Discussion:
Help with very skill-based system
(too old to reply)
J.M. Joensuu
2004-12-30 14:50:21 UTC
Permalink
I have been making my own rpg ruleset, and based them on a free ruleset I
found from net, that probably is based on something else... The base idea
is that all checks are

stat + skill + d100 vs difficulty + d100,

higher wins. Against (N)PCs the difficulty is generally stat+skill.

Stats are about 40 for humans, but I haven't really touched them yet. I
might change them later. Skills are bought up in full tens, so that "level
3" skill would be stat + 30. Stat+skill can be over 100. Roll of 01-05 is
considered negative (-5 to -40) and 96-00 is considered above 100 (105 to
140) but there are no automatic succeeds/failures.


There are few problems. First, I don't know what the base difficulty should
be. This won't come up that much when only playing battles, because then
enemies' stat+skill is used, and sometimes bonuses/maluses (+/- 10-20)from
last round.
Do you think it is easier to decide a difficulty level and then round other
numbers so that it all matches, or look at the numbers already present and
change difficulty level accordingly? No characters are being played, ATM,
so no converting problems will come up.

Secondly, stats have too high effect. Character with high intelligence is
very good in all intelligence-based skills, even if he has only one level
in each of them. This is one of the reasons I am trying to get this system
to work, but it goes too far; stat's effect should not be as large as it
is. I want that talented swordsman is better than someone taken from the
road, but "average" swordsman can become expert through hard work.
I am thinking of changing skill increases better when "skill level" goes
up, so that first skill increase would give 5 points to the skill, second
10, third 15... Or maybe first 3 would give 5, then next 3 10, etc. Would
this put it too far in the direction of the skill, and spesialization?


Thirdly, I have been trying to incorporate roleplay-o-meter, so that if
player describes better than "I hit it", he gets a bonus. "I hit 'im in the
head" would only be +5, but "I try to parry his sword to my left and push
us both off-balance, and then use my cloak to blind him so that I can stab
him next round before he is ready" would get from +15 to +20. I'm trying to
keep the bonus quite low, so that if someone doesn't like to roleplay he is
not that much worse.
DO you have experiences about this? What else could I do to have my players
roleplaying more? I don't have enough experience to really be GMing, but
others won't do it. That also means that my descriptions are as bad as
theirs.

At the moment the system has hitpoints AND bodyparts. Battles are very
slow. I am thinking of changing to bodyparts and wounds. If the smallest
amount of damage is a "wound", is there enough difference left for
different weapons? What kind of an armor system goes with wound system
(medieval fantasy, currently low but might climb up to high)? Dodge/evasion
and protection would be different from each other, so that a knight and an
acrobat could both survive a fight. Only knight needs to be good at it,
though.


As you see, my situation is quite hopeless, and I would be thankful for all
help you can give...

Janne Joensuu,
Endoperez
b***@lmco.com
2004-12-30 15:56:12 UTC
Permalink
If I was going to create a new roleplaying system I would look at
a number of existing systems and consider what I liked and what
I didn't like about each one. The d20 System Reference manual
and the GURPS Lite document are available for download free
of charge. These are well-played and tested systems that many
people enjoy using, and should be useful as sources of ideas.
In the end, you will eventually have to try your system out in
actual ropeplaying sessions and see what works and what
doesn't.

I would also research medieval
weaponry and armor in order to better understand their relative
effectiveness, how different weapons act against different types
of armor, how much each type of armor restricts movement, and
so on. Given a good understanding of how armor and weaponry
actually work in reality, the next step would be to try to boil this
down into an abstraction that is simple enough to be fun to
play, but complex enough that it doesn't conflict to an annoying
extent with people's intuitive notions of how weapons and armor
should work.

--- Brian
Peter Knutsen
2004-12-30 23:12:15 UTC
Permalink
***@lmco.com wrote:
[...]
Post by b***@lmco.com
I would also research medieval
weaponry and armor in order to better understand their relative
effectiveness, how different weapons act against different types
of armor, how much each type of armor restricts movement, and
Yes, that's brilliant advice. Over-obsess on combat rules,
to the detriment of other types of mechanics...
Post by b***@lmco.com
so on. Given a good understanding of how armor and weaponry
actually work in reality, the next step would be to try to boil this
down into an abstraction that is simple enough to be fun to
play, but complex enough that it doesn't conflict to an annoying
extent with people's intuitive notions of how weapons and armor
should work.
--
Peter Knutsen
sagatafl.org
b***@lmco.com
2005-01-03 13:42:47 UTC
Permalink
Doing the research necessary to make the game system reasonably
physically plausible is hardly obsessing; it gives the game a
more realistic feel so that the rules don't seem contrived and
silly. Armor and combat are things that actually exist and can
be studied. With magic, on the other hand, you pretty much have
to make it all up, though looking into historical beliefs about
magic would be useful. Similarly for fantasy creatures such as
orcs, dragons, and so on.

--- Brian
Post by Peter Knutsen
[...]
Post by b***@lmco.com
I would also research medieval
weaponry and armor in order to better understand their relative
effectiveness, how different weapons act against different types
of armor, how much each type of armor restricts movement, and
Yes, that's brilliant advice. Over-obsess on combat rules,
to the detriment of other types of mechanics...
Post by b***@lmco.com
so on. Given a good understanding of how armor and weaponry
actually work in reality, the next step would be to try to boil this
down into an abstraction that is simple enough to be fun to
play, but complex enough that it doesn't conflict to an annoying
extent with people's intuitive notions of how weapons and armor
should work.
--
Peter Knutsen
sagatafl.org
Peter Knutsen
2004-12-30 23:12:00 UTC
Permalink
Post by J.M. Joensuu
I have been making my own rpg ruleset, and based them on a free ruleset I
found from net, that probably is based on something else... The base idea
is that all checks are
stat + skill + d100 vs difficulty + d100,
Wouldn't it be faster to roll if you did stat + skill +
2d100 vs a higher difficulty?

Not that I'd *recommend* either solution. Stat+skill is a
sucky idea.
Post by J.M. Joensuu
higher wins. Against (N)PCs the difficulty is generally stat+skill.
Stats are about 40 for humans, but I haven't really touched them yet. I
Sounds like you're aiming at a system where Fortune
overshadows Karma.
Post by J.M. Joensuu
might change them later. Skills are bought up in full tens, so that "level
3" skill would be stat + 30. Stat+skill can be over 100. Roll of 01-05 is
considered negative (-5 to -40) and 96-00 is considered above 100 (105 to
140) but there are no automatic succeeds/failures.
I dislike having to re-roll.

And I prefer systems where you can hit "auto-success" or
"auto-failure" land with sufficiently big modifiers.
Post by J.M. Joensuu
There are few problems. First, I don't know what the base difficulty should
be. This won't come up that much when only playing battles, because then
In order to decide on a good base difficulty, you first need
to define some typical skill levels.

In Sagatafl, I simply started out by deciding that 2 was
labeled Apprentice, 4 was Journeyman and 6 was Master (I
also invented labels for higher skills, but I never could
keep those consistent, so I dumped them eventually).

Then I did a massive statistical analysis effort and found
out that those labels actually matched the probabilities
quite well.

...So in your system, what is the usual total (stat *plus*
skill) for an Apprentice?

For a Journeyman?

For a Master?

For a Famous Master?

(Keeping in mind that a typical Apprentice will not only
have lower skill than a typical Famous Master, he will also
have a lower stat).

Answer those, and then you could probably figure out the
appropriate difficulties yourself, without help from others.
Post by J.M. Joensuu
enemies' stat+skill is used, and sometimes bonuses/maluses (+/- 10-20)from
last round.
Do you think it is easier to decide a difficulty level and then round other
numbers so that it all matches, or look at the numbers already present and
The difficulty level *must* be decided without regard to the
stats and skills of the involved characters.

It is *wrong* for the GM, e.g., to ask a player what his
character's Jump skill is, before deciding on the Roll
Difficulty of jumping over a chasm.

Hence your proposed solution indicates a misunderstanding,
on a fundamental level, of what a GM is supposed to do.
Post by J.M. Joensuu
change difficulty level accordingly? No characters are being played, ATM,
so no converting problems will come up.
Secondly, stats have too high effect. Character with high intelligence is
Yup, that's why stat+skill is a sucky idea.
Post by J.M. Joensuu
very good in all intelligence-based skills, even if he has only one level
The best way to go is to abandon stat+skill and replace it
with something *sensible*.

The second-best solution is to have many attributes. (Look
at GURPS. Count the stats. See? That's 180 degrees *wrong*).

Although there's no harm done in also having many attributes
in a system which uses a more intelligent approach than
stat+skill.
Post by J.M. Joensuu
in each of them. This is one of the reasons I am trying to get this system
to work, but it goes too far; stat's effect should not be as large as it
is. I want that talented swordsman is better than someone taken from the
road, but "average" swordsman can become expert through hard work.
I am thinking of changing skill increases better when "skill level" goes
up, so that first skill increase would give 5 points to the skill, second
10, third 15... Or maybe first 3 would give 5, then next 3 10, etc. Would
this put it too far in the direction of the skill, and spesialization?
Thirdly, I have been trying to incorporate roleplay-o-meter, so that if
player describes better than "I hit it", he gets a bonus. "I hit 'im in the
PLAYER SKILL ALERT!

PLAYER SKILL ALERT!

PLAYER SKILL ALERT!
Post by J.M. Joensuu
head" would only be +5, but "I try to parry his sword to my left and push
us both off-balance, and then use my cloak to blind him so that I can stab
him next round before he is ready" would get from +15 to +20. I'm trying to
keep the bonus quite low, so that if someone doesn't like to roleplay he is
not that much worse.
DO you have experiences about this? What else could I do to have my players
Yes :-(
Post by J.M. Joensuu
roleplaying more? I don't have enough experience to really be GMing, but
Figure out what roleplaying means, for instance. That's the
first thing you ought to do.
Post by J.M. Joensuu
others won't do it. That also means that my descriptions are as bad as
theirs.
At the moment the system has hitpoints AND bodyparts. Battles are very
slow. I am thinking of changing to bodyparts and wounds. If the smallest
amount of damage is a "wound", is there enough difference left for
different weapons? What kind of an armor system goes with wound system
My homebrew has both hitpoints and wounds, but it would work
quite well even if you removed the hitpoint mechanic.
Post by J.M. Joensuu
(medieval fantasy, currently low but might climb up to high)? Dodge/evasion
Sagatafl uses the standard "armour reduces damage", although
with a somewhat more complex rule for how various weapons
are better or worse at penetrating armour.
Post by J.M. Joensuu
and protection would be different from each other, so that a knight and an
acrobat could both survive a fight. Only knight needs to be good at it,
though.
Doable.
Post by J.M. Joensuu
As you see, my situation is quite hopeless, and I would be thankful for all
help you can give...
--
Peter Knutsen
sagatafl.org
J.M. Joensuu
2004-12-31 22:14:34 UTC
Permalink
Post by Peter Knutsen
Post by J.M. Joensuu
stat + skill + d100 vs difficulty + d100,
Wouldn't it be faster to roll if you did stat + skill +
2d100 vs a higher difficulty?
Probably. d100 vs d100 feels more normal when the situation is someone vs
someone, but 2d100 really would be faster...
Post by Peter Knutsen
Sounds like you're aiming at a system where Fortune
overshadows Karma.
Yes, depending on how you define Fortune.
Post by Peter Knutsen
Post by J.M. Joensuu
Roll of 01-05 is considered negative (-5 to -40) and 96-00 is considered above
100 (105 to 140) but there are no automatic succeeds/failures.
I dislike having to re-roll.
No reroll.

01 -> -40 96 -> 105
02 -> -25 97 -> 110
03 -> -15 98 -> 115
04 -> -10 99 -> 125
05 -> -5 00 -> 140
Post by Peter Knutsen
And I prefer systems where you can hit "auto-success" or
"auto-failure" land with sufficiently big modifiers.
Well, that is what I meant. I there was a 181-point difference between
difficulty and skill value, roll would't matter. That would be huge,
however. Someone having stat+skill total of over 200 is rare...
Post by Peter Knutsen
Post by J.M. Joensuu
There are few problems. First, I don't know what the base difficulty should
be. This won't come up that much when only playing battles, because then
In order to decide on a good base difficulty, you first need
to define some typical skill levels.
[snip]

Thank you, that was very helpful!
Post by Peter Knutsen
Post by J.M. Joensuu
Do you think it is easier to decide a difficulty level and then round other
numbers so that it all matches, or look at the numbers already present and
change difficulty level accordingly?
It is *wrong* for the GM, e.g., to ask a player what his
character's Jump skill is, before deciding on the Roll
Difficulty of jumping over a chasm.
I meant the *base* difficulty, but it seems I wasn't clear enough. I know I
shouldn't look at characters' skills, and that is one of the reasons I am
trying to decide on base difficulty.
Post by Peter Knutsen
Post by J.M. Joensuu
Secondly, stats have too high effect. Character with high intelligence is
very good in all intelligence-based skills, even if he has only one level
Yup, that's why stat+skill is a sucky idea.
The best way to go is to abandon stat+skill and replace it
with something *sensible*.
What would that be? Only skills? Skill + small bonus dependent on
attribute? Especially, what should I do if I went for only few stats? More
below.
Post by Peter Knutsen
The second-best solution is to have many attributes. (Look
at GURPS. Count the stats. See? That's 180 degrees *wrong*).
In my system, there are many. Str and Toghness (might, ability to take
damage and pain), Dexterity and Agility (fingers & whole body), Wits and
Wisdom (thinking&learning fast, knowing things) , Charisma + I think four
counted from these. Ugly.

I am thinking of going down to something like four stats: physical, mental,
toughness/guts/constitution and charisma. This is quite close to GURPS's
system. Do you think GURPS's way is bad because it has few stats, or
because it has few stats and is stat+skill?
Post by Peter Knutsen
Post by J.M. Joensuu
What else could I do to have my players
roleplaying more? I don't have enough experience to really be GMing, but
Figure out what roleplaying means, for instance. That's the
first thing you ought to do.
I _think_ I know what roleplaying means, but without any real experience it
is hard to teach others to roleplay. I have been *wanting* to roleplay for
many years. I have almost given up hope of finding a p&p group.
Post by Peter Knutsen
Post by J.M. Joensuu
and protection would be different from each other, so that a knight and an
acrobat could both survive a fight. Only knight needs to be good at it,
though.
Doable.
Any hints? I can only think of two ways of evading damage: dodging
(evasion) and armor (protection). High dexterity/agility + high dodge skill
-> high evasion, armor -> low evasion + high protection is simple enough,
but is there anything else? Should shield add to both, or to protection and
to evasion if you can use it well?


Thank you for your ideas, many of them got me thinking. I haven't yet had
time to do anything, but I'll start my work soon.

Janne Joensuu,
Endoperez
Peter Knutsen
2005-01-01 01:59:16 UTC
Permalink
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
stat + skill + d100 vs difficulty + d100,
Wouldn't it be faster to roll if you did stat + skill +
2d100 vs a higher difficulty?
Probably. d100 vs d100 feels more normal when the situation is someone vs
someone, but 2d100 really would be faster...
I think it'd be worth the saved milliseconds.

Others might have suggested that you simply replaced
"difficulty + 1d100" with "difficulty + 50", as 50 is the
average of 1d100, but going from two dice to one (1d100 is,
for statistical purposes, one dice ("die")) would be bad. In
fact another of my preferences is for roll mechanics that
give "highly predictable" results, meaning ones where the
roll outcome tends to cluster, closely, around some average.
You get closer to that the more dice you roll (e.g. 3dX,
4dX, 5dX...) or by using a dice pool system.

Rolling 1d100 twice is cumbersome, no matter how you do it.
Can't you replace 2d100 with 2d20? I've never seen any point
in fine-grained attribute/skill scales.
Post by J.M. Joensuu
Post by Peter Knutsen
Sounds like you're aiming at a system where Fortune
overshadows Karma.
Yes, depending on how you define Fortune.
I think I define it in exactly the same way as Ron Edwards
defines it in his "GNS theory".

Unlike the Threefold thing (read the FAQ, re-posted a few
hours ago), or the threefold'ish aspect of "GNS", the
Drama/Karma/Fortune distinction is not very controversial.
Probably because it is a lot more obvious to most people,
once explained.
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
Roll of 01-05 is considered negative (-5 to -40) and 96-00 is considered above
100 (105 to 140) but there are no automatic succeeds/failures.
I dislike having to re-roll.
No reroll.
Ah, my fault for not paying attention to what you wrote! I
though you were going for some kind of "open-ended" roll
mechanic like in Rolemaster.
Post by J.M. Joensuu
01 -> -40 96 -> 105
02 -> -25 97 -> 110
03 -> -15 98 -> 115
04 -> -10 99 -> 125
05 -> -5 00 -> 140
Now I can see why you find the width of the 1-100 outcome
attractive.

But it's an illusional attraction, not one grounded in
factual reality. When you roll 1d100, each possible outcome
has a 1% chance of appearing. That may *sound* low, but it
really isn't, compared to multiple-dice mechanics. With a
mere 3d6 roll, the "edge probabilities", the chance of each
of the most extreme outcomes (3 and 18), is 0.5% (each).
Increase the number of sides (e.g. 3d8 or 3d10) or the
number of dice (4d6 or 5d6), and you can easily lower the
edge probabilities much more.

Of course your proposed mechanic isn't properly described as
1d100, the correct description is 2d100, so we're at least
talking two dice. But I can also see some small problems
with moving the dificulty's 1d100 over to the acting character.
Post by J.M. Joensuu
Post by Peter Knutsen
And I prefer systems where you can hit "auto-success" or
"auto-failure" land with sufficiently big modifiers.
Well, that is what I meant. I there was a 181-point difference between
difficulty and skill value, roll would't matter. That would be huge,
however. Someone having stat+skill total of over 200 is rare...
It's not too rare, after all, if you contemplate the
possibility of tasks that have very low difficulties, either
innately (driving your car to work, in normal density
traffic) or because the character decides to spend a lot of
time on the task, performing each step in a careful manner
(I think all RPG rules systems should have formal, general
rules for how one can get a bonus to skill rolls if one
takes extra time, or attempt to perform the task faster at a
penalty).
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
There are few problems. First, I don't know what the base difficulty should
be. This won't come up that much when only playing battles, because then
In order to decide on a good base difficulty, you first need
to define some typical skill levels.
[snip]
Thank you, that was very helpful!
You're welcome.
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
Do you think it is easier to decide a difficulty level and then round other
numbers so that it all matches, or look at the numbers already present and
change difficulty level accordingly?
It is *wrong* for the GM, e.g., to ask a player what his
character's Jump skill is, before deciding on the Roll
Difficulty of jumping over a chasm.
I meant the *base* difficulty, but it seems I wasn't clear enough. I know I
shouldn't look at characters' skills, and that is one of the reasons I am
trying to decide on base difficulty.
Okay, then I have misunderstood you once again.

I'm actually not quite sure what you mean, now, but your
talk about rounding makes me think that your heart isn't
100% into the fine-grainedness of a 1-100 scale. Because
that's exactly what a desire to round (e.g. to nearest 5 or
nearest 10) is indicative of: A nagging realization that
you're making distinctions that are too fine, e.g. between a
skill of 43 and a skill of 45.
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
Secondly, stats have too high effect. Character with high intelligence is
very good in all intelligence-based skills, even if he has only one level
Yup, that's why stat+skill is a sucky idea.
The best way to go is to abandon stat+skill and replace it
with something *sensible*.
What would that be? Only skills? Skill + small bonus dependent on
Neither.

The sensible alternative is that attributes affect the time
it takes to learn the skill, and skill purchase points then
represent learning time (e.g. 4 hours of self-study, or 2
hours of study under a teacher, or 1 hour of study under a
very skilled teacher, each equals 1 skill point).

I tend to refer to this method as Skill = Talent * Training,
whereas the traditional approach, found in almost all other
systems, is Skill = Talent + Training.
Post by J.M. Joensuu
attribute? Especially, what should I do if I went for only few stats? More
below.
Depends on how few stats "few" are. I think few stats is
unhealthy in general, but the fewer you have, the greater is
your need to replace Skill = Talent + Training with Skill =
Talent * Training.

In late 2000 or early 2001, I realized that the only way I
could turn GURPS into a playable system was to make massive
changes to it: I'd have to increase the number of attributes
drastically, from two (DX and IQ) to something like seven or
eight, and then (this is the part that'd have taken a *lot*
of time) I'd have to go through the entire skill list (and
GURPS 3rd Edition has many *hundreds* of skills, even if I'd
have been able to prune a few of the ultra-narrow ones, such
as Starglazing and Uttering of Base Coin) and assign each
skill to one of the new attributes.

Upon realizing that, that I'd have to pour in many hundreds
of hours, to fix GURPS into a playable state, I decided that
my time would be better spent designing a system of my own,
because that way I'd get much closer to what I wanted than
it would ever be possible to achieve with GURPS.
Post by J.M. Joensuu
Post by Peter Knutsen
The second-best solution is to have many attributes. (Look
at GURPS. Count the stats. See? That's 180 degrees *wrong*).
In my system, there are many. Str and Toghness (might, ability to take
damage and pain), Dexterity and Agility (fingers & whole body), Wits and
It's always a sign of health when a system distinguishes
between Dexterity and Agility :-)
Post by J.M. Joensuu
Wisdom (thinking&learning fast, knowing things) , Charisma + I think four
counted from these. Ugly.
What's ugly about that?

Sagatafl has 12 attributes, and (I kid you not!) several
dozen sub-attributes, and perhaps a dozen derived attributes.

Currently the attributes are still divided into four
categories (although I've thought about changing Strength,
Size and Hardiness into advantages):

Athletic:
Strength
Dexterity
Agility

Toughness:
Size
Constitution
Hardiness

Intellect:
Will
Intelligence
Perception

Spiritual:
Charisma
Faith
Psyche

In addition, there are a bunch of Advantages which are not
treated as attributes, such as Appearance (quality of
face/hair/skin) and Sex Appeal (the attractiveness of the
body, represented as a bonus or penalty).
Post by J.M. Joensuu
I am thinking of going down to something like four stats: physical, mental,
toughness/guts/constitution and charisma. This is quite close to GURPS's
Why do you want to do that?
Post by J.M. Joensuu
system. Do you think GURPS's way is bad because it has few stats, or
GURPS is so bad that I can't imagine that it wasn't done
deliberately. I mean, what sane game designer would create a
system with only two attributes? That's the reason, more
than anything else, why GURPS (3E anyway) is so wide open to
abusive degrees of optimization.

If you were me, and you started out making a system with
your four attributes, you'd end up sub-dividing those
attributes into sub-attributes after some time. And once you
had done that, you'd regret not having had them as seperate
attributes to begin with.

But you're not me, so you might not end up doing that.
Post by J.M. Joensuu
because it has few stats and is stat+skill?
Few stats is certainly the worst game design crime in GURPS.

But stat+skill is also quite bad, because GURPS is one of
the type of systems that wants to let the players "explore
the extremes of humanity", e.g. let the players create and
play characters with Dexterity /Intelligence /Charisma
/whatever that is at the highest possible value for a Human
(e.g. IQ 20 or DX 20 in GURPS).

I do think that systems ought to let players do that (my
homebrew does, and I rabidly attack systems that don't), but
the extremes of Human vareity is exactly the kind of place
where stat+skill will break down.
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
What else could I do to have my players
roleplaying more? I don't have enough experience to really be GMing, but
Figure out what roleplaying means, for instance. That's the
first thing you ought to do.
I _think_ I know what roleplaying means, but without any real experience it
In your previous post, you weren't writing about
role-playing, but about self-playing, meaning an expectation
that the player characters would be capabilitistically
similar to their players.
Post by J.M. Joensuu
is hard to teach others to roleplay. I have been *wanting* to roleplay for
many years. I have almost given up hope of finding a p&p group.
People who design freeware RPG systems rarely get a chance
to play under their own designs, instead they are fated to
sit behind the GM's screen 100% of the time (this becomes
truer the more strict we are when it comes to the definition
of "system", e.g. when we exclude such things as Risus or
FUDGE).

And if you literally have no experience playing (i.e. as a
player) tabletop RPGs, then your first attempt at GMing
might turn out quite unfortunate.

Your best bet is to find a local group, one who plays a
system that you can at least tolerate, and ask to play in
one of their campaigns. Get some experience as-a-player that
way, and then you're hundreds of times better prepared to GM
than you would be if you had started out "cold".
Post by J.M. Joensuu
Post by Peter Knutsen
Post by J.M. Joensuu
and protection would be different from each other, so that a knight and an
acrobat could both survive a fight. Only knight needs to be good at it,
though.
Doable.
Any hints? I can only think of two ways of evading damage: dodging
Sure.
Post by J.M. Joensuu
(evasion) and armor (protection). High dexterity/agility + high dodge skill
I can't think of a third :-)
Post by J.M. Joensuu
-> high evasion, armor -> low evasion + high protection is simple enough,
Okay, Sagatafl is slightly complex in this regard.

But let's start with the basics:

The attacker makes a roll for his weapon skill (and keep in
mind that high Strength, high Dexterity and to a lesser
extent high Agility, makes it faster - and thus cheaper - to
improve melee weapon skills), against a designated target.

If he gets one or more Successes, then he can potentially
injure the target. The target now has a choice to make:
Either stand and take it (*not* recommended, usually), or to
attempt to parry with a melee weapon (or the Unarmed Parry
skill), or attempt to block with his Shield skill (assuming
he is carrying a shield, of course), or attempt to dodge
using the Dodge skill (which is chiefly influenced by
Agility, so that a high-Agility character can learn it faster).

No matter what defensive option the target picks, he makes a
skill roll (for his Weapon skill, for his Shield skill or
for Dodge). Any successes he gets are subtracted from the
attacker's successes. If there are successes left
(un-countered successes), each success is turned into a
damage dice (d10 for broadswords).

So let us say that I attack you with my broadsword. My Roll
Difficulty to hit you is 8 (I'll explain why it is 8 later),
and my Sword (Broad) skill is 7, so I get to roll 8d12 to
try to hit you (7 dice for my Sword skill, and a bonus die
because the sword I'm using is a broadsword, which is my
specialization).

I roll 3 Successes, 3S.

Now, you decide to Dodge. Your Dodge skill is 7, and your
Roll Difficulty to do that is 8. But, no surprise, you're
specialized in dodging melee weapon attacks (Dodge (Melee
W.) 7), so you get to roll 8d12.

You get 2 Successes, 2S.

So I have one un-countered Success, 1S. This means that I
get to roll 1 damage dice, in this case 1 d10, because my
weapon is a broadsword.

The damage roll is first of all subtracted from your
hitpoints (these used to be the sum of your Hardiness,
Constitution and Size, but recently I've decided to change
it to being simply a multiple of Size, like Size x 5,
because high Size is quite undesirable as it is now). If you
drop below zero hitpoints, you must make rolls to stay
conscious, and if you drop below multiples of your
Constitution, those rolls get harder, and you eventually die
(you become Dying, you can never die outright from HP loss).
But hitpoints aren't the real problem, they are easily
overestimated in Sagatafl.

The real nasty part is the Wound that I might inflict on
you. If my damage roll (a mere 1d10 in this case, but if I
had gotten 4 uncountered Successes it would have been
4d10!!!) equals or exceeds your Hardiness, then I have
inflicted a Minor Wound on you. The average person has a
Hardiness of 3, and the highest possible for a Human is 5
(Dwarves can have 6).

If my damage roll instead equals or exceeds twice your
Hardiness, you have a Major Wound. Or if my damage roll
equals or exceeds three times your Hardiness, you have an
Incapacitating Wound.

4xHA means you are Dying Slowly (you will die in 6 Minutes
times your Constitution, i.e. an average person dies in 18
Minutes).

5xHA means you are Dying Rapidly (you will die on Conx1
Rounds - too fast for medical intervention, only magic can
save you!).

6xHA means you die instantly. Higher multiples mean that you
die in a spectacular way, for instance by getting your head
chopped off (8xHA maybe), or by being cleaved in half,
horizontally (10xHA) or even vertically (12xHA, i.e 36
points of damage on an average person, in one blow).

A character gets an penalty to all his Roll Difficulties for
physical skills, based on his worst Wound (that is, Wound
penalties are not cumulative). A Minor Wound gives an +1 RD
penalty, a Major Wound gives a +3 RD penalty, and an
Incapacitating Wound gives a +7 penalty. Dying Slowly
/Rapidly also gives +7 RD.

Let us assume that I get a 4 on my 1d10 roll. You are now
suffering from a Minor Wound (assuming your Hardiness is 4
or lower), and all your future RDs are 1 higher.

If I had instead gotten 4 uncountered Successes, I'd have
rolled 4d10. If and you were Hardiness 3, and I had gotten
18 points of damage, you'd be instant-killed (it would even
be theoretically possible, although statistically
improbable, for me to cleave you from shoulder to groin,
assuming you wore little or no armour).


One complication of this is that encumbrance slows you down.
The rules won't get anything out of giving you an Agility
penalty to punish you for encumbrance, because your current
Agility is not very relevant. It *was* relevant back when
you learned your Dodge skill, but now it isn't (not much,
anyway. Your GM will require you to make Agility rolls, or
Balance rolls, once in a while. Perhaps once every second
session).

So instead, I invented something which I call Fleetness.
Think of it as "Effective Agility".

The starting value of Fleetness is the ratio between your
Strength and Size (specifically your Leg Strength. Leg
Streng is a sub-attribute of Strength). For most people this
is 1 (3/3=1), and currently that yields a Fleetness of 0,
which means normal (although I will eventually change that,
so that Fleetness 3 is normal, in accordance with the
general scale of Sagatafl. It a simple change, to just raise
all Fleetness values by 3).

If your Strength(L)-to-Size ratio is higher than 1, your
Fleetness gets a bonus, or if it is lower, your Fleetness
gets a penalty. Fleetness is also modified if you are
overweight (Chubby, Overweight, Fat, Very Fat... gives
increasing penalties) or underweight (you get the same +1
bonus, regardless of whether you're Thin, Skinny, Anorexic
or Lethally Anorexic, because I don't believe in severe loss
of fatty tissue without an accompanying loss of muscle
tissue. Amusingly, it took me quite a while to realize that
being Thin was not a disadvantage but an advantage, i.e. it
should *cost* points!).

Those are the innate modifiers. But your current state of
encumbrance also penalizes your Fleetness. Wielding a
shield, or a heavy weapon (anything from a broadsword and
up, or a heavy (combat) staff), or wearing armour, or
carrying much gear (relative to your Strength), gives a penalty.

Then for each possible Fleetness value, there's a number of
modifiers to various things. For instance, if your Fleetness
is higher than average, your movement allowance improves
(you get a multiplier to your Pace). If your Fleetness is
below a certain treshhold, you lose the ability to take a
one-hex "Step" in combat while you do something else (e.g.
attack or cast a spell).

But the important bit is that each value of Fleetness has to
modifiers associated with it, one for Agility-heavy tasks
and one for Agility-light tasks.

Agility-light tasks are those skills where Agility has 2/7
or 3/7 influence on the learning speed.

Agility-heavy task are those skills where Agility has 4/7 or
more influence on the learning speed (no skill is influenced
more than 5/7 by any one attribute, e.g. Language is 5 parts
Intelligence and 2 parts Will, Dodge is 5 parts Agility, 1
part Dexterity and 1 part Perception).

Skills where Agility has 1/7 influence on the learning speed
are never affected by Fleetness.

Most (probably all) melee weapon skills are Agility-light,
but the Dodge skill is Agility-heavy. Unarmed combat skills,
and martial arts type skills such as fencing and staff, are
also Agility-heavy (because they rely much on footwork).

Now, as long as your Fleetness is at 0 (normal) or close to
it, you don't get any such modifiers.

But if your Fleetness is good (IIRC it has to be 2 or 3),
you get a -1 RD bonus to Agility-Heavy tasks (e.g. Dodge),
which is quite useful. But if your Fleetness is bad (IIRC at
-2 or -3) you get a +1 RD penalty to Agility-Heavy tasks.

If your Fleeness is really good, the bonus to Agility-Heavy
tasks grows, or if your Fleetness is really bad, the penalty
grows.

Also, at a certain really good or really bad value (not the
same as for when the Ah-modifier changes, or at least it
shouldn't be), you also start getting a bonus or penalty to
Agility-medium tasks.

So that's the effect of armour, and of carrying a shield
(and to a lesser extent carrying a heavy weapon). It lowers
your Fleetness, which tend to slow you down, tactical
movement-wise (and also, of course, for the purpose of
strategic movement), and may give you a penalty to your
Dodge roll. And for severe cases of encumbrance, you might
even get a penalty to your sword skill.
Post by J.M. Joensuu
but is there anything else? Should shield add to both, or to protection and
to evasion if you can use it well?
In Sagatafl, a shield has two uses: First of all, it
provides "passive defence", by simply making you harder to
hit. It gives a +1 RD bonus for a small shield or a +2 RD
bonus for a large shield. (I think these bonuses should be
+2 RD and +3 RD, respectively against ranged attacks).

Secondly, you can use your shield to block, instead of using
your weapon to parry. Shields are a lot more durable than
weapons (although of course characters with high Metallurgy
and Smith: Weapons skills can make swords much more durable
than the norm - and magic can also help), and thus much less
likely to break or become damaged, when they are used for
active defence.

Earlier, I promised to explain why my RD to hit you is 8.
The reason for this is that you are a Human-sized target
(your Size is between 1 and 8), and that gives a start RD of
6 (To-Be-Hit, THB 6). On top of that, you get a bonus for
your Fleetness. If your Fleetness is normal or close to it
(that is the case in the example), that bonus to THB is +2,
but if your Fleetness is higher or lower the bonus may be
more or less than +2 - it can even go away entirely (but it
can't become negative).


Second-last item: Armour subtracts its AV from each damage
dice. Let us say that you are wearing heavy leather armour
(either boiled or studded - both are AV 2, but have
different Tech Levels and give different RD penalties to the
Stealth skill). If I roll 1d10 for damage, then you subtract
2 from my damge roll, because I had one uncountered Success.

But if I had 4 uncountered Successes, then you'd get to
subtract 8 from my damage roll (4S x AV 2/S = AV 8). So it'd
be 4d10-8 instead of 1d10-2.

Last item is how AP works, the Armour Penetrating property
of weapons. For broadswords, this is 1. Weapons worse at
penetrating armour may have AP 0.5 or even AP 0, while
weapons that are really good at penetrating armour may have
AP 1.5, AP 2 or perhaps even AP 2.5.

If I get 2 uncountered Successes, then I get to subtract 1 x
AP from your AV total (here it'd be 2S x AV 2/S = 4 AV). Or
if I have 3 uncountered Successes, then I get to subtract
(1+2) x AP from your AV total (6 AV for 3S), or if I have 4
uncountered Successes, then I'd get to subtract (1+2+3) x AP
from your AV total (4S x AV 2/S = AV 8). (these values are,
of course, pre-calculated on the character sheet, for each
of the character's wepaons, up to IIRC 8S, to speed up play).

This means that with 4S, using my broadsword, I'd get to
lower your AV total from 8 to 2, and thus the final damage
roll would be 4d10-2 instead of 4d10-8 (and this means that
I'd only have to roll 38, on 4d10, to cleave you vertically).

(You'll notice that Strength does not give any bonus to
damage. I was unhappy with that, and tried to include some
kind of Damage Bonus skill, but it didn't work well, so in
the end I dropped it, and decided to try to be happy with
the fact that you do get a decent benefit from high Strength
while learning your melee weapon skill)
Post by J.M. Joensuu
Thank you for your ideas, many of them got me thinking. I haven't yet had
time to do anything, but I'll start my work soon.
You're welcome.
--
Peter Knutsen
sagatafl.org
J.M. Joensuu
2005-01-04 17:19:14 UTC
Permalink
Post by Peter Knutsen
I think it'd be worth the saved milliseconds.
In fact another of my preferences is for roll mechanics that
give "highly predictable" results, meaning ones where the
roll outcome tends to cluster, closely, around some average.
You get closer to that the more dice you roll (e.g. 3dX,
4dX, 5dX...)
or by using a dice pool system.
Rolling 1d100 twice is cumbersome, no matter how you do it.
Can't you replace 2d100 with 2d20? I've never seen any point
in fine-grained attribute/skill scales.
Maybe. 2d20 does have its advantages, and is faster.
Post by Peter Knutsen
Now I can see why you find the width of the 1-100 outcome
attractive.
In fact, using 2d20 would and giving 2,3 and 39,40 the special values,
there would be 3 (1-1; 1-2,2-1) chances at both ends for special
success/failure. 6/40 is not too far from 10/100, and as the bonus is
smaller the increase wouldn't matter as much.
Post by Peter Knutsen
But it's an illusional attraction, not one grounded in
factual reality. When you roll 1d100, each possible outcome
has a 1% chance of appearing. That may *sound* low, but it
really isn't, compared to multiple-dice mechanics. With a
mere 3d6 roll, the "edge probabilities"...
I knew that, but hadn't considered it much. I am not an expert at telling
how much something affects something else...
Post by Peter Knutsen
Of course your proposed mechanic isn't properly described as
1d100, the correct description is 2d100, so we're at least
talking two dice. But I can also see some small problems
with moving the difficulty's 1d100 over to the acting character.
I realized that myself some time ago. And the biggest problem for me would
be the lack of "enemy's effect" from the roll. That could be considered a
bonus, though. As I said, I am not very good at storytelling, and it is
always easier to make up one action (based on dice), and the effect it has,
than two actions based on two dice.
Post by Peter Knutsen
(I think all RPG rules systems should have formal, general
rules for how one can get a bonus to skill rolls if one
takes extra time, or attempt to perform the task faster at a
penalty).
I haven't done that yet, but know that it just *has* to be done. I browsed
through free e-version of Ars Magica 4th edition a while ago, and it also
had rules for casting spells (seemed to be the main action in the game)
without gestures and mumbling for harder difficulty, or shouting loud, with
bold gestures and arcane symbols on the floor with bonuses.

That system also seemed very nice. Unfortunately, I am the only one I know
that likes the theme. :(
Post by Peter Knutsen
..., but your
talk about rounding makes me think that your heart isn't
100% into the fine-grainedness of a 1-100 scale. Because
that's exactly what a desire to round (e.g. to nearest 5 or
nearest 10) is indicative of: A nagging realization that
you're making distinctions that are too fine, e.g. between a
skill of 43 and a skill of 45.
You might very well be right. I will consider 2d20. I might have to dig my
old statistics book, but it shouldn't be too hard.
Post by Peter Knutsen
What would [a sensible skill system]? Only skills? Skill + small bonus dependent on...
Neither.
The sensible alternative is that attributes affect the time
it takes to learn the skill, and skill purchase points then
represent learning time (e.g. 4 hours of self-study, or 2
hours of study under a teacher, or 1 hour of study under a
very skilled teacher, each equals 1 skill point).
Might be. Building a system for that base would make training much easier
than it is currently.
Post by Peter Knutsen
attribute? Especially, what should I do if I went for only few stats? More
below.
Wisdom (thinking&learning fast, knowing things) , Charisma + I think four
counted from these. Ugly.
What's ugly about that?
Well, it seems not that much. I wanted to make playing and especially
characer-generation faster, and thought about removing some attributes. I
will consider going 2d20, instead.
Post by Peter Knutsen
Sagatafl has 12 attributes, and (I kid you not!) several
dozen sub-attributes, and perhaps a dozen derived attributes.
Charisma
Faith
Psyche
Charisma is how well character does with people, but what are the two
others for? Is faith faith in religion/god, or something else? And I have
no idea of psyche.
Post by Peter Knutsen
I am thinking of going down to something like four stats: physical, mental,
toughness/guts/constitution and charisma. This is quite close to GURPS's
Why do you want to do that?
To make playing and character-generation faster, like I said. It seems many
stats are not that hard, however.
Post by Peter Knutsen
If you were me, and you started out making a system with
your four attributes, you'd end up sub-dividing those
attributes into sub-attributes after some time. And once you
had done that, you'd regret not having had them as seperate
attributes to begin with.
But you're not me, so you might not end up doing that.
I don't dare take the chance. I would like to work on something useful
instead.
Post by Peter Knutsen
And if you literally have no experience playing (i.e. as a
player) tabletop RPGs, then your first attempt at GMing
might turn out quite unfortunate.
Well, what little I have had was when I was much younger, and I wouldn't
call that roleplaying. Shadowrun Mage with some strange cyber-implant
(magic+implants = bad), skill in explosives and name Black Cobra or
something equally stupid...
Post by Peter Knutsen
Your best bet is to find a local group, one who plays a
system that you can at least tolerate, and ask to play in
one of their campaigns. Get some experience as-a-player that
way, and then you're hundreds of times better prepared to GM
than you would be if you had started out "cold".
Unfortunately Finland is not known of its big cities. I know maybe three
people here who even *know* something about p&p roleplaying, besides "my
group". I don't think there even is a group near here. I already know which
cities have related shops, and hope to find something from there.
Post by Peter Knutsen
dodging (evasion) and armor (protection). High dexterity/agility + high dodge skill
I can't think of a third :-)
-> high evasion, armor -> low evasion + high protection is simple enough,
Okay, Sagatafl is slightly complex in this regard.
Okay, that was "slightly complex". :P I don't know enough of dice pools to
try anything like that yet, but it seemed interesting.
Post by Peter Knutsen
In Sagatafl, a shield has two uses: First of all, it
provides "passive defence", by simply making you harder to
hit. It gives a +1 RD bonus for a small shield or a +2 RD
bonus for a large shield. (I think these bonuses should be
+2 RD and +3 RD, respectively against ranged attacks).
Secondly, you can use your shield to block, instead of using
your weapon to parry. Shields are a lot more durable than
weapons (although [magic] and [metallurgy]), and thus much less
likely to break or become damaged, when they are used for
active defence.
That sounds very

I think I will have Defence Value and Protection Value, first as difficulty
to hit the character and second, well, being something I'm not yet sure
about. But your hits/wounds system is *very* interesting, and I might
ste..., ahem, borrow it. I hope you don't have anything against it. ;)

In my system the value of success is valued by 10s over difficulty.
Slightly modified, I think those could be used as a base of Successes per
try similar to your Ss. 2d20 instead of dive pool could have some strange
effects, though...

Sorry it took few days. I had to return to school from very active holiday.


Now, to take the discussion to other direction altogether:

How can I handle priests? I don't have classes as such, almost everything
is just skills. And arcane magic will be, also. But what about faith,
prayers and priests?

I have very base ideas for priests ATM, mainly being "god may help you".
That makes priests more or less toys for the GM, and I don't think the
players are likely to paly priests. Especially as my gods are rather
powerful, are easily angered and return by causing some minor nuisance.
Mainly just poor weather and like, but still.

If there was a priest of a war god, how would he get benefit from his
career choice? I have thought about following ways:
- Set amount of spells that can be casted per day, growing with level/
skill/ on holy days. I don't think priests' magical power has much to do
with the divine magic, but that some divine being (might be only saint)
channels his power through the priest(s).
- Blessings: if the priest takes part to mass/holy rituals weekly, he gets
bonuses. Also might consider giving blessings if he does something like
winning a major battle in the name of his god.
- Church helping the faithful, by giving equipment (that might be
blessed/holy/unique relic for spesific missions) or by providing services
(food, house, horse/transport).

I haven't got anything done on this matter yet. I am open to suggestions. I
can also take some hints for arcane magic, but I'm full of ideas for that
myself, so I would prefer help fod divine magic first.



Thank you,
Janne Joensuu,
Endoperez
Peter Knutsen
2005-01-04 22:19:01 UTC
Permalink
Post by J.M. Joensuu
Post by Peter Knutsen
I think it'd be worth the saved milliseconds.
In fact another of my preferences is for roll mechanics that
give "highly predictable" results, meaning ones where the
roll outcome tends to cluster, closely, around some average.
You get closer to that the more dice you roll (e.g. 3dX,
4dX, 5dX...)
or by using a dice pool system.
Rolling 1d100 twice is cumbersome, no matter how you do it.
Can't you replace 2d100 with 2d20? I've never seen any point
in fine-grained attribute/skill scales.
Maybe. 2d20 does have its advantages, and is faster.
With 2d20, the chance of rolling a 2 is 1/400 (0.25%) and
the chance of rolling a 40 is likewise 1/400. The chance of
rolling a 3 is 1/200 (0.5%) and the same for rolling a 39.
Getting a 4, or a 38, is 3/400 or 0.75% (each).
Post by J.M. Joensuu
Post by Peter Knutsen
Now I can see why you find the width of the 1-100 outcome
attractive.
In fact, using 2d20 would and giving 2,3 and 39,40 the special values,
there would be 3 (1-1; 1-2,2-1) chances at both ends for special
True.
Post by J.M. Joensuu
success/failure. 6/40 is not too far from 10/100, and as the bonus is
I don't like it when the probability for a special failure
(Fumble) is so high (I consider 0.25% to be high) for a
highly skilled character, or when the probability for a
special success is so high for a character with low skill.
Post by J.M. Joensuu
smaller the increase wouldn't matter as much.
Post by Peter Knutsen
But it's an illusional attraction, not one grounded in
factual reality. When you roll 1d100, each possible outcome
has a 1% chance of appearing. That may *sound* low, but it
really isn't, compared to multiple-dice mechanics. With a
mere 3d6 roll, the "edge probabilities"...
I knew that, but hadn't considered it much. I am not an expert at telling
how much something affects something else...
Judging by the above, you do know basic probability.
Post by J.M. Joensuu
Post by Peter Knutsen
Of course your proposed mechanic isn't properly described as
1d100, the correct description is 2d100, so we're at least
talking two dice. But I can also see some small problems
with moving the difficulty's 1d100 over to the acting character.
I realized that myself some time ago. And the biggest problem for me would
be the lack of "enemy's effect" from the roll. That could be considered a
That is true. Your approach only really works when the
conflict is between a character and what one might calla
"static force".

As soon as it is a conflict between two characters, I think
you ought to make standard opposed rolls, that is skill +
2d20 vs skill + 2d20. But notice that in standard opposed
rolls, you have no difficulty - although you should give a
bonus or a penalty to one side, if that side is at an
advanage or disadvantage.
Post by J.M. Joensuu
bonus, though. As I said, I am not very good at storytelling, and it is
always easier to make up one action (based on dice), and the effect it has,
than two actions based on two dice.
I don't see that. Opposed rolls strike me as quite intuitive.

The biggest problem may be in systems where skills and
attributes are not on the same scale (that's the case,
mildly, in Sagatafl). Then it can get a bit awkward to make
an opposed roll between one charcter's skill and another
character's attribute. But the most likely situation would
be Perception vs Stealth skill, and in that case I'm not
opposed to the Stealth character having a good chance to win.
Post by J.M. Joensuu
Post by Peter Knutsen
(I think all RPG rules systems should have formal, general
rules for how one can get a bonus to skill rolls if one
takes extra time, or attempt to perform the task faster at a
penalty).
I haven't done that yet, but know that it just *has* to be done. I browsed
Sagatafl has a universal time step scale. Each activity
takes a given amount of time, but if you Hurry or Work
Carefully, you move up or down the time step scale, in
exchange for a penalty or a bonus to your skill roll.

The middle of the scale looks like this:

1 Second / 1 Round (6s) / 1 Minute / 6 Minutes / 1 Hour

So, normally when picking a lock, each roll takes 1 Round
(picking a lock is a Task, meaning that you make several
rolls, each roll giving you some amount of Progress towards
completing the Task), but you can Hurry and make each roll
in 1 Second, in exchange for a penalty to your roll, or Work
Carefully so that each roll takes 1 Minute, in exchange for
a bonus to your roll.
Post by J.M. Joensuu
through free e-version of Ars Magica 4th edition a while ago, and it also
had rules for casting spells (seemed to be the main action in the game)
without gestures and mumbling for harder difficulty, or shouting loud, with
That's also something I have in Sagatafl. Rules for
nonstandard casting of spells.
Post by J.M. Joensuu
bold gestures and arcane symbols on the floor with bonuses.
That system also seemed very nice. Unfortunately, I am the only one I know
that likes the theme. :(
What theme?
Post by J.M. Joensuu
Post by Peter Knutsen
..., but your
talk about rounding makes me think that your heart isn't
100% into the fine-grainedness of a 1-100 scale. Because
that's exactly what a desire to round (e.g. to nearest 5 or
nearest 10) is indicative of: A nagging realization that
you're making distinctions that are too fine, e.g. between a
skill of 43 and a skill of 45.
You might very well be right. I will consider 2d20. I might have to dig my
old statistics book, but it shouldn't be too hard.
2dX is dead easy.

Just visualize a square. For 2d20, the square would contain
20 x 20 tiles, or 400 in all.

The topmost, leftmost tile is the intersection of 1 on one
die and also 1 on the other die, so the sum is 2. There's
only one such tile, so the probability of rolling 2 is 1/400
or 0.25%.

Likewise the bottom-most, rightmost tile, is 40.

Now find all the tiles with 3 in them. There are two. And
there are three tiles with 4 in them.

To illustrate, here is a square for 2d4, you should then be
able to extrapolate to 2d20.

1 2 3 4
1 2 3 4 5
2 3 4 5 6
3 4 5 6 7
4 5 6 7 8

See?

The same approach can actuially be used to understand the
Sagatafl roll mechanic. With one die, you visuaize a
1-dimensional matrix (a line, of 1-12). With two dice, it's
a square (12x12), like above. With three dice, it's a cube
(12x12x12). I can't visualize the hypercube (12x12x12x12)
needed for four dice, but even with just the three first,
one should be able to understand the principles and see that
they are sound.
Post by J.M. Joensuu
Post by Peter Knutsen
What would [a sensible skill system]? Only skills? Skill + small bonus dependent on...
Neither.
The sensible alternative is that attributes affect the time
it takes to learn the skill, and skill purchase points then
represent learning time (e.g. 4 hours of self-study, or 2
hours of study under a teacher, or 1 hour of study under a
very skilled teacher, each equals 1 skill point).
Might be. Building a system for that base would make training much easier
I like it a lot.
Post by J.M. Joensuu
than it is currently.
Post by Peter Knutsen
attribute? Especially, what should I do if I went for only few stats? More
below.
Wisdom (thinking&learning fast, knowing things) , Charisma + I think four
counted from these. Ugly.
What's ugly about that?
Well, it seems not that much. I wanted to make playing and especially
characer-generation faster, and thought about removing some attributes. I
Making character creation faster is, in my opinion, a
mistake. I prefer to use a battlesuit analogy. A battlesuit
is a tight-fitting kind of space suit, but armoured and
equipped with sensors and weapons.

When you roleplay, you are inside your character, the same
way a future solder is inside his battlesuit. It's very
intimate, and everything (sensory perceptions, e.g.) goes
through the battle suit (character). Because of that, one
ought to make sure that the battlesuit (character) is
designed to exactly match what the solider needs (i.e. what
the player wants).

It's perfectly possible to have a system in which character
creation takes a long time, but where in-play action
resolution is lightning fact. The trick is to pre-calculate
as much as possible, and write it on the character sheet, so
you can just look things up, and thereby minimize
arithmetics at the game table.

One example of pre-calculation is the various Hardiness
multiples. 2xHA, 3xHA, 4xHA, 5xHA and 6xHA are automatically
written on the character sheet, by the spreadsheet.
Post by J.M. Joensuu
will consider going 2d20, instead.
Post by Peter Knutsen
Sagatafl has 12 attributes, and (I kid you not!) several
dozen sub-attributes, and perhaps a dozen derived attributes.
Charisma
Faith
Psyche
Charisma is how well character does with people, but what are the two
Yes, it is the key attribute for social skills, and also the
basis for NPC attitudes.

Mostly, characters use Charisma to make themselves liked,
but it can also be used to make oneself feared, or simply to
impress people.
Post by J.M. Joensuu
others for? Is faith faith in religion/god, or something else? And I have
no idea of psyche.
Psyche is the attribute for personal magic. What D&D3 calls
"arcane" magic. It affects your learning speed for spells,
and for the Enchantment skill, and for other skills related
to magic, and it affects how many spell energy points you have.

Faith is the same, just for divine magic. Both Faith and
Psyche are used as "saving throws" against various spells,
and Faith is also the attribute that gives you Luck Points.
Luck Points can be used to buy re-rolls, and to buy bonuses
to your rolls.
Post by J.M. Joensuu
Post by Peter Knutsen
I am thinking of going down to something like four stats: physical, mental,
toughness/guts/constitution and charisma. This is quite close to GURPS's
Why do you want to do that?
To make playing and character-generation faster, like I said. It seems many
stats are not that hard, however.
I find systems with few attributes to be stifling. For me,
much of the fun of roleplaying gaming comes from the way in
which my character is different from the other characters,
and the ways in which he is different from the norm. I
particularly like stark differences.

As for GURPS, I often accuse it of being a class-based
system, because it really only has four character classes:

1. Very high DX.
2. Very high IQ.
3. High DX and high IQ.
4. Not optimized.


Having few attributes thus makes it very difficult to make
characters be different from each other on the "primary
level". You'll have to at least resort to the "secondary
level" - advantages - and often even that won't suffice, and
you must make do with differentiation on the "tertiary
level" of skills.

Also, when there are few attributes, an "air of ilegitimacy"
tends to surround high values. A player who wants to play an
IQ 20 character in GURPS risks being seen as having an
unhealthy attitude.

That is much less likely to occur in a system with many
attributes.
Post by J.M. Joensuu
Post by Peter Knutsen
Your best bet is to find a local group, one who plays a
system that you can at least tolerate, and ask to play in
one of their campaigns. Get some experience as-a-player that
way, and then you're hundreds of times better prepared to GM
than you would be if you had started out "cold".
Unfortunately Finland is not known of its big cities. I know maybe three
Finland is supposed to be fairly dense with roleplaying
gamers, or at least that's my impression.

On the other hand, the prevaling attitude among Finnish
roleplayers may be unhealthy. That is certainly the case in
Denmark. Here, there is a widespread acceptance of
super-powerful GMs lording it over players who have impotent
characters. There's a massive distrust of rules, and a
cheerful and instinctive drive towards self-play as opposed
to role-play.
Post by J.M. Joensuu
people here who even *know* something about p&p roleplaying, besides "my
group". I don't think there even is a group near here. I already know which
cities have related shops, and hope to find something from there.
[...]
Post by J.M. Joensuu
Post by Peter Knutsen
In Sagatafl, a shield has two uses: First of all, it
provides "passive defence", by simply making you harder to
hit. It gives a +1 RD bonus for a small shield or a +2 RD
bonus for a large shield. (I think these bonuses should be
+2 RD and +3 RD, respectively against ranged attacks).
Secondly, you can use your shield to block, instead of using
your weapon to parry. Shields are a lot more durable than
weapons (although [magic] and [metallurgy]), and thus much less
likely to break or become damaged, when they are used for
active defence.
That sounds very
Very what? You stopped typing in mid-sentence...
Post by J.M. Joensuu
I think I will have Defence Value and Protection Value, first as difficulty
to hit the character and second, well, being something I'm not yet sure
PV could subtract from damage.
Post by J.M. Joensuu
about. But your hits/wounds system is *very* interesting, and I might
ste..., ahem, borrow it. I hope you don't have anything against it. ;)
If I had, I wouldn't have told you how it worked :-)

If you want to see more of Sagatafl, you can go to the
website, and download some of the PDFs. There's a 36 (or so)
page long rules summary (to be replaced by a longer
document, of perhaps 45 to 50 pages, within a month or two),
and a 13 page document with rules for creating permanent
magic items. And then a few secondary documents.

And if you subscribe to the mailing list (called
FFRE-Discussion - FFRE was the previous name for Sagatafl)
you can get additional files which I have not deemed fit for
publication, including a Price List of innate and social
advantages, and a 4 MB spreadsheet for character creation
(sadly the spreadsheet is out of date, it does not include
recent rules changes).
Post by J.M. Joensuu
In my system the value of success is valued by 10s over difficulty.
Slightly modified, I think those could be used as a base of Successes per
try similar to your Ss. 2d20 instead of dive pool could have some strange
effects, though...
Sorry it took few days. I had to return to school from very active holiday.
No problem.
--
Peter Knutsen
sagatafl.org
Peter Knutsen
2005-01-04 22:34:13 UTC
Permalink
Post by J.M. Joensuu
How can I handle priests? I don't have classes as such,
almost everything
Post by J.M. Joensuu
is just skills. And arcane magic will be, also. But what
about faith,
Post by J.M. Joensuu
prayers and priests?
I have very base ideas for priests ATM, mainly being "god
may help you".
Post by J.M. Joensuu
That makes priests more or less toys for the GM, and I
don't think the
Post by J.M. Joensuu
players are likely to paly priests. Especially as my gods
are rather

That's perceptive of you. Many people fail to realize that
few players enjoy playing wielders-of-divine-magic if
there's too much divine intervention.
Post by J.M. Joensuu
powerful, are easily angered and return by causing some
minor nuisance.
Post by J.M. Joensuu
Mainly just poor weather and like, but still.
First of all, in Sagatafl, characters can have various
innate Powers. These are inborn (unlike magic, which can be
learned, easily if you have high Psyche, or with great
difficulty if you have low Psyche).

There are many types of Powers, including psionic Powers
like Telepathy (there are two, one for reception and one for
sending, and the range is derived from the sender's sending
Power and the reciever's receive Power), and psionic-like
Powers of Element control (e.g. Fire Powers or Air Powers).

There are also royal Powers (think Aragorn from LOTR), which
is sort of a divine power. One sub-type of royal Power is
Cure Disease, often all diseases, but sometimes narrower
than that, e.g. the new king of western (Christian) Denmark
in my AErth historical fantasy setting has the Royal Power
to cure diseases - but limited to sexually transmitted ones.
His choice, then, is that each Sunday he will cure two
diseased subjects (one for the Father and one for the Son -
don't ask him what happened to the Holy Ghost, because he's
easily angered!), although everybody pretends that they
don't know the diseases are sexual. A subject will approach
the King and complain of something else, and then the King
uses his Power (presumably he also uses the Power privately,
on his friends, members of his retinue, and on himself, but
the Sunday curings are public affairs).

Another royal Power can Fix Wounds, that is it can instantly
repair a Minor Wound, or if the Power is of a higher level a
Major Wound, or an Incapacitating Wound, and so forth...

A third Royal Power is Inspire. It works to raise the morale
and spirits of other people, something which Aragorn (and
also Gandalf, although he was not royalty) often did in LOTR.

There are also Bardic Powers. Again, we have Inspire, and
various Powers to sway people's moods. And then there's
Lampooning, the Power to work satire with magic in it,
against people who have broken the code-of-honour of their
society. E.g. the character might compose a scathing poem,
to expose another character's failure to show hospitality,
and as a result, the inhospitable character will have warts
for the next 1 Moon, and speak in a hoarse and unpleasant voice.

An exotic type of Power, and quite rare, is the virgin
series of Powers. Some characters are born with one or more
Virgin Powers, such as Healing (of Wounds or Diseases) or
the benefit of getting a unicorn. If the character gratifies
him- or herself, all virgin Powers are suspended for 1 Week.
If the character is raped, all virgin Powers are lost for 6
Moons. If the character has sex on a more or less voluntary
basis, with another person, the virgin Powers are lost
forever. Hence, virgin Powers tend to have a sort of
half-life. Currently there are two known unicorn riders on
Ærth, and possibly a dozen other wielders of virgin Powers
who just don't have unicorns.

Nature Powers and Divine Powers are those that most closely
resemble what you think of as "divine magic". Nature Powers
are more pagan Celtic in nature (if you think you can smell
Druids, you're right), whereas Divine Powers feel more
Christian.

Again there is healing of Wounds, or curing of Diseases,
although it's more powerful via Divine Powers than via
Nature Powers. Divine Powers can also Bless Items, which
works like Enchantment except that you don't need the
Enchant skill and you get various benefits. Divine Powers
can also Inspire, and can Bless people (give temporary
bonuses, unlike Bless Item which is permanent), and can
enhance agricultural output, although Nature Powers can do
this better. Nature Powers mostly deal with animals and
plants, so one example is a "ladder" of Animal Powers, where
the first level simply lets you empathize with animals. The
second level lets you converse with animals, and the third
lets you calm them. The fourth has a stronger calming
effect. Characters can get a Familiar through either a
special skill or by using spells of the Animal realm, but
there is also a Power that lets a character get a Familiar,
at a lower Essence cost then usual.

Some of these Powers are simply the individual's to use as
he or she sees fit, with no divine supervision. Psionic
Powers, for instance, or the power to Carve Runes (yet
another way to Enchant items), or the Artificer Power (which
lets a skilled craftsman create magical items. Think Wayland
the Smith, or Dwarves).

Others are granted by a divine patron. In a monotheistic
religion, that would be an angel, a saint or a devil (never
God, or Satan, or Jesus or the Holy Ghost, or Mohamad or
Moses). In a polytheistic religion, it would be one of the
gods (e.g. Odin or Lugh).

This divine patron is effectively an NPC (that is, he or she
is not the GM, but rather a distinct person with an agenda
of his or her own, an agenda which is obvious when one
understands the religion that the divine patron is coming
from), and instead of supervising and opinioating on each
and every instance of Power usage by the character, the
character's divine patron will periodically take the
character's conduct up for review, and consider it.

If the character has been slightly bad (keep in mind that
this is from the perspective of the divine patron - Odin
would not object to a character raiding a farm and killing
some of the farm hands, for instance), there is a sanction.
Perhaps the Power is reduced by one level for a short period
of time. If the character has been bad, the sanction is
harsher, and harsher again if the character has been truly
bad. Removal of the Power for a period of time is a
possibility in severe cases, and the character does not know
the length of this period.

Permanent loss of Power (or of one Power - some characters
may have several) is a possibility in extreme cases, but it
is rarely used, because most divine patron NPCs know that
it's a good way to get oneself an enemy. E.g. if Saint Peter
permanently takes away Brother Guiseppe's Power to Fix
Wounds, then Brother Guiseppe might very well become an
apostate, and start fighting against Christianity.

This solution, of periodic reviews, seems to me to be the
best approach, because then the Divine Power is the
character's to use; there is a distinct possibility of
mis-use (i.e. potential for high drama), and the player
won't feel as if he is "playing the GM", rather he is
"playing the system", which is as it should be.
Post by J.M. Joensuu
If there was a priest of a war god, how would he get
benefit from his
Inspire, with a special bonus against fear, and in combat
situations (think Aragorn in the third movie, just before
the final battle between Gondor and Mordor).

A priest of a Norse war god, especially Tor or Odin (but not
Tyr), could also have an Incite Berserkergang Power. Some of
the troops would most likely have some innate Berserker
Power, more or less strong, but the priest could Incite
Berserkergang in *everybody*.

I haven't thought much about this yet, but there could also
be a Sacrifice Power, which gives the character various
temporary bonuses, after he has performed a sacrifice (e.g.
RD bonuses to cast particular arcane spells, or increased
Strength). A priest of Odin, with such a Power, could then
declare all the enemy warriors to be a sacrifice to Odin,
before he begins to fight. Then if he wins, he gets benefits
in proportion to the number of slain foes (if the priest was
the leader of his side, he'd get benefits not only for those
foes he killed personally, but also for those that his men
killed).

A more standard form of Sacrifice would be to just ritually
kill an animal or a human, though.
Post by J.M. Joensuu
- Set amount of spells that can be casted per day,
growing with level/
Post by J.M. Joensuu
skill/ on holy days. I don't think priests' magical power
has much to do
Post by J.M. Joensuu
with the divine magic, but that some divine being (might
be only saint)
Post by J.M. Joensuu
channels his power through the priest(s).
In the very beginning (you can see this if you check out my
old Multiclass RPG), I wanted to keep things simple, so I
decided to not only have Priestly spells and Wizardly
spells, but also to treat Psionics as if it was like
spellcasting.

So a character using Psionics would do so by casting a
spell, e.g. a Telepathy or Telekinesis spell.

Later on, long after I had given up on my Multiclass RPG, I
decided that I wanted Psionics to have an "inborn feel". To
be something that characters were born with, rather than
something that everbody could learn (of course, those born
with Psionic Powers must still learn to control their
Powers, but the potential itsef is inborn). Thus no more
Psionic spells.

That was the beginning of the Sagatafl Powers system.

Later on again, I decided to also ditch Divine spells, and
handle such things through the Powers system (one effect
that this had on Ærth was to drasically reduce the amount of
divine magic - but I quickly found myself liking the new way).

That doesn't mean that Druids, or Norse priests, or even a
few Christian priests (Gerbert of Aurillac is the most
obvious suspect), do not cast spells. They are perfectly
capable of learning Arcane magic, to use that as a
supplement to their Nature Powers or Divine Powers or other
Powers. Also few priests actually have Divine Powers. The
situation is much like in legendary medieval Europe, where
only a few individuals can perform saintly miracles (and
even then, not all were priests or monks in the Church, some
were lay people and ended up preaching beliefs not quite in
accord with those of the Church). Among the Druids, study of
arcane magic is common, because few Druids have Nature
Powers, but they still feel a need to have abilities to
elevate themselves above the common folk.

The end result is a huge variety of types of magic, which I
find to work excellently at evoking a fantasy atmosphere.
Post by J.M. Joensuu
- Blessings: if the priest takes part to mass/holy
rituals weekly, he gets

I do it the other way around. Part of the requirement for
"good conduct" is that the character takes part in religious
rituals when he can, e.g. Mass or a sacrifice. Missing it
once in a while has no consequences, but skipping it
deliberately will cause a Divine Sanction, in the form of
reduced or lost Power for some time.
Post by J.M. Joensuu
bonuses. Also might consider giving blessings if he does
something like
Post by J.M. Joensuu
winning a major battle in the name of his god.
I've thought a lot about the possibility of characters with
divinely granted Powers becoming "saints", that is getting
the opposite of a Divine Sanction, if they exhibit extreme
devotion, and do much to further the cause of their Divine
Patron (or Patrons).

But I'm not yet sure whether it's a good idea.
Post by J.M. Joensuu
- Church helping the faithful, by giving equipment (that
might be
Post by J.M. Joensuu
blessed/holy/unique relic for spesific missions) or by
providing services
Post by J.M. Joensuu
(food, house, horse/transport).
It's always a good idea to emphasize the social powers
wielded by a religious organization.
Post by J.M. Joensuu
I haven't got anything done on this matter yet. I am open
to suggestions. I
Post by J.M. Joensuu
can also take some hints for arcane magic, but I'm full
of ideas for that
Post by J.M. Joensuu
myself, so I would prefer help fod divine magic first.
Well, one thing I want to say about arcane (spell-based)
magic is that various systems produce different balances.

In many systems, a spellcaster's level of power is measured
by how many spells he knows. And since the GM hands out the
spells, this gives the GM a high degree of control over the
power level, and the pace of advancement. The GM can also
easily prevent a character from getting particular spells,
if that suits the GM's purpose, by simply making it so that
the character never finds any sources from which he can
learn those spells (e.g. the GM might want to keep a
player's character away from learning an Speak With Dead
spells, because the GM wants to "tell a story" to the
player, and that can only work if the player's character is
unable to communiate with dead people).

In other systems, skill is primary and spells are secondary.
Sagatafl is one such example. Spells are very easy to learn,
and even if you can't find a teacher or book to learn from,
you can research the spell yourself, that will only take 5-8
times as long as learning from a book or teacher. Thus the
GM can't do anything to retard the development of
spellcaster characters (or to prevent the character from
acquiring particular spells). The real measure of power is
the character's skills, in specific magic Realms, e.g.
Illusion Magic, Fire Magic, Necromancy, and these skills go
up autmatically with usage, and there's nothing the GM can
do to stop that.

Thus, Sagatafl empowers the players and reduces the GM's
ability to influence things, so that the players will play
the system rather than play the GM.
--
Peter Knutsen
sagatafl.org
Bradd W. Szonye
2005-01-07 15:46:05 UTC
Permalink
That's perceptive of you. Many people fail to realize that few players
enjoy playing wielders-of-divine-magic if there's too much divine
intervention.
If you're talking about deus ex machina, I don't think you can support
the "many people fail to realize that" part. If you're talking about
D&D-style cleric spells, I don't think you can support the "few players
enjoy playing" part, at least not for your stated reasons. Care to
rephrase or explain your comment so it makes sense to Earthlings?
--
Bradd W. Szonye
http://www.szonye.com/bradd
c***@yahoo.com
2005-01-06 03:09:19 UTC
Permalink
Post by Peter Knutsen
In late 2000 or early 2001, I realized that the only way I
could turn GURPS into a playable system was to make massive
changes to it: I'd have to increase the number of attributes
drastically, from two (DX and IQ) to something like seven or
eight
GURPS has at least eight attributes: four primary and at least four
secondary.
Post by Peter Knutsen
Post by Peter Knutsen
The second-best solution is to have many attributes. (Look
at GURPS. Count the stats. See? That's 180 degrees *wrong*).
At least it's playable. Your system has, what, 57 attibutes? More than
a dozen is starting to get excessive.

Brandon
Charlton Wilbur
2005-01-06 21:29:31 UTC
Permalink
Post by Peter Knutsen
In late 2000 or early 2001, I realized that the only way I
could turn GURPS into a playable system was to make massive
changes to it: I'd have to increase the number of attributes
drastically, from two (DX and IQ) to something like seven or
eight
BC> GURPS has at least eight attributes: four primary and at least
BC> four secondary.

Although in 3rd edition, the differing number of things that depended
on them meant that DX and IQ were far more valuable than their costs,
and ST and HT were far less valuable by comparison. This extended to
things like Will and Perception too. Technically, 3rd edition had
four primary and at least four secondary (Will, Perception, hit
points, fatigue points, basic speed, basic move), but in practice it
worked more like two primary, two secondary, and a slew of tertiary
that didn't vary far from the two primary.
Post by Peter Knutsen
Post by Peter Knutsen
The second-best solution is to have many attributes. (Look
at GURPS. Count the stats. See? That's 180 degrees *wrong*).
BC> At least it's playable. Your system has, what, 57 attibutes?
BC> More than a dozen is starting to get excessive.

And beyond that, his system is used for a single genre, a single
style, a single setting. GURPS is intended to be generic. Peter is
perfectly free to decide that, in his setting, Agility is more useful
than Resilience or Charisma, and so Agility costs more. There's also
something to be said for keeping the system straightforward; with any
system there comes a point at which putting more and more effort into
it produces less and less return. Peter's system sounds like it is
far too needlessly complex for what I want, and it's also heavily
customized with assumptions based on his views of what people are like
and what he wants the world to be like.

It strikes me as a lot like Chivalry & Sorcery that way: interesting
to talk about, certainly very accurate at modelling what it tries to
model, but almost unplayable in face-to-face games (although, to C&S's
credit, sort of, that seems to have a lot more to do with the clarity
of the writing than with the complexity of the system). And, perhaps
most relevant, completely un-generic: all of the special-case rules
and tables that make C&S work so well for "realistic" medieval fantasy
make it completely useless for space opera or police procedurals.

Of course, Peter is free to design a system with any design goals he
wants; the problem is that he is trying to compare his system, which
has the design goal of modelling the only world he wants to play in,
in only the genre and play style he wants to play in, with GURPS,
which has the design goal of being generic and useful in hundreds of
settings and dozens of genres and play styles, without taking those
differing design goals into account. Of *course* GURPS will be worse
than a purpose-built tool for a particular task -- but then again, his
system is likely to fall down pretty hard if you try to use it for
space opera or supers games.

Charlton
--
cwilbur at chromatico dot net
cwilbur at mac dot com
Bradd W. Szonye
2005-01-07 15:52:54 UTC
Permalink
... but going from two dice to one ... would be bad. In fact another
of my preferences is for roll mechanics that give "highly predictable"
results, meaning ones where the roll outcome tends to cluster,
closely, around some average. You get closer to that the more dice you
roll (e.g. 3dX, 4dX, 5dX...) or by using a dice pool system.
Not in a pass-fail system, you don't. There's no average to cluster
around. The only effects a curve has on a pass-fail system are
(1) emphasizing differences between differently-skilled characters much
sooner than a linear randomizer will and (2) varying the effects of dice
modifiers in ways that make it harder to predict the results. Neither is
particularly realistic, and both make it harder to reason about
outcomes. Those are major disadvantages, in my opinion.
--
Bradd W. Szonye
http://www.szonye.com/bradd
David Alex Lamb
2005-01-01 22:45:37 UTC
Permalink
Post by Peter Knutsen
Post by J.M. Joensuu
I have been making my own rpg ruleset, and based them on a free ruleset I
found from net, that probably is based on something else... The base idea
is that all checks are
stat + skill + d100 vs difficulty + d100,
Wouldn't it be faster to roll if you did stat + skill +
2d100 vs a higher difficulty?
I don't know if it's any faster, but here's the equivalence
stat+skill + d100 vs difficulty + d100
is equivalent to
stat+skill +d100-d100 vs difficulty
and also stat+skill +2d100-101 vs difficulty
so stat+skill +2d100 vs difficulty+101
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
t***@gmail.com
2005-02-20 05:19:16 UTC
Permalink
Before I start:
This group has a suprisingly high flame content, so I'm going to
disclaimer this up front: none of this is meant as criticism or
flamebait, just as suggestions. Take it with a grain of salt, as the
cliche says.

And whatever you do, have fun.
Post by J.M. Joensuu
I have been making my own rpg ruleset, and based them on a free ruleset I
found from net, that probably is based on something else... The base idea
is that all checks are
stat + skill + d100 vs difficulty + d100,
higher wins. Against (N)PCs the difficulty is generally stat+skill.
Just a quick question: Have you tried using this "in practice" a lot?
I've found that rolling a lot of dice or adding several 2-digit numbers
really slows down situations when a lot of die rolls are called for.
Dividing all trait and skill numbers by ten and using d10s would make
your life much simpler, especially since your skills already add +10
per level.

For example, if four PCs are fighting 12 lesser opponents, then you've
got to resolve initiative, to-hit and defense rolls for 16 people.

The faster each roll resolves, the easier your life will be.

Something else that will make your life as GM easier, but is
mathematically identical to the above:

Have the player roll Stat + Skill + 1d100 -1d100 vs. difficulty.

This means you don't have to roll each NPC's attacks and defenses.
When the player character attacks, the player rolls the dice and adds
them (technically adds one and subtracts the other) to Dex + Brawling
(or whatever).

When the NPC attacks, the player rolls the dice and adds the total to
Dex + Dodge (or whatever).

(I think Neel K. was the one who suggested this first, maybe a year and
a half ago. I know I didn't think of it on my own).

Another advantage to this is you can rate your difficulties right along
with your traits. If an Apprentice was rated at 40, then you could
rate a "Moderate" Difficulty (or whatever difficulty level you wanted
the Apprentice to have about 50% chance of succeeding against) at 40 as
well. Experts and Masters would have higher skills, but Difficult and
Extremely Difficult tasks would have higher difficulty numbers, as
well.

Also, your results come back as equal in range to your Skill numbers,
so you can make a roll just to see how well someone did. If a
blacksmith is forging a sword and rolls a 40, and that's "Apprentice"
level, then he's not done a great job, but if he rolls an 80 total, and
that's "Master" level, then he's made an outstanding weapon. You
wouldn't even need a difficulty number then - you could just look at
the "performance total" (or whatever you wanna call it).
Post by J.M. Joensuu
Stats are about 40 for humans, but I haven't really touched them yet. I
might change them later. Skills are bought up in full tens, so that "level
3" skill would be stat + 30. Stat+skill can be over 100. Roll of 01-05 is
considered negative (-5 to -40) and 96-00 is considered above 100 (105 to
140) but there are no automatic succeeds/failures.
I've found re-roll systems (like Shadowrun and Rolemaster) to have
their ups and downs. If you want to be able to slay a dragon with one
really, really, really, really lucky hit, go for it. There's nothing
wrong with the re-roll and add systems. I find they get in the way if
I'm going for a gritty, "realistic" feel (I used quote marks because I
know every game is a major simplification and none of them truly
simulates life).
Post by J.M. Joensuu
There are few problems. First, I don't know what the base difficulty should
be. This won't come up that much when only playing battles, because then
enemies' stat+skill is used, and sometimes bonuses/maluses (+/- 10-20)from
last round.
Do you think it is easier to decide a difficulty level and then round other
numbers so that it all matches, or look at the numbers already
present and
Post by J.M. Joensuu
change difficulty level accordingly? No characters are being played, ATM,
so no converting problems will come up.
I think you should rate your difficulties at the same level as the Stat
+ Skill TOTALS for an Apprentice, Master, etc. Use what you think is a
reasonable Stat to go with the Skill. Most likely a Master will have
a slightly higher Stat than an Apprentice, as well as a much higher
skill. If the average Apprentice has Stat 40 and Skill 10, then put
"Average" at 50 (remember, rating it this way, the Apprentice will have
about a 50% chance of success). If the average Master would have Stat
60 and Skill 40, then put "Extremely Hard" at 100, and so on. Make
your "Easy" and "Very Easy" difficulty levels so even an apprentice has
a high chance of success, and someone who doesn't even have the skill
still has a chance.

I hope some or all of that helps. It's late, and I need to rest. If I
get the chance, I'll post some more opinions later.

Good luck!

Tim
Mr. M.J. Lush
2005-02-20 11:54:16 UTC
Permalink
Post by t***@gmail.com
This group has a suprisingly high flame content, so I'm going to
disclaimer this up front: none of this is meant as criticism or
flamebait, just as suggestions. Take it with a grain of salt, as the
cliche says.
Well it is called rec.games.frp.ADVOCACY, it was originally intended as
a dumping ground for various flamewars but mutated somewhat since then
--
Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.
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