3d10

2008-03-30, 10:43 AM

Ex Aequali

*****

Ex Aequali (our current working title) is an RPG with two goals: to be simple to run and fun to play. At the moment only the basic guidelines of stat generation and rudimentary combat have been finalized, but we would appreciate any general critique of the system, as we want it to be the best it can be.

Ex Aequali operates off our Xd10 system, where a player rolls a number of d10s equal to his character's aptitude rank and selects the best two. Skills are then added to this, giving a range of unmodified results ranging from 2 to 30. Naturally skilled opponents reliably score closer to 20 on the base die, while highly trained opponents have a higher overall average, but a wider range of results.

Aptitude Generation

Ex Aequali has six aptitudes, with an optional seventh for fantasy campaigns. These statistics are Strength, Vitality, Dexterity, Agility, Intelligence, Wisdom, and the optional Magic.

Strength - Raw physical strength. Modifies melee damage, lifting and carrying capacity, and several skills and talents.

Vitality - Inherent toughness and durability. Reduces damage taken, and modifies several skills and talents.

Dexterity - To be determined

Agility - Your natural speed. Modifies Dodge, base speed, and several skills and talents.

Intelligence - To be determined

Wisdom - To be determined

Magic - To be determined

All aptitudes begin at rank 1, and a beginning character receives 24 point to divide between them (26 points if the optional Magic aptitude is being used). No starting character may have an aptitude over 8.

All aptitudes begins at rank 1, and a beginning character receives 24 points to divide between them (26 points if the optional Magic aptitude is used). No character can begin play with an aptitude over 8, and the human maximum is 12. Certain magics may raise this, and certain foes may have higher numbers, but the maximum for any creature is an 18.

Aptitudes control how large a character's dice pot is. We use the term dice pot to separate the mechanic from the more traditional dice pool, as ours operates slightly differently. A player rolls a number of d10 equal to his aptitude rating and selects the best two, resulting in a number between 2 and 20. His skill rank is then added to this number, creating a final result between 3 and 30.

The aptitude ratings for each rank are listed below.

1-3: 2d10

4-5: 3d10

6-7: 4d10

8-9: 5d10

10-11: 6d10

12-13: 7d10

14-15: 8d10

16-17: 9d10

18: 10d10

From now on this roll will be represented by bXd10+Y, where X is your related aptitude rating and Y is the relevant skill rank. For example, a character with a Strength of 6 and a Melee skill of 3 would make melee attacks with b4d10+3, meaning that he rolls 4 dice, takes the best two, and adds three.

Skills

Skills range from a rank of 0 to a rank of 10, 0 being the default.

As only basic combat has been determined at this point in time, the only skills included are those immediately pertaining to such.

Dodge

-Each point in Dodge enables you to better dodge attacks. You roll Agility+Dodge opposed by your opponents Melee or Ranged check. If your Dodge result exceeds their check, you successfully avoid the attack.

Defense

-Each point in Defense adds to your unarmored Defense Rating.

Melee (Longarms, Blades, Clubs, Axes, Piercing, Unarmed)

-Each point in Melee enables you to strike more accurately. You roll Dexterity+Melee or Strength+Melee (dependent on weapon [and still under construction]) opposed by your opponents Dodge check. If your Melee result matches or exceeds their check, you successfully land the attack.

Ranged (Bows, Thrown)

-Each point in Ranged enables you to strike more accurately. You roll Dexterity+Ranged opposed by your opponents Dodge check. If your Ranged result matches or exceeds their check, you successfully land the attack.

Combat

All Ex Aequali characters have 100% hp. This is reduced by attacks, and if this number ever reaches 0% the character is slain.

Basic combat is quite simple. The attacker makes an attack check (Dexterity/Strength+Melee or Dexterity+Ranged) opposed by the defender's Dodge check (Agility+Dodge). If the attacker matches or beats the defender's Dodge check the attack lands.

Damage is calculated directly off of a successful attack roll. The attack adds his strength score and his weapon modifier to his attack roll, and this determines his base damage. The defender then subtracts a number of points of damage from this equal to his Vitality plus his Armor modifier (or his ranks in the Defense skill, if unarmored).

Both weapons and armor range from rank 2 to rank 10.

Example of Combat:

Tysis Madir and Coran Bansar Del'Rayas are locked in combat. Tysis has a 7 Strength, 6 Vitality, 4 Agility, and 4 Dexterity. He also has 2 ranks in Dodge, 4 ranks in Melee (swords), is wielding a Broadsword (rank 8), and wearing Leather armor (rank 2).

Coran has a 4 Strength, 5 Vitality, 7 Agility, and 6 Dexterity. He also has 4 ranks in Dodge, 3 ranks in Melee (swords), is wielding a Longsword (rank 6), and has 5 ranks in Defense.

Who goes first and how has yet to be determined, so for now we will say that Tysis gets the jump on his opponent. He rolls for attack using his 7 Strength and 4 ranks in Melee, so he rolls b4d10+4. Rolling a 2, 5, 7, and 4, he nets a total of 16 (5+7+4 ranks in Melee). Coran attempts to Dodge with b4d10+4 and gets a total of 17, successfully dodging the attempt.

Now Coran attacks, rolling b3d10+3. He gets lucky, rolling 9, 9, and 4, for a total of 21 (9+9+3 ranks in Melee). Tysis attempts to Dodge with his b3d10+2, and only nets a 12. Coran hits.

Using the roll of 21 as base damage, Coran adds 4 from his Strength and 6 from his Longsword, totaling 31 damage. Tysis, however, has leather armor (rank 2) and a Vitality of 6, so he adds these numbers together for a total of 8 and subtracts the resulting value from the damage taken. Tysis takes 23 damage out of 100%, leaving him at 77%.

Weapon and Armor Ratings

Entries in italics are appropriate for a Modern game, while those in plain text are appropriate for any time period from medieval times to modern.

Melee

2-Dagger

4-Shortsword, Club, Handaxe

6-Longsword, Battleaxe, Mace

8-Broadsword, Broadaxe, Heavy Mace

10-Greatsword, Greataxe, Chainsaw

Ranged

2-Thrown Dagger, Dart, Sling, Throwing Knife

4-Hand Crossbow, Thrown Axe, Javelin

6-Crossbow, Spear, Pistol

8-Longbow, Heavy Crossbow, Submachine Gun

10-Assault Rifle

12-Shotgun, Hunting Rifle

14-Sniper Rifle

Armor

2-Reinforced Clothing

4-Leather

6-Heavy Leather, Concealable Body Armor

8-Mail, Breastplate, Bulletproof Vest

10-Full Plate, Riot Gear

12-Military Body Armor

Comments are extremely appreciated. Is what we have written here to simple? To bulky? A really bad idea? Or are we going somewhere with this?

Finally, and most importantly, would you like to see more?

-3d10 Production Staff

Xd10 System and related works ©3d10 Productions

*****

Ex Aequali (our current working title) is an RPG with two goals: to be simple to run and fun to play. At the moment only the basic guidelines of stat generation and rudimentary combat have been finalized, but we would appreciate any general critique of the system, as we want it to be the best it can be.

Ex Aequali operates off our Xd10 system, where a player rolls a number of d10s equal to his character's aptitude rank and selects the best two. Skills are then added to this, giving a range of unmodified results ranging from 2 to 30. Naturally skilled opponents reliably score closer to 20 on the base die, while highly trained opponents have a higher overall average, but a wider range of results.

Aptitude Generation

Ex Aequali has six aptitudes, with an optional seventh for fantasy campaigns. These statistics are Strength, Vitality, Dexterity, Agility, Intelligence, Wisdom, and the optional Magic.

Strength - Raw physical strength. Modifies melee damage, lifting and carrying capacity, and several skills and talents.

Vitality - Inherent toughness and durability. Reduces damage taken, and modifies several skills and talents.

Dexterity - To be determined

Agility - Your natural speed. Modifies Dodge, base speed, and several skills and talents.

Intelligence - To be determined

Wisdom - To be determined

Magic - To be determined

All aptitudes begin at rank 1, and a beginning character receives 24 point to divide between them (26 points if the optional Magic aptitude is being used). No starting character may have an aptitude over 8.

All aptitudes begins at rank 1, and a beginning character receives 24 points to divide between them (26 points if the optional Magic aptitude is used). No character can begin play with an aptitude over 8, and the human maximum is 12. Certain magics may raise this, and certain foes may have higher numbers, but the maximum for any creature is an 18.

Aptitudes control how large a character's dice pot is. We use the term dice pot to separate the mechanic from the more traditional dice pool, as ours operates slightly differently. A player rolls a number of d10 equal to his aptitude rating and selects the best two, resulting in a number between 2 and 20. His skill rank is then added to this number, creating a final result between 3 and 30.

The aptitude ratings for each rank are listed below.

1-3: 2d10

4-5: 3d10

6-7: 4d10

8-9: 5d10

10-11: 6d10

12-13: 7d10

14-15: 8d10

16-17: 9d10

18: 10d10

From now on this roll will be represented by bXd10+Y, where X is your related aptitude rating and Y is the relevant skill rank. For example, a character with a Strength of 6 and a Melee skill of 3 would make melee attacks with b4d10+3, meaning that he rolls 4 dice, takes the best two, and adds three.

Skills

Skills range from a rank of 0 to a rank of 10, 0 being the default.

As only basic combat has been determined at this point in time, the only skills included are those immediately pertaining to such.

Dodge

-Each point in Dodge enables you to better dodge attacks. You roll Agility+Dodge opposed by your opponents Melee or Ranged check. If your Dodge result exceeds their check, you successfully avoid the attack.

Defense

-Each point in Defense adds to your unarmored Defense Rating.

Melee (Longarms, Blades, Clubs, Axes, Piercing, Unarmed)

-Each point in Melee enables you to strike more accurately. You roll Dexterity+Melee or Strength+Melee (dependent on weapon [and still under construction]) opposed by your opponents Dodge check. If your Melee result matches or exceeds their check, you successfully land the attack.

Ranged (Bows, Thrown)

-Each point in Ranged enables you to strike more accurately. You roll Dexterity+Ranged opposed by your opponents Dodge check. If your Ranged result matches or exceeds their check, you successfully land the attack.

Combat

All Ex Aequali characters have 100% hp. This is reduced by attacks, and if this number ever reaches 0% the character is slain.

Basic combat is quite simple. The attacker makes an attack check (Dexterity/Strength+Melee or Dexterity+Ranged) opposed by the defender's Dodge check (Agility+Dodge). If the attacker matches or beats the defender's Dodge check the attack lands.

Damage is calculated directly off of a successful attack roll. The attack adds his strength score and his weapon modifier to his attack roll, and this determines his base damage. The defender then subtracts a number of points of damage from this equal to his Vitality plus his Armor modifier (or his ranks in the Defense skill, if unarmored).

Both weapons and armor range from rank 2 to rank 10.

Example of Combat:

Tysis Madir and Coran Bansar Del'Rayas are locked in combat. Tysis has a 7 Strength, 6 Vitality, 4 Agility, and 4 Dexterity. He also has 2 ranks in Dodge, 4 ranks in Melee (swords), is wielding a Broadsword (rank 8), and wearing Leather armor (rank 2).

Coran has a 4 Strength, 5 Vitality, 7 Agility, and 6 Dexterity. He also has 4 ranks in Dodge, 3 ranks in Melee (swords), is wielding a Longsword (rank 6), and has 5 ranks in Defense.

Who goes first and how has yet to be determined, so for now we will say that Tysis gets the jump on his opponent. He rolls for attack using his 7 Strength and 4 ranks in Melee, so he rolls b4d10+4. Rolling a 2, 5, 7, and 4, he nets a total of 16 (5+7+4 ranks in Melee). Coran attempts to Dodge with b4d10+4 and gets a total of 17, successfully dodging the attempt.

Now Coran attacks, rolling b3d10+3. He gets lucky, rolling 9, 9, and 4, for a total of 21 (9+9+3 ranks in Melee). Tysis attempts to Dodge with his b3d10+2, and only nets a 12. Coran hits.

Using the roll of 21 as base damage, Coran adds 4 from his Strength and 6 from his Longsword, totaling 31 damage. Tysis, however, has leather armor (rank 2) and a Vitality of 6, so he adds these numbers together for a total of 8 and subtracts the resulting value from the damage taken. Tysis takes 23 damage out of 100%, leaving him at 77%.

Weapon and Armor Ratings

Entries in italics are appropriate for a Modern game, while those in plain text are appropriate for any time period from medieval times to modern.

Melee

2-Dagger

4-Shortsword, Club, Handaxe

6-Longsword, Battleaxe, Mace

8-Broadsword, Broadaxe, Heavy Mace

10-Greatsword, Greataxe, Chainsaw

Ranged

2-Thrown Dagger, Dart, Sling, Throwing Knife

4-Hand Crossbow, Thrown Axe, Javelin

6-Crossbow, Spear, Pistol

8-Longbow, Heavy Crossbow, Submachine Gun

10-Assault Rifle

12-Shotgun, Hunting Rifle

14-Sniper Rifle

Armor

2-Reinforced Clothing

4-Leather

6-Heavy Leather, Concealable Body Armor

8-Mail, Breastplate, Bulletproof Vest

10-Full Plate, Riot Gear

12-Military Body Armor

Comments are extremely appreciated. Is what we have written here to simple? To bulky? A really bad idea? Or are we going somewhere with this?

Finally, and most importantly, would you like to see more?

-3d10 Production Staff

Xd10 System and related works ©3d10 Productions