Jobbar på ett rollspelssystem, feedback hade uppskattats.

Vrchhu

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"Vagabond"
A roleplaying system

Made by Elias Kronqvist-Wilhelmsson.

Character sheet:
*"In that lukewarm bog of shallow compliments and half-truths... You were born."*

Name: _____

[0] ***Sense*** (Your internal dialogue, how you make sense of the world.)
- [0]*Intuition* (Knowing if something is off, remembering if you forgot to turn your stove off.)
- [0]*Pressure* (Pushing people into a corner socially, leading the conversation and extracting information.)
- [0]*Reason* (Understanding social queues and others' behavior based on previous events, increases Sanity.)

[0] ***Education*** (Book smarts, your logical and abstract thoughts.)
- [0]*Medicine* (Your understanding of pain and how to treat it.)
- [0]*Structure* (Seeing the integrity of things, knowing if they will be reasonably compromised.)
- [0]*Visual calculus* (Imagination, ability to understand verbal descriptions of events.)

[0] ***Presence*** (How well you present and articulate yourself, regalness.)
- [0]*Consolation* (Calming stressed, scared or terrified persons. Convincing people to open up more.)
- [0]*Intimidation* (Convincing people to do your bidding- or to reconsider theirs.)
- [0]*Stealth* (Ability to conceal things and yourself.)

[0] ***Might*** (Your general physique and fitness.)
- [0]*Breach* (Ability to break things, kicking in a door, chopping wood.)
- [0]*Indulgence* (Alcohol tolerance, resistance to mind altering substances including drugs, coffee, chloroform and carbon monoxide, addiction resistance.)
- [0]*Toughness* (Ability to perform well whilst in severe pain, poison tolerance, increases Health.)

[0] ***Limber*** (Your dexterity and ability to contort yourself.)
- [0]*Climb* (Moving along unintentional vertical surfaces, climbing whilst encumbered.)
- [0]*Crawl* (Fitting in small spaces, moving aptly whilst prone.)
- [0]*Swipe* (Sleight of hand, stealing things, deploying caltrops etc.)

**HLt(Health): X/X** *(Might+Toughness)*
**STy(Sanity): Y/Y** *(Sense+Reason)*

**Indignation: Z/Z**
**Frustration [0]**


**Character creation:**
At character creation (level 1) the player distributes 16 points between the core 5 stats (Sense, Education, Presence, Might, Limber) or (for quick sessions) rolls 5d4 assigns them in the order rolled, and adds 1 to each stat.
All skills have a base of 0 at character creation, and the player may choose three of the 15 skills to increase by 1 point.
At every consequent level the player may increase any two skills of their choice by 1 (or one skill by 2).
Every 4 levels (starting at 4th) the player instead increases one core stat by 1.
Starting at 1st level, and again every 3 levels thereafter the character gains a point of indignation. Indignation can be expended after rolling to ignore one failure roll (a 1), it does not grant you one success, it simply removes one failure.
A player regains all their indignation after a full night's rest.
Additionally, each time a player loses a point of health or sanity from a severe failure they gain 1 point of Frustration, a player may spend a point of Frustration to gain 1 automatic success on a damage roll using a weapon. A character loses 1 point of Frustration at the end of every full night’s rest. A player can hold a maximum amount of frustration equal to their maximum Indignation.


**Rules:**
The Number on the given core stat (Sense, Education, Presence, Might, Limber) is how many d6s you roll when attempting a check using that ability. If you attempt a skill, however you roll a number of d6s equal to the core stat plus an additional number of d6s equal to the bracketed number next to the specific skill.
(For example, if a player with 3 in might, and 2 in intimidation attempted to lift a weight they would only roll 3d6 to see if they succeed, however if they instead threatened an intruder to leave their house they would instead roll 5d6 (3 from might + 2 from intimidation))

On 1 success (rolling a 6, or beating the success requirement via an effort success) (or 2 successes and 1 failure (a failure being having rolled a 1)) you succeed with slight effort. On a success with at least 2 accumulated successes (with a minimum of 2 natural successes), a "double success", you succeed well, and recover either 1 Health or 1 Sanity, whichever would be most reasonable. If you get a success with at least 3 accumulated successes (with a minimum of 3 natural successes) on a skill check (not ability check) that skill is permanently increased by 1, as well as having the benefits of a double success.

A severe failure (rolling 1 failure or 1 success and 2 failures, etc.) Results in the loss of either 1 HTh or 1 STy, whichever is more reasonable.
For example, a severe failure at catching keys might be to swat them away into someone's face, which would result in losing one STy due to embarrassment.
Meanwhile a severe failure at lifting a weight might lead to pulling a muscle and losing one HTh from the pain.

Aside from the natural successes of 6s, there are alternate successes, “Effort successes” which are measured by the combined value of the numbers rolled, according to the list below:

14 tot. - 1 Effort success
18 tot. - 2 Effort success
23 tot. - 3 Effort success
30 tot. - 4 Effort success

An effort success is considered a normal success, however, does not count as a success for the purpose of achieving double or triple success benefits, such as recovering Sanity or bolstering a skill score.

For every 3 points in a skill (Not including the core stat) a character receives 1 automatic success when attempting any roll of that kind.


**Difficulty scaling:**
At level 1 the average roll for any given roll will have a rough 40-50% chance of rolling at least one 6, this means that a slightly challenging, although possible task only requires 1 accumulative success. See the full list for difficulty rating below:
**Moderate:** 1 success (The most common difficulty, anything from dancing impressively to picking a lock).
**Hard:** 2 Successes (A formidable but not unreasonable difficulty, it can be convincing a bouncer you're of age to enter a nightclub or hotwiring a car).
**Relentless:** 3-4 successes(GMs discretion) (An impressive feat, such as convincing a gunman to surrender).
**Legendary:** 5 Successes (An almost reality defying action, such as dodging a bullet).

Using appropriate tools or items may confer 1 or several instant successes. For example, in the bouncer scenario previously described having a well-made fake ID may give you 1 instant success.


**Health & Sanity:**
Health and Sanity are used to track the wellbeing of your character and will impact play somewhat. 
**Health =/<50%:** You roll 1 less die for Presence, Might, and Limber, as well as all their related skills as the pain grips your body too tightly to reject.
**Sanity =/<50%:** You roll 1 less die for Sense, Education, and Presence, as well as all their related skills as a flood of panic overtakes your mind.
If either stat falls to 0 or below the character instantly dies, be it from injury, heart attack, shock or whatever else would be most reasonable within the moment.

A character may take a night’s rest to regain 1 Health & 1 Sanity, alternatively they may take medicine to recover Health or Sanity on the fly.
List of pharmaceutical supplies:
*Painkillers:* +1 Health
*Paracetamol:* +2 Health
*Ibuprofen:* +1 Sanity
*Ativan:* +2 Sanity
*Magnesium supplement:* doubles benefit from sleep (+2 Health, +2 Sanity)
Additional medical supplies may be added as the Game Master finds appropriate.

Additionally, at the GMs discretion the player may recover any amount of Health or Sanity by engaging is actions not explicitly stated here, such as attending a deep muscle massage or confessing to a priest.


**Combat:**
Combat, although not the main focus of this system, is extremely fatal and can be over before the first round even finishes.
At the beginning of combat each player rolls a number of d6s equal to their Limber score. The total of this roll determines your position in initiative, with the highest roll first. Each turn lasts around 3-8 seconds and includes 1 move action which is equal to twice a person’s limber score in meters(squares) as well as 1 interaction, this can be for example firing a gun, picking a lock, calling an elevator or reloading.

Weapons, should they ever come up in play, use a similar dice rolling system where rolling a 6 deals 1 damage. However, some weapons use a higher die, such as the sniper's d12 or the knife's d8. The ^ sign after this die represents the fact that this weapon does an additional 1 damage for every number above 6. The ! following a die or number represents the fact that it deals automatic damage, it is counted as if though having rolled that many 6s. The R# shows how many meters there can be between the wielder and the target before they are out of effective range. For every range (R#) interval beyond the first one you deal 1 less damage with the attack. A range interval of R- means it requires physical contact to deal damage and therefore requires the player and enemy to stand next to each other. If a melee weapon (such as the knife listed below) is used at a range beyond its first interval it is thrown. A character may add an additional 1d6 to their melee attacks for every 3 points in their Might score, and 1d6 to their ranged attacks for every 3 Limber.

**Weapons:**
*Unarmed.* 1d6, R-
*Knife.* 1d8^, R1
*Katana.* 1d10^, R-
*Shotgun.* 1d4! + 1!, R6
*Sniper.* 1d12^, R40
*Handgun.* 5d6, R8
*Submachine gun.* 8d6, R10
*Assault rifle.* 1d2! + 2d6, R25
*Car crash.* 1d2! + 1d20^, R-

**Armor & Cover:**
*Kevlar vest.* -1 damage taken.
*Ballistic helmet.* If you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This destroys the helmet.
*EOD suit.* -2 damage taken, if you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This does not destroy the suit.
*Half-Cover.* The enemy requires 1 more success in order to deal damage to you, you still take full damage.
*Heavy Cover.* The enemy requires 2 more successes in order to hit you, you take 1 less damage if you are hit.
*Full Cover.* You cannot be hit.

More weapons, such as a torch or lead pipe may be made at the GMs discretion, additionally, depending on the material of the cover the GM may decide if a weapon can even penetrate it at all.


**Common NPC Statblocks & Suggested names:**
*Paramedic/Doctor.*
Sense 3 (Reason 1)
Education 4 (Medicine 1)
Presence 3
Might 3
Limber 3

Health 3/3
Sanity 4/4

*Therapist.*
Sense 3 (Pressure 1)
Education 3
Presence 4 (Consolation 1
Might 3
Limber 3

Health 3/3
Sanity 3/3

*Soldier/Armed guard.*
Sense 4
Education 3
Presence 3 (Intimidation 1)
Might 4 (Breach 1, Toughness 1)
Limber 4 (Climb 1)

Health 5/5
Sanity 4/4

*Civilian.*
Sense 3
Education 3
Presence 3
Might 3
Limber 3
(Any two personal interest skills)

Health 3/3
Sanity 3/3

*Police Officer.*
Sense 3 (Intuition 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 4 (Toughness 1)
Limber 3 (Crawl 1)

Health 5/5
Sanity 3/3

*Burglar.*
Sense 2 (Intuition 1)
Education 2
Presence 2 (Stealth 1)
Might 3
Limber 4 (Climb 1, Swipe 1)

Health 3/3
Sanity 2/2

*Mechanic.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Might 4 (Breach 1)
Limber 4 (Crawl 1)

Health 4/4
Sanity 4/4

*Politician.*
Sense 3 (Pressure 1)
Education 4
Presence 4 (Consolation 1)
Might 2
Limber 2

Health 2/2
Sanity 3/3

*Bartender.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 4 (Consolation 1)
Might 3 (Indulgence 1)
Limber 2

Health 3/3
Sanity 3/3

*Street vendor.*
Sense 3
Education 2
Presence 3 (Stealth 1)
Might 2 (Indulgence 1)
Limber 2

Health 2/2
Sanity 3/3

*Chemist.*
Sense 3 (Reason 1)
Education 4 (Medicine 1, Visual Calculus 1)
Presence 2
Might 2
Limber 2

Health 2/2
Sanity 4/4

*Model.*
Sense 2 (Intuition 1)
Education 2
Presence 4 (Consolation 1)
Might 2
Limber 3 (Climb 1)

Health 2/2
Sanity 2/2

*Construction worker.*
Sense 3 (Reason 1)
Education 3 (Structure 1)
Presence 2
Might 4 (Breach 1, Toughness 1)
Limber 4 (Crawl 1)

Health 4/4
Sanity 4/4

*Business owner.*
Sense 3 (Pressure 1)
Education 4 (Visual Calculus 1)
Presence 3 (Intimidation 1)
Might 2
Limber 2

Health 2/2
Sanity 3/3

*Professor.*
Sense 3 (Reason 1)
Education 4 (Visual Calculus 1, Medicine 1)
Presence 3
Might 2
Limber 2

Health 2/2
Sanity 4/4

*Detective.*
Sense 4 (Intuition 1, Reason 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 3
Limber 3 (Crawl 1)

Health 3/3
Sanity 5/5

*Retired Pilot.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 2
Might 2 (Toughness 1)
Limber 2 (Climb 1)

Health 3/3
Sanity 3/3

*Boyscout.*
Sense 3 (Intuition 1)
Education 2
Presence 2
Might 2 (Toughness 1)
Limber 3 (Climb 1)

Health 3/3
Sanity 3/3

*Heavy smoker.*
Sense 3 (Pressure 1)
Education 2
Presence 2
Might 2 (Indulgence 1)
Limber 2

Health 2/2
Sanity 3/3

*Bowler.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Consolation 1)
Might 2
Limber 3 (Swipe 1)

Health 2/2
Sanity 3/3

*Lord/Count.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Presence 4 (Intimidation 2)
Might 2
Limber 2

Health 2/2
Sanity 4/4

*Biker.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Intimidation 1)
Might 4 (Toughness 1, Indulgence 1)
Limber 3 (Crawl 1)

Health 5/5
Sanity 3/3

Names:
  1. Abigail Carter.
  1. Alexander DeBois.
  1. Agatha Myers.
  1. Blake Hart.
  1. Chad Abernathy.
  1. Cynthia Moore.
  1. Dennis Davis.
  1. Devin Keller.
  1. Diana Jenkins.
  1. Donovan Hult.
  1. Dunn Tucker.
  1. Elizabeth Mercer.
  1. Gareth Smith.
  1. Heckler Hoffman.
  1. Jeremy Fern-Lindh.
  1. Jill Abernathy.
  1. Karen Simmons.
  1. Kim Brown.
  1. Morgan Delle.
  1. Stephan Bergen.
  1. Stephanie Larsson.
  1. Timothy Harkins.


**A/N:**
This system isn’t meant to be played past 10th level due to difficulty and damage balancing, please take this into consideration during gameplay.
 

EvilSpook

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Lite feedback.
WRNUs käpphäst - Vad gör man i spelet, vad går det ut på, hur skapar man "äventyr"?
Varför är strid halva regelmassan om det inte är det spelet fokuserar på?
Reglerna är föredömligt koncisa och språket är begripligt.
Personligen är jag inte förtjust i T6 tärningspölar och lyckade/misslyckade tärningar.
Uppskattar att du både har med npc:er och namn i ett så "litet" spel.

TL;DR Snabba och enkla regler som sagt men jag vet inte riktigt vad jag ska använda dem till?

:t6b-2: :t6r-5:
//EvilSpook
 

Vrchhu

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Tackar, som sagt så är det just nu bara en hög med regler, har inga korta äventyr gjorda riktigt än.
Stridsreglerna tar upp lite väl mycket, sant, och det är lite ironiskt med tanke på målet av spelet men samtidigt vill jag ju ha med nog med information för att kunna anpassa för mer detaljerade områden.
Vad det gäller tärnings systemet så kan jag testa att hoppa över till en enda T12 då man ska rulla under sin totala förmåga (t.ex. med Education 4, Medicine 2 måste man slå 6 eller under för att lyckas) och att ha en 1:a ta över den nuvarande double success:en funktionsmässigt.
 

EvilSpook

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Tackar, som sagt så är det just nu bara en hög med regler, har inga korta äventyr gjorda riktigt än.
Och det behöver såklart inte finnas än. Men om man får några rader om vad du har för vision om eller tankar kring spelet så blir det oftast lite bättre feedback. Handlar det om relationerna mellan gängkriminella i Västerås behövs en typ av regler. Handlar det istället om älvor som går på bal i ett surrealistiskt drömland så passar kanske en annan typ. Ska det vara traditionellt spel med spelledare eller spelledarlöst samberättande så har det också ganska stor betydelse o.s.v.

:t6b-2: :t6r-5:
//EvilSpook
 

PerfectLuck

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Eskilstuna
Har du speltestat? Som EvilSpook nämnde så är ju själva den kreativa visionen som helhet viktig för att kunna bilda feedback, men om du inte har speltestat systemet än så är det nog svårt att ge feedback i alla fall. En del av reglerna (slå 5d4 för abilities, räkna prickar på D6or, och en del av termerna som Pressure och Visual Calculus) är grejer som jag tror behöver testas i skarpt läge för att få en bra bild av det, och då får du nog en bättre bild än vi kan ge bara genom att läsa reglerna. Det, och om du ska speltesta så hamnar du ju i situationen att behöva skriva ett äventyr eller använda ett existerande scenario, och då får du ju lite input rörande vilken genre reglerna passar bra till. Jag tolkar att du har med ett "Sanity"-system, automatiska successes, och etablerad skade-formel för "Car Crash", som att det är någon sorts action-skräck, typ som Underworld-filmerna men utan vampyrer, men jag har svårt att tolka om en spelare skulle känna att deras karaktär är en mäktig action-hjälte eller en skräckslagen åskådare.

Hoppas det hjälper, och lycka till.
 

Rickard

Urverk speldesign
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Förkortningarna för Health och Sanity gör ingenting annat än att göra det svårläst.

Jag får en känsla av Vampire-systemet. Attributen verkar täcka det mesta, men eftersom attributen har de flesta poängen blir det saker som att den som kan trösta folk också kan smyga väl.

Systemet är både snabbt och omständligt. Man kan lätt räkna sexorna och se om man får tillräcklig success och om det inte lyckas kan man räkna ihop tärningarna.

Det som jag tror kommer sega ned systemet rejält är ettorna. Jag förstår inte riktigt varför de finns där. Om du vill ha system där man ändå kan misslyckas, trots höga värden, finns det andra sätt att designa ett system. Jag hade hellre haft att ettorna gett konsekvenser, snarare än tagit bort successes.

Jag gillar att man får auto-succar. Får mig att ana att de är mer än människor. En pitch för spelet hade gjort det enklare för mig att tolka mekaniken.

---

Att var tredje tärning ger autosucc kommer göra att spelarna kommer att sträva efter att har 3 och 6 i sina attribut.

At character creation (level 1) the player distributes 16 points between the core 5 stats (Sense, Education, Presence, Might, Limber).​

Så här hade jag tänkt som power gamer.

2 attribut som jag har 1 i. Andra i gänget får fixa dessa.
2 attribut som jag har 3 i. Dessa förväntar jag mig att jag ska klara mig med nöd näppe. En auto-succ.
1 attribut som jag har 6 i. Här kan inget slå mig. Två auto-succ.

---

Nivåerna för att nå upp till "minor successes" är rätt ointuitiva.

Jag slängde ihop beräkningar för utfallet. "major success" är när personen slår sexor. Testade att jämföra med att ha "minor success" inte som en total summa, utan istället räknade femmor (så att man slipper uträkningen). Det gjorde att färre tärningar hade större chans att lyckas med 1 success medan 5+ tärningar inte hade såå stor skillnad. Kanske något att fundera kring?


Småanalyser
• 10 tärningar gav hade 100% chans att få minst en success.
• Chansen att få fler successes än tärningar är minimal och är inte ens med (om uträkningarna är rätt).

 
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Rickard

Urverk speldesign
Joined
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Här är uträkningar, där failure (slå 1) drar av från successes. Det blir en rätt konstig kurva om man räknar 14+ som (minor) successes, medan den blir bättre formad om man istället räknar femmor som (minor) success. Det är tydligen 32% chans att få en lyckad (om jag inte räknar med auto-succ:en) med 3d6 med din metod medan det är 50% chans om man räknar 5+ som successes. Om det är 4d6 är det 54% chans mot 56%.


Klicka på "at least" för att se fördelningen som i länken ovan.
 

Rickard

Urverk speldesign
Joined
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Messages
18,318
Location
Helsingborg
Ops, det var ett typo i koden så beräkningarna blev fel. Kurvan blev mycket bättre, men procentsatserna som jag gav är oförändrade.

Utan failure

Med failure

Tryck på "at least"-knappen under koden för att få en bättre överblick över hur stor chans det är att minst slå ett visst resultat.
 
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