PDA

View Full Version : Original System Feats of Greatness: An Original High Octane d20 RPG (Please P.E.A.C.H.)



DoomHat
2014-09-25, 06:13 AM
http://media.tumblr.com/9171315c5029fc0f45094c181e9add66/tumblr_inline_ncam2jYYqG1soww1k.jpg
Please Evaluate and Critique Honestly!

Feats of Greatness is an RPG with simple rules allowing for intricate gameplay. Its a d20 game, but if Pathfinder is a beefy reliable Airbus A380, Feats of Greatness nothing short of a single naked jet engine with handle bars and a saddle (http://gobidetails.com/amazing-pictures/amazing-bikes/28.jpg).

The system should be adaptable to any genre, but for the purpose of demonstration I'm writing this under the context of a setting I'm tentatively calling “Panda Cube X”; a free wheeling, rule of cool, kung-fu epic.

https://38.media.tumblr.com/10855323a84027992b32f46182e3d7e7/tumblr_nce9duUlI91skwqimo1_r2_500.jpg

-Challenge-
Whenever a Player says they want their Character to do something the GM should always either say “Yes!” or “Roll for it!”. A Player should only ever roll if the potential consequences for failure are interesting (would add well to the story) and the difficulty is high for the average person.

A situation that requires a roll is called a Challenge.
Roll a d20 + relevant Modifies against a Target Number of 15 + any Raises.

A Raise is a +2 addition to the Target Number of a Challenge. If the GM deems a Challenge exceptionally difficult they may add Raises to the difficulty, though typically no more then 5 which make most tasks nearly impossible even for the exceptionally skilled.

The Player making the roll may also opt to add Raises to increase the effectiveness of the result. Some Feats create specific benefits according to the number of Raises a Player makes on certain rolls.

Note: Interpreting failure.
If a player fails a Challenge they can still get some or all of the effect they were hoping for... but at a price! For instance, if a thief fails a lock-picking challenge, they can still get the damn thing open, but not without making a racket that'll probably alert a patrolling guardsman. Or perhaps the debonair swordsman fails his Challenge to convince the shopkeeper to give his friends a discount, well he can still convince her, but he might have done too good a job and so has earned himself a creepy stalker.

-Attributes-
Each Character has 6 Attributes, (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) each with an associated number.
Whenever you roll a Challenge you may add one relevant Attribute to the roll.

Strength (StR); represents a character's capacity to exert raw physical force. Mainly used for melee attack Challenges.
Dexterity (DeX); represents a character's reflexes, agility, and flexibility. Mainly used in dodge and ranged attack Challenges.
Constitution (CoN); represents a character's ability to resist pain and fatigue. Mainly used to determine a character's maximum Stamina resource.
Intelligence (InT); represents a character's memory and capacity for quick calculations. Mainly used for knowledge related Challenges and special actions from Feats.
Wisdom (WiS); represents a character's ability to perceive their surroundings and understand the motives of others. Mainly used to detect traps and see through lies.
Charisma (ChA); represents a character's strength of personality. Mainly used to influence people and resist intimidation.

When creating a character, distribute 15 points between these 6, but add no more then 4 to any one of them.

-Stamina_
Stamina is a resource Players may use to modify their Character's Challenge rolls.

*Before the roll is made the Player may spend up to 3 Stamina. Each point adds +3 to the roll.

*If a successful attack Challenge is made against your Character, you may spend any amount of your character's remaining Stamina to add additional Raises to the attacker's Target Number (one Raise per Stamina spent). If you raise the Target Number above their roll in this way the attack fails.

A Character's maximum Stamina is equal to 10 + double their Constitution.
A Character regains 5 stamina from 4 hours of sleep. Nutritious food can also restore up to 3 stamina per meal unless it is of truly exceptional quality.

-Feats-
Feats represent special qualities, skills, and secrete techniques a Character possess. The minimum a Feat provides is a +3 modifier to a certain type of Challenge.
When creating a Character, give them any 4 Feats they meet the prerequisites for.
See the Equipment list below for further details.

-Equipment-
Equipment generally acts as a Feats that a character can have stolen, confiscated, destroyed, bought, and sold. Most equipment should generally be considered transitory at best unless a is Feat is acquired that binds it to their fate.
When creating a Character, note down any items granted to them by their School of Fighting and anything else the GM deems appropriate to the Character's back story.
See the Equipment list below for further details.

-Astrology Signs-
When creating a character, choose the Astrological Sign they were born under.

Rat- People born under this sign are ambitious and clever, able to exploit details others miss.
They gain the Cunning Feat for free.

Ox- People born under this sign are stubborn and determined, able to endure what other can't.
They gain the Stalwart Feat for free.

Tiger- People born under this sign are grandiose and imposing, able to get their way with audacity alone.
They gain the Intimidating Feat for free.

Rabbit- People born under this sign are adaptive and resourceful, able to make quick corrections where others faulter.
They gain the Lucky Feat for free.

Dragon- People born under this sign are totally self assured, able to drive themselves harder then any other.
They gain the Intense Feat for free.

Snake- People born under this sign are calculating and shrewd, able play the game no one else knows they're playing.
They gain the Tactician Feat for free.

Horse- People born under this sign are spontaneous and mercurial, taking risks where no one else dares.
They gain the Daredevil Feat for free.

Sheep- People born under this sign are kind and supportive, putting the needs of others above their own.
They gain the Teamwork Feat for free.

Monkey- People born under this sign are crafty and eccentric, leaving others disoriented and confused in their wake.
They gain the Mischievous Feat for free.

Rooster- People born under this sign are strict and orderly, always putting others in their proper place.
They gain the Commander Feat for free.

Dog- People born under this sign are noble and proud, seeking to do the right thing where others fail to act.
They gain the Higher Purpose Feat for free.

Boar- People born under this sign are candid and unflappable, content to outlast problems while others overreact.
They gain the Robust Feat for free.

Note: Race?
This mechanic can easily be used to distinguish differences between fantastical races of people or even national identities. The Chinese zodiac was chosen here for flavor reasons.

-Schools of Fighting-
When creating a Character, choose the school of fighting they attended as a youth. These schools are very jealous of their secrets and anyone who teaches their techniques to an outsider will be hunted down by their former teachers and class mates.
Choosing a school grants you the opportunity to choose their secrete techniques whenever you are able to acquire a Feat.

Unyielding Body:
Iron Skin- When for every 2 Stamina you spend to add Raise to a successful attack against you, you may add an additional Raise for free.
Vice Grip- Add 3 to any grapple Challenge your Character performs.

Silent Step:
Hidden Strike- Add 3 to any attack Challenge your Character performs against a target that can't see them.
Living Shadow- Your Character can make themselves invisible, but the technique requires them to hold their breath. Any strenuous activity such as attacking or running will end the effect. The character must make a constitution based Challenge for every 20 seconds past the first, with an additional Raise for each subsequent Challenge.

Blazing Fist:
Overwhelming Rage- Add an additional 4 to any Challenge your Character performs if they've spent at least 3 stamina to modify it.
Dragon Fist- You may make ranged attacks with a melee weapon by way of expressing their wrath against the target with literal inner fire.

Flowing Harmony:
Wellspring Concentration- You Character may transfer any amount of their own stamina to another Character by touching them. Additionally, they may remove the Wounded condition from them succeeding a Charisma based Challenge.
Whirling Tides- Add 3 to a Challenge in combat intended to harmlessly deflect an attack against you or a target within range of you or your weapon.

Note: Class?
These schools represent the equivalent of normal classes which help to establish some niche protection.

-Combat-
Initiative: When combat breaks out each participant rolls a d20 and add their Wisdom and any other relevant modifiers. The GM records the results.

Declarations: In order from lowest to highest, each combatant declares their intended action for the round.

Resolution: A d20 is rolled for each combatant who's declared an action that requires a Challenge. The GM then resolves the actions from highest to lowest initiative result.

Note: Why do it like this?
Its can be a little difficult to get a hang of as it works in reverse of what most players are used to, but it's worth trying as it solves a lot of problems, eliminating the need for things like Attacks of Opportunity.
Characters with higher initiative are able to effectively 'predict' their slower opponents and act on that information. Additionally no one can afford to sit back and be bored waiting for their turn, as their turn will depend greatly on the situation as it evolves before dice are even rolled.

Actions in Combat:
Attack- If you succeed on an attack roll, your target is considered Wounded. A Wounded Character must make 3 Raises on any Challenge they roll or fall unconscious for a full in game day. A Wounded Character remains wound for a in game month unless healed by some special means.
If a Wounded Character is targeted by another successful attack, they are rendered comatose or dead depending on the nature of the attack.

Grapple- If you succeed a grapple Challenge you prevent your target from taking any action other then attempting to grapple you in return or escape. You may maintain the grapple as long as you do not break contact with your target. You may perform Challenges to maneuver or attack your grappled opponent.

Special Action- Other actions may become available through the Feats or the imagination of the players. Creative actions are handled like any other Challenge but may require a number of raise as per GM discretion.

Distance in Combat:
There are 4 essential ranges
-Touch
-Near
-Far
-Escaping

-Feat List_
Cunning-

Stalwart- Anyone or thing attempting to seduce, confuse, or frighten you must make 2 raises.

Intimidating- You can roll a Charisma based Challenge to take refuge in audacity. You can baffle a handful on non-player characters into obeying you simply because you act as though you should be obeyed. Make Raise to extend this effect past the first minute by one minute per Raise.

Lucky- You may Raise roll twice on a Challenge and take the better result.

Intense- You may spend up to 4 Stamina on a single Challenge instead of just 3.

Tactician- If you devise and spell out a plan ahead of time, everyone who makes a Challenge with the aim of fulfilling that plan adds 3 to their roll.

Daredevil- When rolling a Challenge that could be described as "needlessly risky" or "a terrible plan" you add 4 to your roll.

Teamwork- You can roll a Challenge which, if it succeeds, will add 4 to another Character's Challenge roll. You may add an additional 1 for every raise you make on this roll.

Mischievous- You add 3 to any Challenge that involves causing frustration or confusion by way of trickery.

Commander- You can use your action in combat (without rolling a Challenge) to give an order to another Character. They add 2 to any Challenge that involves fulfilling that order.

Higher Purpose- Name your Character grant purpose when you take this feat. They add 3 to any Challenge that involves fulfilling that specific purpose.

Robust- Whenever you regain Stamina, regain 2 additional points.


-Equipment List-
Sword- Adds 2 to attacks against an opponent with a lower initiative.

Pole-arm- Can be used to attack an opponent who's Near.

Heavy weapon- Ignores the effects of armor

Chain- Can be used to grapple an opponent who's Near

Slings and Arrows- Can be used to attack an opponent who's Far.

Padded armor- has a number of Uses equal to it's Quality that can be spent in place of Stamina to add Raises to a successful Attack. Padded armor that's out of uses must be replaced.

Plate Armor- Adds Raises to all attacks made against you equal to its quality, but adds just as many Raises to any Challenge you Roll the involves any great mobility.

Legendary Items
Panda Cube-
It is said that there are five Panda Cubes in total which can be combined into a single puzzle box. Rumor has it that if anyone gathers them all and solves the puzzle it will summon a 'great celestial panda' who will grant your heart's desire.

_Character Progression-
After each game session the GM may choose to award the Player Characters for their participation and continued survival with a new Feat. However, each player must justify what sort of training or adventures their character must endure in order to acquire their new found technique or trait.

Final Note: The basic idea behind this system started when I asked myself, “What might Pathfinder look like if you just went ahead and removed redundant bits like Saves and BAB and reduced all skills, spells, and class features to feats?” I can only hope that it's at least thought provoking.

DoomHat
2014-09-26, 09:47 PM
I'll admit that this is pretty incomplete and slapdash in places, but I was really eager to get it posted so I could see what, if any, interest there might be before continuing.

Is there any interest, any at all? If so, why not?

steelsmiter
2014-10-02, 12:26 AM
Is there any interest, any at all? If so, why not?

I'm interested. I've always wanted to find a half decent d20 game. And with style setups, you can always skip alignments (which I regard as stupid anyway) and let players act in accordance to their school (Unyeilding Body types miight be stoic and dutiful, Blazing Fist chaotic, Flowing Harmony might be what is normally defined as NG, etc) without defining particular alignments. Plus I've been trying to find a decent system to play a fighting game like Tekken or Street Fighter in.

Jakodee
2014-10-02, 07:35 PM
This is the sort of thing I really want but never find. Has anyone else noticed a lack of simple D20 games? Keep posting if you can. New styles? The first feat?

steelsmiter
2014-10-03, 11:40 AM
This is the sort of thing I really want but never find. Has anyone else noticed a lack of simple D20 games?
Yep, I've noticed that. I've also noticed a distinct lack of appreciation for non-d20 homebrew in general. I posted one recently that no one seems to care too much about. Not that I blame them though, It's themed after a proprietary video game series.


Keep posting if you can. New styles? The first feat?

That, or I'd like to see what some preexisting characters from fighting games, or cinema would look like, whether they have levels, and if so, what kind of feats they might have.