So, yours truly has been working on a roleplaying game! Some of you may have seen me refer to it on other threads, but I've actually got enough of a mechanics base and fluff base to actually start really putting the system together and test it!
Right now, the project is at a pre-alpha stage, but with some elbow grease, I can work up to the Alpha Stage and start making real tests.
But first, I'm sure everyone is curious as to WHAT my RPG is!
Well, it is a table top (or pencil and paper) roleplaying game set in the distant future. Humanity has branched into six distinct species, and with the invention of faster than light travel, everyone is out creating colonies. Mixed race crews of Spacers are heading out and doing their thing...
Think EV Nova meets Mass Effect meets Serenity, with elements of Dune, Starship Troopers, the 1950s, Babylon 5, and...well, a ton of sci-fi and cultural things I think are neat.
And its name: Through Adversity, the Stars!
Which IS a reference to the phrase Ad Astra Per Aspura, but I changed for two reasons. Reason 1: The name Ad Astra is already in use. And Reason 2: TATS is a MUCH better shortening than AADA.
So, right now, the things I am working on are...
A full list of equipment, genetic modifications, cybernetic implants.
More specific combat rules (I have the generals down, but not some details like: How does grappling work? How do I handle crippling injuries?)
Starship combat (Have the fluff idea, don't know how to make it work with rules yet)
Generating Randomized Planets (For people who want to run exploration games)
Fluff Chapters (I know pretty much all the fluff...I just need to write it out).
Things I HAVE finished.
Skills and skill checks!
Attributes
Perks
How to make a character
Racial Traits
Anywho, I'm posting this thread to
A) Bounce Ideas off people who play TTRPGs. I've played since middle school, but I'm no expert. I normally just play with buddies, ya know.
B) Update people on how I'm doing
C) Get beta testers when I'm...done, ya know.
Right...cool!
Lets get started.
The very "base" of this system is, like with many systems, the dice system. I'm using a 1d10 system because...well, I like 10s. They're way better than 20s. So, statistics are between 1 and 10, with 1 being the worst and 10 being superhuman.
There are 8 statistics in all, split evenly between BODY and MIND.
So, we have...
Body | Mind
Strength | Intelligence
Dexterity | Wits
Endurance| Resolve
Beauty | Charisma
And you have 30 points to spend amongst these statistics at character creation.
But what do these stats do? Well, they all have their passive bonuses. For example, you add your strength to your melee damage, your wits to your initiate roll, your beauty to initial reactions, and your endurance / resolve determines how much genetic modification or cybernetic implantation you can get (respectively).
BUT the primary use of stats is in skill checks. Every skill you have is tied to a Primary and Secondary Stat. So, to figure out the number you need to roll under to succeed, you add your Primary Stat to ONE HALF of your secondary Stat.
So, if you are trying to stab someone in the throat with a knife, you'd make a Dex/Str check. If your dex is 4 and your strength is 3, then you'd add 4 + 1.5 (rounded down to make 1) and get a 5. You roll, get a six, and miss the throat with your knife.
Now, skill still matters: You can improve your skill bonus. So if you had Knife Stabbing Skill: +1 (I.E, you trained it up from +0 to +1), then you'd have to roll under a 6. Which means you would have hit the throat with your knife (doing 1d10+3 damage and most likely killing your target, as HP is = to your Endurance + 1/2 your strength).
So, improving your skill is CHEAPER than improving your stats, meaning its usually more expedient to get your skill up to +4 rather than improve your stats to get the same effect. However, improving your stats would give you a WIDER bonus, as it would effect ALL skills that use that stat.
What do you fellas think of that? And once I've gotten your reactions to the base mechanics, I can go into more details about things like Genetic Engineering, Cyberware, Modular Guns, Combat, and so on and so on.
And if you're interested in becoming a beta tester, just rep me your E-mail and I'll mark it down.
Right now, the project is at a pre-alpha stage, but with some elbow grease, I can work up to the Alpha Stage and start making real tests.
But first, I'm sure everyone is curious as to WHAT my RPG is!
Well, it is a table top (or pencil and paper) roleplaying game set in the distant future. Humanity has branched into six distinct species, and with the invention of faster than light travel, everyone is out creating colonies. Mixed race crews of Spacers are heading out and doing their thing...
Think EV Nova meets Mass Effect meets Serenity, with elements of Dune, Starship Troopers, the 1950s, Babylon 5, and...well, a ton of sci-fi and cultural things I think are neat.
And its name: Through Adversity, the Stars!
Which IS a reference to the phrase Ad Astra Per Aspura, but I changed for two reasons. Reason 1: The name Ad Astra is already in use. And Reason 2: TATS is a MUCH better shortening than AADA.
So, right now, the things I am working on are...
A full list of equipment, genetic modifications, cybernetic implants.
More specific combat rules (I have the generals down, but not some details like: How does grappling work? How do I handle crippling injuries?)
Starship combat (Have the fluff idea, don't know how to make it work with rules yet)
Generating Randomized Planets (For people who want to run exploration games)
Fluff Chapters (I know pretty much all the fluff...I just need to write it out).
Things I HAVE finished.
Skills and skill checks!
Attributes
Perks
How to make a character
Racial Traits
Anywho, I'm posting this thread to
A) Bounce Ideas off people who play TTRPGs. I've played since middle school, but I'm no expert. I normally just play with buddies, ya know.
B) Update people on how I'm doing
C) Get beta testers when I'm...done, ya know.
Right...cool!
Lets get started.
The very "base" of this system is, like with many systems, the dice system. I'm using a 1d10 system because...well, I like 10s. They're way better than 20s. So, statistics are between 1 and 10, with 1 being the worst and 10 being superhuman.
There are 8 statistics in all, split evenly between BODY and MIND.
So, we have...
Body | Mind
Strength | Intelligence
Dexterity | Wits
Endurance| Resolve
Beauty | Charisma
And you have 30 points to spend amongst these statistics at character creation.
But what do these stats do? Well, they all have their passive bonuses. For example, you add your strength to your melee damage, your wits to your initiate roll, your beauty to initial reactions, and your endurance / resolve determines how much genetic modification or cybernetic implantation you can get (respectively).
BUT the primary use of stats is in skill checks. Every skill you have is tied to a Primary and Secondary Stat. So, to figure out the number you need to roll under to succeed, you add your Primary Stat to ONE HALF of your secondary Stat.
So, if you are trying to stab someone in the throat with a knife, you'd make a Dex/Str check. If your dex is 4 and your strength is 3, then you'd add 4 + 1.5 (rounded down to make 1) and get a 5. You roll, get a six, and miss the throat with your knife.
Now, skill still matters: You can improve your skill bonus. So if you had Knife Stabbing Skill: +1 (I.E, you trained it up from +0 to +1), then you'd have to roll under a 6. Which means you would have hit the throat with your knife (doing 1d10+3 damage and most likely killing your target, as HP is = to your Endurance + 1/2 your strength).
So, improving your skill is CHEAPER than improving your stats, meaning its usually more expedient to get your skill up to +4 rather than improve your stats to get the same effect. However, improving your stats would give you a WIDER bonus, as it would effect ALL skills that use that stat.
What do you fellas think of that? And once I've gotten your reactions to the base mechanics, I can go into more details about things like Genetic Engineering, Cyberware, Modular Guns, Combat, and so on and so on.
And if you're interested in becoming a beta tester, just rep me your E-mail and I'll mark it down.
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