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Post by jonrgrover on Dec 1, 2014 19:44:39 GMT -5
Quahog Fjords uses 22 sided dice for event resolution and combat. Each die has 22 letters on it from A to X. It is mostly a numberless game system and works based on qualities of things (concepts) rather than quantities (scores). Each character has a mind endeme made of the 22 letters on the die in the order the player prefers. Each letter means something, for example 'E' means emotional IQ. Then when a player makes a simple success check they roll the die. If the letter they roll is lower in their endeme than the characteristic they are rolling against, they succeed. For example if Susan is trying to figure out how another character is feeling by observing them and Susan has ACEQRSTEVBDFGHIJKLMNOPU as her mind endeme, she rolls a 22 sided die. if the letter rolled is below 'E' in Susan's mind endeme the result is a success, so if Susan rolls a 'K' the result is a success and Susan knows how the other person is feeling. If Susan rolls a 'C' the result is a failure.
I am thinking of changing the combat system to use fewer dice and rationalize better with the simple success check. I like the idea of easy, medium, hard, very hard. A skill check could be one (22 sided) die for an easy check where one of the three characteristics for the skill has to be rolled below. Medium would require two to be rolled below. Hard would require three. Very hard would require all three on two dice. Levels would make medium easy and hard medium etc. Levels below easy would allow two dice rolled and an easy roll on either of them to succeed. With the combat system, a matching Bible verse would be worth a level as would being he one to attack and the number of successes for each side would be compared. This would require far fewer dice than the previous system and make combat and skill checks work the same was as simple success checks.
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Post by IndySligo on Dec 2, 2014 15:36:31 GMT -5
I'm all for simplification! I'm also in favor of unifying the mechanic to work (basically) the same for all challenges, not just combat. To me, simple mechanics makes for more immersion in role-playing. When players and GMs are spending time flipping through rule books looking for how to accomplish something, this removes everyone from the moment.
What I like most about QF is the core endeme system forces players into the role-playing mindset.
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Post by jonrgrover on Jan 17, 2015 14:22:56 GMT -5
Power/skill Levels: * 0 powers in a type - level -2 for all powers in that type, level 1 for miracles * 1-2 powers in a type - level 1 for that power, level -1 for other powers in that type, level 2 for miracles * 3-5 powers in a type - level 2 for those powers, level 0 for all other powers in that type, level 2 for miracles * 6-9 powers in a type - level 3 for those powers, level 1 for all other powers in that type, level 3 for miracles * 10-15 powers in a type - level 4 for those powers, level 2 for all other powers in that type, level 3 for miracles * 16-21 powers in a type - level 5 for those powers, level 3 for all other powers in that type, level 4 for miracles * all 22 powers in a type - level 6 for all powers in that type, level 7 for miracles
Roll Levels: * level -2: hard is 'legendary' for powers with level -2 (roll all 4 dice below all three power characteristics) * level -1: hard is very hard for powers with level -1 (roll 2 dice below all three power characteristics) * level 0: hard is hard for powers with level 0 (roll 1 die below all 3 power characteristics) * level 1: hard is medium for powers with level 1 (roll 1 die below 2 of 3 power characteristics) * level 2: hard is easy for powers with level 2 (roll 1 die below 1 of 3 power characteristics) * level 3: hard is very easy for powers with level 3 (roll either of 2 dice below 1 of three power characteristics) * level 4: hard is 'fumble possible' for powers with level 4 (roll any of 4 dice below one of three power characteristics) * level 5: hard is 'automatic' for powers with level 5 (no role necessary, character simply succeeds) * level 6: very hard is 'automatic' * level 7: legendary is 'automatic'
Correct Min-maxing allows characters to use powers that they do not spend experience points to have. For example if the three characteristics of a power are 'ABQ', and they try to use a power that is hard, then the player must roll all 4 dice below A B and Q on their mind endeme. If their mind endeme starts with 'BQA' then their chances are (19/22)^4 or about 56%. This means they succeed by using their on raw talent and nothing else.
Additionally, if you min-max a bible verse that is highly appropriate to the power then when you roll the success check, you roll using the miracle level instead. So if you pick Psalm 18:34 'He teacheth my hands to war, so that a bow of steel is broken by mine arms.', then even if you have never picked up a bow, you would roll 2 dice (because having never used a bow this is hard for you) and if you have chosen 'MKH' as the first three characters of your mind endeme (this are the characteristics to use a bow) you would roll at medium and your chances would be 1 - 3/22*3/22 = 99%.
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Post by jonrgrover on Oct 24, 2015 19:20:09 GMT -5
This thread has been about the event resolution (action) system. I think we have finally figured out a good one.
Each power has three mind characteristics (letters). Each event resolution is either easy medium or hard. For a hard action, roll below the lowest letter of the three in the character's mind endeme. For an easy action, roll below the highest letter of the three in the character's mind endeme. For a medium action roll below the middle one. To roll below a letter, roll a letter that is to its right in the mind endeme. 'W' is at the extreme right. 'X' is at the extreme left. To roll a level 2 skill roll two dice, and if either succeeds, the action succeeds. For combat, if the attacker succeeds, the defender gets to dodge or resist if they have an appropriate power. When building a character put each power's letters in the same order as the letters in the mind endeme.
Now to get the damage system working better.
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