I will begin this post with the obligatory statement of I declare these items as part of the OGL.
I'm going to start the "crunchy" bits with player character and non-player character attributes, those attributes that every person in the game world would have.
In doing so, I've decided to use the Fudge engine as my basis, with a heavy influence from the world's most popular fantasy game, with a few items mixed in from other games that I like.
First a quick explanation of Fudge mechanics, for those that do not know. Attributes are left up to the game master in Fudge. There are no set attributes. Three broad catagories are given (Body, Mind and Soul), but it is up to the Game Master and players to decide as to what, if any attributes are to be used.
After each attribute is selected, an adjective is assigned to each ranging from Terrible to Superb, with Fair being the average. In "basic" Fudge, four six sided dice are rolled. Traditional Fudge dice have two blank faces that equal zero, two + faces that increase the result by 1 and two - faces that decrease results by one. Most skill rolls require a "Fair" or better result to succeed. So if a skill roll is needed at a "Fair" result for success and that skill is based upon an attribute that is set at "Fair", then four Fudge dice are rolled. If the results were +, -, blank, blank, then the + and - would cancel each other out, and the two "blank" results would have no impact. Since the skill started at Fair, it remains at Fair and succeeds.
I've never been a fan of the "adjective" method, so I prefer to assign numbers to the attributes. I also prefer random attribute generation. So in order to obtain both results, I will have the players roll 3d6 for each attribute. The number obtained will result in a modifier of -3 to +3. These modifiers, with the average being "0" will be added to skill rolls. The modifiers will be thus:
3 = -3
4-5 = -2
6-8 = -1
9-12 = 0
13-15 = +1
16-17 = +2
18 = +3
I will work out later, exactly how these results will factor into skill rolls.
For my attributes I've selected:
Strength: deals with all skills that are physical strength based such as attacking with a weapon and opening a jambed door. Also acts as a modifier to the amount of damage dealt.
Dexterity: deals with all skills that are based upon manual dexterity, such as dodging a blow and jumping from roof top to roof top. Also acts as a modifier to the character's Armor Class.
Constitution: deals with all skills related to health such as determining the effects of drinking poison, or determining how long a character can run with out stopping. This is also a character's "hit-point" score and is modified through character advancement and can go above the level of "18".
Intelligence: deals with all skills related to mental ability. For spell-casters, this directly effects their ability to channel magic.
Melee: Used to determine the effectiveness of a direct melee attack upon an opponent. Along with Constitution, this is an attribute that can increase with character advancement and can go above the level of "18".
Ballistics: Used to determine the effectiveness of ranged attacks upon an opponent. Along with Constitution and Melee, this is an attribute that can increase with character advancement and can go above the level of "18".
Luck: A catch all attribute used to determine various "Saving Rolls" when another attribute is not applicable. It's modifier, if positive, may be added to any roll of the player's choice up to the maximum modifier level per session. In other words, a Luck attribute score of 16 grants a total modifier of +2. That +2 could either be added to a single roll, or two separate rolls at +1 each, per session. A character's Luck score modifier also acts as the character's "Fate Points". Fate points can be cashed in to keep a character alive beyond the point when he would normally be dead. Each use of a "Fate" point is permanent and results in a permanent drain on the over all Luck Attribute Score of -1. Luck can be modified with character advancement.
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