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joneirik:rpg:g5_wip

G5 Iteration Workroom

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…Where ideas gets butchered…

G5 KISS

Stats: Start with 0 in each stat, get 3 stat points, put as you wish in primary stats in any combination. Effectively 0-3, average balanced 1 in each.

Primary Stats:

  • Power → Damage
  • Agility → Attack
  • Endurance → Armor

Basic:

  • 2D6 +Primary (PAE) +Static (S) +Dynamic (D)
  • Softcap = +7 (3p+2s+2d)
  • Effective balance point = +5

Skill Challenge: (2d6+p, use for basic skill system)

  • Easy - 6
  • Normal - 8
  • Hard - 10

Secondary Stat Range:

  • Defense - 5-7-10
  • Armor - 5-7-10 Needs some penalties at high end
  • Vitality - 20-24-26
  • Wounds - 20-24-26
  • Damage - 8-10-13
    • 8 = 7 roll + 1 weapon + 0 power
    • 10 = 7 roll + 2 weapon + 1 power
    • 13 = 7 roll + 3 weapon + 3 power

Secondary Stat Generation:

  • Def=5+A+P
  • Vit=20+2xE+2xA
  • Wnd=20+2xP+2xE

Alternative Secondary Stats

Secondary Stat Generation:

  • Defense - A>P
  • Vitality - E>A
  • Wounds - P>E
  • Def=3+A+A+P
  • Vit=20+E+E+A
  • Wnd=20+P+P+E

Alternative Secondary Stats

Primary Stats: Power Agility Endurance

Secondary Stats:

  • Attack A P
  • Armor E A
  • Damage P A
  • Defense A E
  • Vitality P E
  • Wounds E P

Climb/Jump Idea

KISS

Climb
  • You can climb 1 square (AP cost, 5?)
  • DC 12, Endurance
  • Success = Move +1 Square
  • Fumble = Fail
Jump (Standing)
  • You can jump 1 square (up or forward) (AP cost, 5?)
  • DC 12, Agility
  • Success = Move +1 Square
  • Fumble = Fail
Jump (Running)
  • You can jump 2 square (AP cost, 5?)
  • DC 12, Power
  • Success = Move +1 Square
  • Fumble = Fail

New Weapon Idea

Hammer

  • SA: Push 1 square (away)
  • Critical: Knockdown
  • Static: Boost Damage vs Knockdown

Flail

  • SA: Knockdown
  • Critical: Pull 1 square (toward)
  • Static: Chain (ignore parry)

Spear

  • SA: Reach +1 square
  • Critical: “Cripple” +1
  • Static: Parry (+1 def vs melee/SA)

Separator

Old variant for looting

Dice

Bonus Dices

Boost

+1d6 to roll, multiple boost does not stack.

Deflate (Someone please come up with a better name)

-1d6 to roll, multiple Deflate does not stack.

Bless

+1d6 to roll, remove the lowest dice after roll. Multiple Bless does not stack. Negates Curse.

Curse

+1d6 to roll, remove the highest dice after roll. Multiple Curse does not stack. Negates Bless.

12 - Rounds

13 - Actions

Combat Actions

  • Attack (3-4-5 AP)
  • Distract (4 AP)
  • Stance (2 AP)
  • Shake (5 AP)

Attack

Basic attack with equipped weapon, different weapons have different cost:

  • Small weapons: AP 3
  • Medium weapons: AP 4
  • Large weapons: AP 5

Distract

Gives a target a penalty of -2 to either atk, dmg or def, to another character.

Stance

Using the stance action cost 2 AP and activates a stance of your choice. It lasts until you disable it or fail to do an attack in one of your turns. Only works in melee.

Stances are tied up to combat, so all the bonuses only activate the first time you do an attack in the same turn you activated the stance. And for each turn after that you must make an attack if you want to keep the stance to stay up.

The stance ends after any turn where you did not do an attack, or you can chose to end a stance at the start of your turn, or if you activate another stance.

  • Defensive: +2 def, -2 atk
  • Offensive: +2 dmg, -2 def
  • Precision: +2 atk, -2 dmg

Shake

forced action, to shake of various effects. Basically if you're knocked down, you need to shake to negate it in your turn. This serves as a place-holder until I can decide on how I want the system to work.

Combat Effects

Other typical things in combat that isn't actions.

  • Frees-trike
  • Cover
  • Back-strike
  • Knockdown/Prone
  • Stationary (Stun?)
  • Falling (2d6+10 +1d6/square)
  • Cloud

Freestrike

Have to decide on facing first, if no facing I'll have to reconsider how freestrikes works.

If facing the +2 atk and boost damage, triggers on leaving melee range.

Back-strike

Am I going to have facing ? If so how to determine facing ? If I do I want the default back-strike for +2 atk.

Cover

Catch-all rule for anything that gives a bonus for defence, will replace IK cover, concealment, linear object melee, etc. Largely want to hold it as an environment effect.

+2 def, vs ranged/magic

Or make it another subtype, and classify melee, ranged, magic per the terrain it affects.

Or make it affect all the time, and have negate by position

Cloud

Knockdown

Falling

(2d6+10 +1 die per square)

— — —

WIP: To Do:

  • Expand on the AP system
  • More action types, like below
  • Figure out Run/Charge and any other distance on full round action.
  • Cost for Disengage, what it affects
  • Magic actions, will have to expand eventually.

Advanced

Advanced actions, not yet implemented:

  • Special (6) - various power attacks like trip, disarm, etc
  • Distract (3) - various non attacks used to help allies, feint, aid other etc
  • Stance (2) - combat stances like power attack, expertise etc

Combat Reflexes, Spring Attack are already included in this system. mechanics for harassing enemy to force them out of AP's, free strike's eat AP ?

14 - Combat

Terrain

Terrain

Modular design, I'm making couple of things now that I know I'll have a use for, and add more as I need them. Keeps me sane.

Rough Terrain

General ability that can be applied to many different things, essentially any terrain that it is possible to move over but slower.

  • +1 AP (or x2 AP)
  • Subtypes (Earth, Water, etc)
  • Stacks
  • Specific Subtypes can be ignored by specific traits
Impassable

Anything that stops movement. Specific types of terrain can be ignored or overcome through some traits.

Water

Depends largely on water.

Shallow Water:

  • Rough (Water)

Deep Water:

  • Swimming
  • Special (water speed etc, make up)

Vision

Sight

  • Characters can see anything at any distance as long as they have a clear line of sight.
  • For targeting purposes, they can target anything they can see.
  • Many kinds of terrain will block LOS (Line Of Sight) thus can't be targeted.
  • ranged attacks will have a close/far range, close are at no penalties, but far will be at penalties. They are limited by range, not by sight for distance. Must see to target
  • Terrain and spells etc can have own rules for affecting vision
  • Traits can have own rules to modify or affects vision

Light

  • Bright = no rules
  • Dim light = cover, see X, rough terrain
  • Dark = blind, see 0

Light X

An item with this quality sheds bright light in X range, and low light in an additional X range. Item with Light 5 would give bright light in 5 squares, and low light in 5 more squares, allowing you to see a total of 10 squares. A Candle will have Light 1, giving bright light in the same square, and dim light in all adjacent squares.




15 - Advanced

joneirik/rpg/g5_wip.txt · Last modified: 2018/07/12 12:49 by 127.0.0.1