quality work than a beginner, but neither would
have do a lot of rolling of dice.
So my questions are:
Does this just sound stupid?
What sort of percentage chance of success should a skill that you don't
normally have to roll against have? What should it represent? You're
chance to succeed in some sort of unspecified "difficult" situation?
Given that most difficult situations are going to come with a modifier,
what should the concept of "baseline" be?
opinions. My motivation is that I find myself liking the idea of d20
(a game in which anyone can make supplements) but I don't really like
the system all that much, so I thought I'd make my own system and post
it on the net. I don't really think it'll seriously challenge d20,
I'll be lucky if a few people read it and pass it around. However, I'm
having fun with it.
Anyway, the system is going to be a "build your character from points"
type of system, a bit like GURPS. I'm thinking about how I'm going to
work skills.
It seems to me like there are two varieties of skills, one in which you
pretty much always have to roll to see if you're successfull (like
hitting someone with a mace) and the type where it's usually enough to
just have the skill. For example, I usually wouldn't bother to make a
carpenter roll to make a wooden box, because a) it's something
carpenters can usually just do, and b) if they mess up they can just
try again, so why waste time on the boring minutia of whether they
forgot to measure twice and cut once the first time?
Because there is a lot of gray area (what if the carpenter is trying to
repair a boat while shipwrecked on an island with limited tools?), I
thought I would give each skill both a percentage chance of success,
and a "rating." A master carpenter would be considered to create
consistantly higher quality work than a beginner, but neither would
have do a lot of rolling of dice.
So my questions are:
Does this just sound stupid?
What sort of percentage chance of success should a skill that you don't
normally have to roll against have? What should it represent? You're
chance to succeed in some sort of unspecified "difficult" situation?
Given that most difficult situations are going to come with a modifier,
what should the concept of "baseline" be?