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    Dwarf in the Playground
     
    GM.Casper's Avatar

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    Sep 2009

    Default Gurps+d20+Excel homebrew rules

    The complexity of tabletop games is limited by how much numbers the GM (and players) can handle simultaneously. The Encumbrance rules are a good example- any realistic system would be too cumbersome to use in play.
    So I had an idea- since I already use a laptop as a GM Screen, why not have the computer handle all the number crunching? You can do a lot in MS Excel- it could track the weight of your inventory, compare it against your Strength and then subtract the encumbrance penalty from your skills. Latest Excel even has a random number generator (Question: does anyone know exactly how random it is?). It means we can create a rather complex and elaborate- yet easy to play game.
    For instance, when making an attack, Excel would calculate the attack score, with how much Damage it hits, which body par was hit, etc. Then you just compare it with the opponents Defensive skill, Damage reduction, etc.
    Thus I’m working on a rulessytem that will be a hybrid of GURPS and d20, with Excel doing most of the bookkeeping. It will be classless, point-by, using Advantages/Disadvantages system inspired by Gurps, with modified d20 system for skill checks.
    Comments and constructive criticisms will be appreciated.

    1. Ability scores
    Strength (ST) Determines Encumbrance, Damage bonus for muscle-powered weapons and Hitpoints.
    Dexterity (DX) Determines movement and gives bonus to most physical skills (a few skills are ST or FT based), most importantly Combat Skills (while ST determines how hard you hit, it depends on DX if your attack hits the opponent at all).
    Intelligence (IQ) Majority of mental skills (including Magic) receives a bonus from it.
    Fortitude (FT) Determines Stamina, provides saves versus diseases, poisons, crippling injuries, body affecting magic, etc.
    Will (WL) Saves versus mental influences and temptations, bonus to magical Power.
    Perception (PR) The ability to notice important details- bonuses to Spot, Listen, Sense Motive and similar skills.
    Charisma (CH) Bonus to social skills: Diplomacy, Leadership, Acting, etc.
    (Note: To prevent Perception and Charisma from becoming too much of a dump stats, they give 2x Skill bonuses)

    So what other basic abilities are we missing? Two other traditional ones would be Wisdom and Luck. I’d say IQ, WL and PR already covers most of Wisdoms uses- except maybe for Common Sense- but that depends more on the players themselves anyway. Luck is also kind of superfluous- we will have a lot of modifiers anyway- no need to add another arbitrary one.


    Encumbrance: Basic Enc = ST^2 /5 (example: 10 ST ^2/5=20 lb) Formula taken from Gurps.
    Speed: ½ DX for running, ¼ DX for walking.

    Weight: .....0-1Enc. ...1-2......2-3......3-4.....4-5....5-6.....6-7....7-8....8-9....9-10
    Penalty:.....................-1.......-2.......-3.......-4......-5......-6.....-7......-8.....-9
    Movement:...Full ........Full......90%.....80%....70%...60%...50%..40%...30%...20%


    With DX and ST 10 (rounded to nearest full number):

    Weight: ....20 ..40 ..60 ..80 .100 .120 .140 .160 .180 .200
    Penalty: .........-1 ...-2 ..-3 ..-4 ...-5 ...-6 ..-7 ...-8 ..-9
    Walk Move: 3 ...3 ....2 ....2 ...2 .....2 ....1 ....1 ....1 ...1
    Run Move: ..5 ...5 ...5 ....4 ...4 .....3 ....3 ....2 ....2 ...1
    Last edited by GM.Casper; 2010-06-15 at 11:50 AM.

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