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DragonOfUndeath
2010-07-02, 12:36 AM
Here is a revised description of my RPG:

Equipment needed to play: This post, Random number generator or set of dice, Character sheet, Calculator and 1 Notepad per person.

Hex system:
my RPG works on a Hex system rather than a Grid system.

Tier System:
Overview:
Tiers replace classes, ability scores and levels from D&D.
There are 4 Tier levels: Character, Tier1, Tier2 and Tier3:
Character is how powerful your Character/Creature is. Example: 5, 3 etc
Tier1’s are general things. Example: Mind, Divine, Martial, Magic etc.
Tier2’s are specific things. Example: Necromancy or Elemental Magic.
Tier3’s are very specific things. Example: Fire or Ice Elemental Magic.

List of Tiers (not including Racial Tiers):
Character TierC
Tier1s:

Magic Tier1
Might Tier1
Divine Tier1
Social Tier1

Tier2s:

Elemental Tier2 (magic)
Necromancy Tier2 (magic)
Divination Tier2 (magic)
Summoning Tier2 (magic)
Ranged Tier2 (might)
Sneaky Tier2 (might)
Close Combat-Heavy Tier2 (might)
Close Combat-Light Tier2 (might)
Blue Gods* Tier2 (divine)
White Gods* Tier2 (divine)
Black Gods* Tier2 (divine)
Green Gods* Tier2 (divine)
Red Gods* Tier2 (divine)
Intimidate Tier2 (social)
Bluff Tier2 (social)
Coerce Tier2 (social)
Bargain Tier2 (social)
*you can only choose 1 of these. I used the colour system used here
*I decided to use the Colour alignment system found here (http://www.giantitp.com/forums/showthread.php?t=157001).



Tier3s (magic):

Fire Tier3 (elemental)
Ice Tier3 (elemental)
Positive Energy Tier3 (elemental)
Negative Energy Tier3 (elemental)
Control Undead Tier3 (necromancy)
Raise Undead Tier3 (necromancy)
Death Spells Tier3 (necromancy)
Life Spells Tier3 (necromancy)
See Stat/Alignment Tier3 (divination)
See Location/Person Tier3 (divination)
The Past Tier3 (divination)
The Future Tier3 (divination)
Summon Combat-Creature Tier3 (summoning)
Summon Stat-Boost Creature Tier3 (summoning)
Summon Party Member Tier3 (summoning)

Tier3s (Might):

Bows/Slings Tier3 (ranged)
Daggers/Small combat weapons Tier3 (ranged)
Unnoticed Tier3 (sneaky)
Ranged Tier3 (sneaky)
Close-Combat Tier3 (sneaky)
Sword-and-shield style Tier3 (close combat-heavy)
Giant-Sword style Tier3 (close combat-heavy)
Two-Sword style Tier3 (close combat-heavy)
Evasive style Tier3 (close combat-light)
Two-Dagger style Tier3 (close combat-light)
Teamwork style Tier3 (close combat-light)
1-Sword style Tier3 (close combat-light)

Tier3s (divine):

Add gods here

Tier3s (social)

Stand Over Tier3 (intimidate)
“Accidentally” Break Something Tier3 (intimidate)
Outrageous Lies Tier3 (bluff)
Convincing Lies Tier3 (bluff)
Charismatic Speech Tier3 (coerce)
Appeal to Humanity Tier3 (coerce)
Point out Flaws Tier3 (bargain)
Haggle Tier3 (bargain)

Tier3s (Character)

Climb Tier3 (Character)
Speed Tier3 (Character)
Forge Things Tier3 (Character)
Climb Repeatedly Tier3 (Character)
Marathon Running Tier3 (Character)
Forge Things Repeatedly (Character)


XP:
Overview:
XP is gained when you use abilities in that Tier (Example: Dave casts Fireball. {Dave gains 2 XP in Character, Magic, Elemental and Fire}).
Character Levels Up when you get 60 Character XP points (Character always gets XP).
Tier1: Tier1’s usually Level Up when you get to 60 (insert name here) XP points (the Feat/Skill must have the Tier‘s name in it’s Keyword {Example: Fireball has Magic as it’s Tier3 Keyword so Magic gets XP when it’s cast}).(specific Tiers may need more or less XP to Level Up).
Tier2: see Tier1 except replace 60 (insert name here) XP with 40 (insert name here) XP .
Tier3: see Tier1 except replace 60 (insert name here) XP with 20 (insert name here) XP .

Gaining XP:
every time you do something successfully you gain 2 XP (some Feats {like all Passive Feats} reward things differently. Check the Alternate XP Rewards section in the Feats description) if you fail at it (except Mistake) roll a D4 on a 1-2 you get 0 XP, on a 3-4 you get 1 XP (this represents you learning from your failures).

Levelling Up:
when you gain a level (see above for how) you gain 10 points to spend on:
1. Buy more XP for a lower Tier (Example: Dave spends 1 Magic point to gain 4 Elemental XP (must be connected, Might can‘t add XP to Elemental)
2. Buy another Tier (the DM needs to know that you plan to buy another Tier at the level before the one you start buying it) (Example: Dave spends 5 Magic points to buy Necromancy {Tier2 Magic}). (Double cost for 2 Tiers down (Example: Dave must spend 10 Magic Points to learn Poison {Tier3}) (you can buy new Tiers with multiple levels {Example: Dave spends 3 Magic points to buy 3/5 Necromancy. At the next Magic level Dave spends 2 Magic points to buy Necromancy}).
3. Buy new Feats/Skills (Character, Tier1 and Tier2 have some Feats to buy) (TierC-3 have 1 spell of their own but they can buy ‘Meta-magic’ Feats for Tiers and Sub-Tiers (Fire is a Sub-Tier to Elemental, Magic and Character). (Example: Dave spends 1 Might point to buy +5 to hit with Long-sword and Short-sword but not Great-sword) (Tier3 has most of the Feats/Spells).
4. Upgrade Existing Spells/Feats (you must have used the Feat at least once after your last Upgrade) (to add-on the previous Example: At the next Might level Dave spends 1 Might to turn his +5 to hit with a Long-sword and Short-sword into a +10 to hit with a Long-sword and Short-sword).

Levelling Up your Feats/Spells

Essentially Feat/Spell specific Meta-Feat/Spells. These can turn your 2D6+6 Fireball can turn into a 12D6+18 Fireball. It just requires (A LOT) of practice. every time you cast a spell you can say which part you want to improve (Range, Damage, Overcome Resistance etc). But this comes at a cost, every Meta-Feat/Spell you attempt to learn adds -10 to your roll. Every time you successfully cast the spell it is cast with ½ the upgrade and you learn 1/10 of the Meta-Feat/Spell. If you roll a natural 100 you automatically learn the Meta-Feat/Spell. {Example: Dave Casts Fireball (-5 To Hit anyway) with Meta-Spell (Add 2D6 Damage). To cast Fireball he needs to get a 65 or more, he has already cast it 4 times before so he already knows 4/10 of the spell needed. He rolls a perfect 100! So he auto learns the Meta-spell. Because he was still learning when he cast the spell though he only adds 1D6 to his damage roll instead of the 2D6 increase he will get the next time he casts Fireball.} you can learn the same Meta-Feat/Spell 20 times per spell (so Dave can only increase his fireball damage 20 times before stopping but he can increase the range on the fireball or increase damage on another spell).



Character TierC:
this is how powerful your Character is. It’s Feats are mostly about HP and other general things. Every Character Level Up you get +12 HP (plus Racial Modifiers and Feats).


Feats/Spells:
Overview:
this is EVERYTHING a character uses that needs a check to complete. From jumping off the wall onto an enemy to cleaving a Kobold‘s head open in one mighty blow. Everything that requires a check is helped in some way by Feats. You MUST tell your DM about the Feats before you roll the dice.

What a Feat/Spell needs:
Name: name of Feat/Spell.
Requirements to buy (if any):Cost, Race, Size, Tier’s needed etc.
Requirements to use (if any): someone attacks you, an enemy casts fireball etc.
Keywords: Character, Tier1 used, Tier2 used, Tier3 used.
Element: Fire? Death? Steel? Wood? Etc.
Use: Is it Passive or Active?
Modifiers: are there any Modifiers on the To Hit roll? The range? The damage?
Effect: what does it do? On a miss?
Alternate XP Granted: is there? If so how is it different?

Example of Feat/Spell:
Name: Dragon Breath
Cost/Requirements to buy: 1 Racial Ability and Dragon-born as a Race.
Requirements to use: able to Breath.
Keywords: Character.
Element: choose 1 Element (Fire, Poison, Life, Death etc)
Use: Active
Modifiers: Target’s (insert element here) resistance and Your Feats.
Effect: 2D6+ 6+ Modifiers.

List of Feats/Spells:
Holy Hands:
To be added later. Will contain list of Feats for all Tiers (Racial Feats down below).


Character Creation:
this is where you create your character. First choose a name and Gender for your character (Hereafter called Dave). Choose Dave’s race (list of races down below). When that is done choose 2 Tier1s, 3 Tier2 and 3 Tier3’s (1 Tier4 if applicable) (you can sell 1 Tier to level up another Tier of the same level (Example: Dave buys Magic and level up Magic for 2 Tier1 points).
Example: Divine T1, Magic T1, Good T2 (divine), Necromancy T2 (magic), Elemental T2 (magic), Lawful T3 (good), Create Undead T3 (necromancy), Fire T3 (elemental), Tyr T4 (lawful). Gain Auto-Feats from the Tiers you selected. Then choose 2 of the 4 Racial Abilities provided.
After you have done that choose Dave’s height and weight. Choose 2 RELEVANT Background Feats (list of Background Feats down below). Choose weapons equipment etc. you are now ready to play.
Example Character:
Name: Dave
Race: Elf
Size: Medium
Height: 180 cm
Weight: 60Kg
Elf Feats: (Elven Accuracy) +5 to hit with a Bow and (Elven Magics) +5 to cast an Elemental Spell.
Character Level:1
Tier1s: Might and Magic
Tier2s: Ranged (might), Close Combat-light (might) and Elemental (magic).
Tier3s: Bows/Slings (ranged), 1-sword style (close combat-light) and Fire (magic).
(TC) Character XP: 0
(T1) Might XP: 0
(T1) Magic XP: 0
(T2) Ranged XP: 0
(T2) Close Combat-Light XP: 0
(T2) Elemental XP: 0
(T3) Bows/Slings XP: 0
(T3) 1-sword style XP: 0
(T3) Fire XP: 0
Equipment: Bow, 50 arrows, Long-sword, Spellbook, Robe (Opponent’s To Hit Mod -2) and Boots (no effects).
List of Feats: Elven Accuracy, Elven Magics, Bow Proficiency(+5 to hit), Sword Proficiency(+5 to hit) and Resist Elements (Extreme Weather -5).
Spellbook: Magic Missile, Orb Of Many Elements and Fireball spell.}




Races:
Elves: Most of these lithe, graceful creatures live in the woods and don’t make contact with the outside world. Some though are more adventurous, leaving the safety of the woods and colonizing nearby plains. Entire Elven kingdoms have sprung up all over the place. It is generally these adventurous ones who mingle with humans and cause Half-Elves. They live about 1000 years, weigh 50-60Kg and are 185-215cm tall.
Half-Elves: The offspring of an elf and human these half-elves are a common enough sight near any medium sized wood. They are the most likely out of all the races to go on an adventure just to find adventure. They can be roped into anything if you mention the word adventure. Funnily enough Human are more trusting with Half-Elves better than Full-Elves AND Humans. You will regularly find them as 2nd in command of anything- armies, bandits etc. they are also regularly employed as advisors to the king. They live about 600 years, weigh 60-70Kg and are about 175-195cm tall.
Humans: I think we all know who humans are. They live 80 years, weigh 70-90Kg and are 170-185cm tall
Dragon-Born: descended from dragons these scaly skinned creatures are the knights of the army. They are smart, honourable and won’t go chasing after a fleeing army, preferring them to live with the fact they retreated than end their time on this world prematurely. The live 100 years, weigh 80-100Kg and are 175-185cm tall.
Half-Orc: not the most common sight but more common than their Brutish parents. They are generally found in the Bezerker unit (though some do become sorcerers) of the army because they won’t go Bezerk to soon but when they do…. They live 75 years, weigh 90-110Kg and are 190-200cm tall.
Orc: not generally found outside of the wilds but sometimes the more intelligent (by Orcish standards) figure out that bounties=money and money can buy good cooked food. They live around 40 years (due to infighting), weigh 100-120Kg and are 200-210cm tall.
Dwarves: More common than Orcs and Elves but not by much, these reclusive creatures prefer to stay inside their giant stone keeps than go outside. Sometimes their god wills it or they are banished (or they leave voluntarily) and they go. As they leave their keep they notice all the beauty of nature and some don’t ever want to go back. These Dwarves are generally the instigator of Half-Dwarves and Elf-Dwarves. They live around 300 years, weigh 50Kg and are 90-110cm tall.
Half-Dwarves: these half-dwarves are generally thought to be just like their Dwarf Ancestors; Surly and Clannish. They couldn’t be more wrong, they are almost anti-clan. They dislike groups based on Family, instead they prefer groups based on Friends. They believe that one parent should look after a child (mum if girl, dad if boy) along with their friends. Due to this a Half-Dwarf has no contact with his family unless they are friends with the Half-Dwarf or have mutual friends. A Half-Dwarf can spend 100 years without knowing it is an orphan or has a Brother/Sister. They live for 200 years, weigh 70-80Kg and are 130-150cm tall.
Elf-Dwarves: formed from the union of an elf and a dwarf this child is forever confused about which Pantheon to follow. None of the many gods have elf-dwarves in their portfolio and none want to lay claim to them. If an elf-dwarf breeds with any other creature (elf, dwarf, orc etc) the child is still an elf-dwarf. They look like slightly smaller, bulkier versions of Elves with Dwarven faces and beards. They live for 700 years, weigh 50-60Kg and are 170-180cm tall.
Aasimar: are descended from the very gods themselves. A god has the ability to turn into any race (elf, orc, elf-dwarf etc). if a child results from the god’s ‘meddling’ then it and it’s descendants will be Aasimar. An Aasimar (regardless of who the non-god parent was) looks like a Half-Elf. Some Half-Elves have been confused with Aasimar and vice versa. They live 100 years, weigh the same as humans and are as tall as Half-Elves.
Batnians: is so big I put it in a spoiler.
Batnians were originally just giant bats with a hive mentality (and giant teeth, claws etc). then a Necromancer decided to change them and create the perfect weapon, a race of beings devoted to him and able to cast Spells. At first it went well, he made it Magical by feeding them the Magically-Charged Bones of creatures. Then he gave it the ability to transform into a human-like creature with wings and back again. Unfortunately at this point it started to go wrong. When the Necromancer was out a female Batnian found a pile of bones and gorged on them (because they now needed Bones and nothing else) with every Bone she consumed she became smarter until suddenly she underwent metamorphosis into the first Queen Batnian. This Queen was fully intelligent and all the other Batnians, due to their hive mentality, immediately bowed down to her. When the Necromancer got back he found a surprise waiting for him. His bones were used to Sate the first eggs that would hatch into intelligent Batnians. If a Batnian has not got a Bone in his stomach at sundown it will become Feral and attack everything until it either finds another Feral Batnian (then they make a Pack like the original Batnians), it is killed or it starves (2 weeks since a Bone). A Batnian can hold 5 Bones in it’s stomach and at sundown 1 is consumed. Batnians get 20 bones ain their inventory at creation and since Batnians are widespread most towns have a store with Bones (entire species are bred just for Batnians) which cost 2 CP each (average). Batnians can’t breed with other creatures or Gods and only Queens can lay eggs (5-10 per laying) Eggs leech Bone energy from their surroundings so are usually placed together in a nest of bones and are isolated from normal Batnians.
Queen Batnians:
Queens are Female Batnians who consume 50 Bones over 10 days. When a Female wants to become a Queen she must gather Male supporters to gather the Bones and support her claim to Territory. When a Female becomes a Queen or a Queen encroaches on another’s territory they must either fight the current Queen or move somewhere else (most new Queens move somewhere else and take their Male supporters along with them). If a Queen doesn’t have any supporters then she loses all claim to Territory and must gather supporters from other Queens or Batnian adventurers. Every Male supporter entitles a Queen to 1 square Kilometre of land (please note that Territory can be within other Races Kingdoms because they still follow the rules of that kingdom and they don’t have wars only Queen Duels to the Death).
Queen Duels are like regular Duels except it is to 5 wins, Queens aren’t pushed back and the Duel starts again until one or the other dies. When a Queen falls in a Queen Duel it is Customary for the old Queen’s supporters to support the new Queen. Territory claims are all or nothing: if there is a dispute about even 1 square kilometre between 2 Queens then the Duel for all the land both of them own or give up that square kilometre to the other Queen (this may cause supporters to leave the Queen making them lose more land).

Batnians have an innate sense of distance and direction. If a Batnian has travelled somewhere before or knows roughly where it is they can lead you to it. This makes them excellent Tour Guides and Scouts, unfortunately this makes them susceptible to Madness when the landscape changes (like in Limbo or the Elemental Chaos) as the new map and the old map stay imprinted in their minds. These Maps cannot be wiped in a Mind Erase. They may not remember where the Map is for but it is there all the same. When a Mind-Wiped Batnian visit’s a place it went before it was wiped it may overcome the wipe (check -30 +Modifiers) if a Batnian visit’s the place it was wiped it may overcome the wipe more easily (check -15 +Modifiers).
Batnians have 2 Different Forms they can take (it takes a full Turn to Transform). The Original Form is what the Batnians looked like before the Necromancer meddled. Batnians have a +10 to Intimidate when in this Form. Some Batnians refuse to leave this Form saying that the other form is unnatural and evil.
Normal/Human Form: Most Batnians remain in this form when around members of other races as they seem to like it better. In this form Batnians look remarkably like Half-Elves (with giant bat wings sprouting from their back), Due to this Batnians get a +10 to Social Checks (except Intimidate) when in this Form.

Death Rites:
If a Queen Batnian dies naturally (very rare) all the meat is stripped of her Bones and cremated, the stripped Bones are shared between Her 3 Male advisors to be given their next Queen or consumed by them. If a Queen Batnian dies in a Duel the Bones go to the Victor (along with the dead Queens Bone reserves) When a Female Batnian dies the Meat is sold (it’s apparently a delicacy) and the Bones are given to any remaining Male brothers of the same laying, if none can be found the Bones go to the Queen who hatched the Female (the Laying Queen) (or the Queens killer {or her killer and so on [records are kept!]}). If a Male Batnian dies the Meat is sold and his Bones go to his current Queen (if he is an adventurer it goes to his Laying Queen {or her killer etc}), if no-one can identify the body the Bones go to the finder (Batnian or otherwise) to sell or consume.

Social Hierarchy:
Queen (dur)
3 Male advisors (Territory, Bones and Supporters in that order)
Males (because they are Supporters)
Females (Potential Threats, Usurpers and Support-Stealers)



Racial Abilities:
Elves: Elven Accuracy (+5 to hit with a Bow), Elven Magics (+5 to cast a spell with {insert Tier2 Magic here} as a keyword), Elven Ambidexterity (+5 to hit with dual-weapons) and Elven Grace (+5 to Social checks).
Half-Elves: (Half-elves can get Feats with Elf or Human as a pre-requisite {at half power unless stated otherwise}). Elven Heritage (can get 1 Elven Racial Ability), Human Heritage (can get 1 Human Racial Ability) and Ancestral Feats (Feats with Human or Elf as a Pre-requisite are now at full power).
Humans: Quick To Master (at creation choose another Tier or level a Tier up for free), Magically Gifted (+2 to cast all spells) and Inclined to Conflict (+5 to hit with {insert 2 weapons here}).
Dragon-Born: Dragon Breath (Gains the Dragon Breath ability), Scaly Skin (-5 on Opponents To Hit roll {stays even when you lose a Duel}, Dragon’s Claws (can’t be taken twice) (gains Dragon Claws as a natural weapon) and Dragon’s Might (+5 to hit with {insert 2 weapons here}).
Half-Orc: (half-orcs can get Feats with Orc or Human as a Pre-requisite unless stated otherwise) (Can’t use Magic). Human Magic (allows Half-Orc to become a caster) (can take again for a +5 to (insert Tier2 Magic here), Orcish Heritage (can get 1 Orcish Ability {Orcish Might is only half-power}) and Human Heritage (can choose 1 Human Ability)
Orc: (Can’t use Magic). Orcish Might (+10 to hit with all melee weapons), Orcish Shaman (See Racial Tiers) and Brute (+5 to intimidate).
Dwarf: Rock Solid (can’t be taken twice) (when you are pushed backwards against your will make a check+25 to stay where you are {this applies to everything including Spells, Feats and Duels}), Stone-cunning (+10 to Search checks when inside), Dwarven War-axe training (+5 to hit with a Dwarven War-axe) and Born wearing armour (-5 to your Opponents To Hit roll when you are wearing armour {stacks with the normal armour bonus}).
Half-Dwarf: (Half-Dwarves can get Feats with Dwarf or Human as a Pre-requisite). Dwarven Heritage ( can get one Dwarven Ability), Human Heritage ( can get one Human Ability) and Best of Both Worlds (+5 starting XP on 1/2 the Tiers you have).
Elf-Dwarf: (Elf-Dwarves can get Feats with Dwarf or Elf as a Pre-requisite unless stated otherwise) (can‘t get Divine) (+5 to (insert Tier2 magic here). Graceful Mountain (can move +1 hexes a round and Opponents get a -5 to hit when the Elf-Dwarf didn’t move the turn before), Dwarven Heritage (can get one Dwarven Ability), Elven Heritage (can get one Elven Ability) and Sneaky Blighter (+10 to Hide, Move silently etc checks).
Aasimar: (+5 to Divine OR Magic checks). Ancestor’s Blessing (choose which God/ess is your Ancestor and gain the Blessing), Un/Holy Eyes (you can see in Blinding Light OR Total Darkness as if it’s Normal Daylight) and Holy Hands (can only be taken once) (gain Holy Hands Feat).
Batnians: (need to consume 1 Bone of a Magic-Able Race once a day) (+10 to Magic) (can make a Consume attack (see Racial Feats) if your opponent is on ¼ health or less) (can fly). Wings of Hunger (can‘t be taken twice) (+1 movement hex and +5 to all weapons if you didn’t eat a bone yesterday), Gnawing Hunger (you can make a Consume attack if your opponent is on ½ health) and Bone Magic (+5 to magic for every Bone eaten in the last 24 hours).

Note: you can take the same Racial Ability twice unless stated otherwise.


Racial Feats:

Batnians:

Fully-Formed wings: +1 movement per round. (cost: 3 Character Points) (Alternate XP: every time the Character moves his full movement gain 2 Character XP, every time the Character moves his full movement-1 gain 1 Character XP)
Consume Attack: +10 to hit (-5 for every size bigger than you and +5 for every size smaller) 1D20+5 (Eat 1 Bone if you kill it). The Opponent MUST be on ¼ health (½ if you have the Gnawing Hunger Ability) (cost: free. The Character gets it at Creation if they are a Batnian).



Racial Tiers:
to be added later


Godly Blessings:
insert godly blessings here

Dice:

The main dice needed
D100 table:
UberStrike: Natural 100 400%
Perfect: 97-100 300%
Critical: 92-96 200%
Semi-Critical: 80-91 150%
Hit: 60-80 100%
Glancing 55-59 50%
Scratch: 50-54 10%
Near-miss: 45 - 49 0% (some Things work (or part-work) on a Near-Miss)
Miss: 25 - 44 0%
Mistake: 1 - 24 0% You're Unbalanced if you make a Mistake (Misfire if your Casting). SPOILER]

Magic:
Anyone (except non-magic races) can become an accomplished Caster, It just takes practice. How far and how fast depend on how many risks you are prepared to take, like melee combat really. You can focus on becoming a Fire Mage and burn your Enemies to death or train your Fireball to wipe out hordes of orcs in one mighty blow.


Praying:
Gods are very close by if you need them but you can only worship one so choose wisely. Some grant lots of Smite Enemy others add some extra punch to Healing prayers. Choose which one you want to do because you CAN’T change gods ever (unless you Mind-Wipe yourself).


Turn-Based Combat:
Combat is made up of turns which is made up of rounds. There are 3 rounds in a turn. Casting a spell, shooting, moving and attacking all take 1 round (unless stated otherwise). At the beginning of your turn you write down what you want to do in the next 3 rounds (Example: Move North then Shoot Serena with a Crossbow then Move North-East.) everyone then states their first round and it all happens at the same time (Example: Drow Wizard casts Fireball at Serena, at the same time Serena shoots Drow Wizard with her Elven Bow).
On-The-Fly:
Before round 2 happens players can say that they want to change their actions. If they do they must make an On-The-Fly check (concentration check) at a -20. (Example: Dave said he was going to cast Fireball at Serena but now wants to Slash Bob with his Long-Sword, he makes a -20 roll. He rolled 71-20=51, he just makes his check and can Slash Bob with his Long-sword).

Duel:
If 2 people decide to attack each other at the same time a Duel occurs: they become so focused on the enemy at hand that if in the next round someone else attacks them they lose all Modifiers (except some Magical and Armour) (the person not attacked gets a win if the ROLL (not the total) is more than 74. Each round (including the one where the Duel was initiated) Combatants roll Dice and add their normal modifiers (including Opponents armour) as if they were attacking. The higher score gets a win and attacks normally (using the roll the won with). This continues until one of them have 3 wins (or one of them rolls a natural 100). The winner pushes the loser back 1 hex and makes a free attack (without any of the Opponent’s Modifiers unless they specifically say they remain {like Dueller Armour or specific Feats}) rerolling a failed hit. {Example: Dave and Bob both attack each other with Long-Swords and initiate a Duel. Dave rolls 86+8 (+10 skill -2 Bob armour), Bob rolls 85+10 (+15 skill -5 Dave armour). Despite rolling higher and having better armour Dave is overcome by Bob’s skill with the blade and numerous cuts appear all over him. In the second round Bob’s ally Serena attacks Dave and rolls 76 causing him to take his eyes of the Duel long enough for Bob to gain the better of him but not enough to fully drive him back, fortunately Dave‘s friend Gary throws a Dagger between Serena‘s eyes knocking her out and saving Dave from losing the duel. In the same round Bob (on 2 wins) rolls 57+10 an Dave rolls 100!(auto-win) +8 Bob feeling demoralized at Serena’s KO responds to Dave’s blinding fast assault slower than he normally would. Dave following up on the attack pushes Bob back and nearly cleaves his head in two.}

If Dave attacks Bob, Bob attacks Serena, Serena attacks Anna and Anna attacks Bob (etc) then a Brawl forms:
A brawl is where 4 people attack each other. Every Round all 4 roll and don’t add any Modifiers unless they specifically state they apply in Brawls. The lowest takes 1D12 damage, 3rd takes 1D10 damage, 2nd takes 1D6 and highest takes 1D4. After 3 Rounds the person who took the most damage takes an extra 1D12, the person who took the second highest amount of damage takes 1D10, 3rd highest take 1D6 and the person who took the least takes 1 damage. If one of the Characters in the Brawl get KO‘ed they don’t get hurt any more and you just get rid of lowest roll and highest damage taken.
Free Actions: you may use 1 Free Action a Turn at any time. There are Feats that allow some Actions to be Free and allow you to use more than one a Turn (Max 3).
If He Does: if your not sure what your Opponent is going to do you can ‘ready’ yourself for 2 situations: If He Does and If He Doesn’t. (Example: Dave is standing in front of Bob and Serena is in front of Bob’s ally Anna, Bob writes that if Serena attacks Anna then he will throw his Dagger at her and draw his second Dagger). This applies until it is fulfilled, he states he won’t or he makes another If He Does.


Stances:
these give + and - to your attacks, casting, Opponent’s attacks etc. Standard: this has no bonuses or penalties attached. It takes 1 round to change Stances. (there is a Feat that makes changing Stance a Free Action.
Aggressive: +10 to your melee To Hit rolls and +5 to Opponent’s melee To Hit rolls.
Defensive: -10 to Opponents To Hit rolls and -5 to your To Hit rolls.
Duelling Stance: (must have the Duellist Feat {character}) +10 to Your To Hit roll and +2 damage when in a duel.
Meditating: +10 to Casting and Prayers, +5 to Opponents To Hit rolls.
Sniper: +10 To Hit with a Ranged Weapon, +5 to Opponents To Hit rolls.
Deflect Arrows: -10 to Opponents To Hit rolls with Ranged attacks and -1 movement per round
Charge: x2 movement per Round and +5 Damage to Charge attacks.
Unbalanced: you automatically become this for a round if you roll a mistake. -10 To Hit with everything (Melee, Casting, Ranged etc) +10 for Opponent’s To Hit roll, you can’t move.


Force:
Force is used to determine how strong a person/group is. Force is their Character Level x2.


Fear:
when half of you and your allies starting Force is nullified or you are outnumbered 2 to 1 (or more) (if both happen at the same time
-30 from your roll) you must make a Fear check +Your Force not the group - you. Each member in the group must make a separate roll (some Races have the Fearless Feat and don’t roll Fear checks). If you fail a fear check roll a D6 on 1-3 you RUN! In the other direction 2x your normal movement. On a 4,5 or 6 you surrender.


Weapons:

Types of weapons:
Bows
Daggers
Throwing weapons
Swords
Hammers
Axes
Slings
Improvised

Weapons:
Melee:

Weapon attacks:
Melee: Cut, Disarm, Slash, Crush, Wound, Maim, Kill etc
Ranged: Disarm, Head-Shot, Two-Shot etc



Example of Combat:
(Batnian) Bob (Force 2) and (Elf-Dwarf) Serena (Force 2) VS (Half-Dwarf) Dave (Force 2)and (Aasimar) Anna (Force 2) :
Before anything is done everyone writes down what their next 3 moves are. First Round: Bob moves 2 hexes (he has the Fully-Formed Wings Racial Feat) North towards Dave,
Dave casts Fireball at Serena,
Serena Shoots Anna with a Bow,
Anna moves South-east.
Dave rolls 75-3 (-5 fireball difficulty +2 magically gifted racial ability) =72 =100% damage,
Serena rolls 56-10 (+5 Proficiency -10 Anna is moving -5 under attack) =46 =near-miss.
Dave does 1D6+3 (Serena has a -100% fire resistance so it does 2D6 +6) fire damage (Dave rolls a 6 and a 3) Dave does 12 Fire Damage to Serena.
Serena: 12HP, Bob: 24HP, Dave: 24HP, Anna: 24HP.
Round 2: Serena declares she wants to change her move. She makes a check. She rolls 85-20 (On-The-Fly check) =65 =made it.
She prays for Heal Self,
Bob uses a Free Action to change into the Charge Stance then Charges North 4 hexes into Dave,
Dave then spends his Free Action to go into Defensive Stance,
Anna prays for Smite Serena,
Dave tries to Cast Fireball at Serena.
Serena rolls 85-10 (Prayer Difficulty) =75 her god is listening and heals her,
Bob rolls 87-15 (-5 Charge Difficulty and -10 for Dave’s Defensive Stance) =72 =100% damage,
Anna rolls 45-15 (Prayer Difficulty) =30 her god is too busy elsewhere to Smite Serena,
Dave rolls 68-10 (-5 Spell Difficulty and -5 under attack) =58 =Glancing (50%),
Serena’s God heals her by 10 HP she is now on 22 HP,
Bob Charges Dave doing 1D6 +6 +3 (Charge Stance) (Bob rolls 5) Bob does 14 Damage to Dave,
Dave Casts Fireball at Serena doing 1D6 +3 (Serena’s Fire Resistance is -100% so it does 2D6 +6 ) (Dave rolls 4 and 2) Dave does 12 Damage to Serena.
Serena: 10HP, Bob: 24HP, Dave: 10HP, Anna: 24HP.
Round 3: Dave declares he wants to make an change his move. He makes a check. He rolls 64 -20 (Check Difficulty) =44 =miss. His mind doesn’t react fast enough and does what he was originally going to do (Cast Fireball at Serena),
Serena Prays for Smite Anna,
Anna uses her Free Action to go into Meditation Stance,
Anna Prays for Smite Bob,
Bob tries to Slash Dave with his Long-Sword,
Dave rolls 100-20 (-5 Fireball Difficulty, -5 under attack, -10 failed On-The-Fly check) =Natural 100 =UberStrike (400%)
Serena rolls 85 -20 (-15 Prayer Difficulty and -5 under attack) =65 =Hit,
Anna rolls 90-20 (-15 Prayer Difficulty and -5 under attack) =70 =Hit,
Bob rolls 49+0 (-10 Dave’s Defensive Stance and +10 Slash) =49 =Near-Miss,
Dave Casts Fireball at Serena doing 4D6 +12 damage (due to Serena’s -100% fire resistance it does 8D6 +24 Damage) Serena is engulfed by a Roaring Ball of Fire. When it dissipates only charred Bones remain.
Serena Prays for Smite Anna doing 1D4 +3 Damage (Serena rolls a 1) Serena does 4 Damage to Anna.
Anna Prays for Smite Bob doing 1D6 +6 Damage (different god) (Anna rolls 3) Anna does 9 Damage to Bob.
Serena: Dead, Bob: 15HP, Dave: HP, Anna: 20HP.
Bob makes a Fear check, Bob rolls 50-30 (half your starting Force is Nullified and Opponent’s Force is double your own) =20 =fail. Bob rolled a D6 and got 4, Bob dropped his weapon and surrendered when he saw Dave wipe Serena out.


almost 18 pages of writing! please PEACH.

DragonOfUndeath
2010-07-02, 12:37 AM
Background:
each character at character creation chooses 2 RELEVANT background feats:

Wandering Hands: in a crowded area Dave unconsciously makes a thievery check (the DM does it without telling the player).
Magical Ability: Dave chooses 1 spell per day from (choose 1 Tier3 at creation). (does not get experience in tier1-2 and can't buy new spells)*
Blacksmith's Kid/Apprentice: +5 to anything to do with Heavy Lifting and Heat.*
Raised by a Wizard/Wizard's Kid/Apprentice: +5 to anything to do with History and Academics.

ill add more soon
note: I called the character Dave to save space
*can be taken twice.
the player MUST mention the feat before the roll to get the effect (unless otherwise stated)

elpollo
2010-07-02, 06:51 AM
Tracking experience for the different tiers seems like a bad idea. This isn't a computer game - someone has to do this themselves. A high powered wizard might have Magic, three or four second level tiers and ten third level tiers. Then maybe some social skills, a little athletics, some swordfighting... it is far too much to keep track of, and would slow gameplay down immensely if after every action you have to calculate the experience earned (or even at the end: "Well, I cast fireball five times, I hit someone with my sword twice, I jumped for joy three times, walked backwards for twenty seconds, said one hundred and nineteen words of two syllables or less, thirtynine of three or more, and slept for nine hours.)

Stick to a more regular experience system, such as "You completed a main part of the story arc? X experience! You turned up? Y experience! You did something really awesome? Z experience!"

I'm also unsure what skills are. Are they the tiers? You say it's like a skill tree, but then later say you get X number of tiers and then some racial skills. Are the tiers simply combat abilities? It's unclear how skills will actually work, other than a d100 roll (I think... you don't actually have a result for 1-5).

erikun
2010-07-02, 08:25 PM
I'm not quite sure why you have a tier distinction, how the tiers work, or what makes up which tier. Are their Tier 2 spells and Tier 4 spells? How do the levels of the various tiers affect the spell being cast? It doesn't seem really that necessary, given that you could level up Magic (Tier 1) and choose to learn spells directly from the Tier 1 XP, bypassing the rest of the system.

Burning Wheel advances skills based on use, but the number of uses between levels are always in the single digits. This system looks like it will use hundreds of skills between the various tiers, and trying to keep track of experience values in the thousands for each one will be a logistic nightmare.

As for rolling, only 1/3 of the rolls are going to be a clean hit. Conversely, the damage increases dramatically at only 20% above a hit. This seems to indicate that having to-hit bonuses will be critical, as even +10% expands the 2x critical range from 5% to 15%.

Overall, I need to know more about the tier system before I can really say much about it. Adding races or feats at this point would likely just complicate things.

elpollo
2010-07-03, 06:37 AM
From what I gathered Tier 1 would require more work to level up than Tier 3, meaning it's cheaper to specialise. If you have Magic 2, Elemental 3, Fireball 4 or whatever then you have +9 to Fireball, whereas +5 to untrained Elemental stuff and +2 to Magic stuff.

The damage scale is a bit weird, but it means that Joe Average does roughly 50% weapon damage each swing (on average... Joe Average! No? Alright).

DragonOfUndeath
2010-07-04, 12:00 AM
tier 1 and tier 2 don't have spells themselves they just allow greater specalization for the skills/feats/spells. when you level up character levels or tier1-2 you get points to spend on (a) new tiers and (b) more XP for existing tiers (some tiers might have feats or skills). on tier3 you buy spells, feats, skills etc. the damage scale is just a base model some attacks would have +something others would have -something

Icedaemon
2010-07-04, 02:51 AM
As was pointed out, this does take a fair bit of calculus. Having something like an Excel table open for every character, detailing how often they did something relevant would be nigh-mandatory for tabletop and strongly advised for Play-by-Post.

Milskidasith
2010-07-04, 02:54 AM
As was pointed out, this does take a fair bit of calculus. Having something like an Excel table open for every character, detailing how often they did something relevant would be nigh-mandatory for tabletop and strongly advised for Play-by-Post.

This doesn't take calculus; I hardly think we need to find the derivatives of anything, unless you want to know the amount of experience it would take to go from a fraction of a level to another fraction of a level for some reason and the EXP between levels was otherwise an exponential function.

It does take too much math, however, and the complexity seems to have little point behind it based on the (admittedly unfinished) explanations. I don't like complexity purely for the sake of being complex, and this certainly seems to be exactly that.

DragonOfUndeath
2010-07-05, 12:00 AM
i changed the dice rolls. most players would have maybe 3-4 tier3's, 2-3 tier2's and 1-2 tier1's so it would need maybe 1/2 a page per character and 1-2 full books (like D&D 4th ed PHB1-3) and it would replace the ability scores and skills section. anymore and they would be overstretched and not great at ANYTHING:
e.g. Dave has +2 to everything while Sam has +10 to slash and +11 when casting fire spells. Dave would be overcome by ALL medium-hard checks while Sam leaves the checks he isn't good at to team-mates who do specialize in it. Dave is barely beats goblins, Sam is barely beats orcs. etc etc etc.
by the way what do you think of the background feats?

Milskidasith
2010-07-05, 12:06 AM
i changed the dice rolls. most players would have maybe 3-4 tier3's, 2-3 tier2's and 1-2 tier1's so it would need maybe 1/2 a page per character and 1-2 full books (like D&D 4th ed PHB1-3) and it would replace the ability scores and skills section. anymore and they would be overstretched and not great at ANYTHING:
e.g. Dave has +2 to everything while Sam has +10 to slash and +11 when casting fire spells. Dave would be overcome by ALL medium-hard checks while Sam leaves the checks he isn't good at to team-mates who do specialize in it. Dave is barely beats goblins, Sam is barely beats orcs. etc etc etc.
by the way what do you think of the background feats?

I think it's still very vague and overly complex for no real benefit. You need to figure out what your system wants to do, and build the system to do that, rather than build the mechanics before you have any clue what to do with them. In this case, I have no clue why the tier system or massive hit chart or anything listed exists because there are no clear ideas for why it matters listed, and what limited ideas you do have seem very vague and hard to understand.

In short, this is both A: looking like it is going to be too complex and B: far too unfinished for anybody to accurately judge whether or not it's a good system.

Knaight
2010-07-05, 01:16 AM
There are ways to track experience from abilities, the easiest being when you roll X(typically maximum, assuming standard dice), add X experience (either 1 in a system build to handle increments of 1, or more, possibly based off of related skills and such). So for instance, lets assume a branching diagram. You have magic, which contains fire magic, which contains fire ball. You roll a 20 (assuming 1d20 for an example), add 1 experience to fireball, fire magic, and magic.

In any case, your description is incoherent. Type this up from the beginning, in detail, with heavy examples, it should be 5 solid pages or so easily. Remember to include examples all over, that is critical.

DragonOfUndeath
2010-07-08, 07:43 PM
i typed it out, expanded it, added more Examples and included more rules.

DragonOfUndeath
2010-07-11, 09:11 PM
no-one has any suggestions or agree/disagree to anything i have written?

onthetown
2010-07-11, 09:22 PM
As a player who has a real problem with numbers (the worst case scenario when you need to try out any system, so I'm like the lowest player that games can shoot for), I don't think I would go near your system. It requires a lot of math and seems like it would bog down playing time and cause a lot of frustration. People new to tabletops wouldn't necessarily get a good impression of tabletop games because of the amount of time they would spend on the numbers -- sort of like how 3.5ed D&D has so many rules that can be confusing to a new player.

It's a very interesting idea, but needlessly complex. If you could find a way to eliminate some of the, as some people have put it, "calculus", then it could work. It does probably work well right now in play; it's just not very user-friendly.