Post by secretlabz on May 3, 2021 2:56:03 GMT
ok so im workshopping an rpg combat system for like. rps where one player acts as a "game master" and the combat functions like a ttrpg or similar. so uhhhh ill list the rules and id like sum feedback if u wanna play it in ants trapped in nuclear bunker rp but have thots. also if you wanna use this system/ruleset for your own games go ahead just use [RPG] as the tag for your thread and link this thread
RULES
1. character creation
2. skillchecks
3. combat
CHARACTER CREATION
ok so i think character stats should be really simple and certain ones might be determined by the game master, really YMMV depending on the themes and situations
so for basic stats, theres HP, ATK, and DEF
HP is simple, its health points. i dont think that hp = 0 should mean death for your character unless it's a house rule. all sorts of situations can arise when a character runs out of hp in battle, they can get captured, pak stolen, injured, etc. its up to the gm, and mostly depends on the risk of the situation. id guess a player HP should be around 15 to 20 but i havent playtested that amount, thats like easy mode maybe
ATK is just attack. its the amount of damage a character does. i think a basic rule of thumb is that unarmed player characters do 1d6 damage, which is rolled by the GM for fairness. i think maybe this is a thing that should be determined by the GM, work it out with them as a player. this is just a set of rp rules
DEF is the amt of damage negated from attacks a character recieves. for example a NPC with a DEF of 2 is going to take 3 damage from an attack that rolled a 5. id say 0 DEF is a character with normal clothing and 10 is a character in power armor
character creation also works for NPCs and other creatures, not just players. so like uhhh lets take a look at an example characters stats. im using a table with 1 row 2 columns to put the character icon besides the statbox
character blurb is optional, i think the icon can also b optional. but just as a note for ease of access for other players, keep icons around or under 200px by 200px!
i use "□" for depleted HP points and "■" for full HP points. you can also use emojis or whatever but boxes are good for my brain
SKILLCHECKS
Skillchecks really depend on your character background and RP potential for the scene. as a gm you shouldnt really quantify these by numbers- let the players figure out what they want to happen with the check. it shouldnt be a matter of "do you pick the lock or not" but "what happens when you try picking the lock" like does it trigger an alarm, do they fail to pick it but realize a better way to get to the place theyre going, just really brainstorm. i'd say skillchecks should be less of a hurdle put there to gamify things for your players and more of a way to exchange ideas of how a story goes. it's also a good way to have your players decide what happens when you've hit a block in your writing.
COMBAT
so generally we all know combat in dnd and other ttrpgs is turn based, well on forums that can be kinda boring. so with this system i think that all players enter what they want to do, and THEN the gm takes their inputs and puts out a "what happens then" post
like uh, lets consider an example character interaction with character boxes for referance
[character A]
■■■■■■■■■■ [ 10/10 ]
ATK: 1d6
DEF: 0
[character B]
■■■■■■■■■■ [ 10/10 ]
ATK: 1d4
DEF: 1
EXAMPLE INTERACTION:
and like yall can mix it up this whole thing is really just a guideline for how these kinds of things play out so theres no confusion about whos doing what. also i think itd be fun to have more structured rps like this here since a lot of us dont know what we're doing, its an easy ruleset for one player taking the lead and everyone playing in the space that player creates
RULES
1. character creation
2. skillchecks
3. combat
CHARACTER CREATION
ok so i think character stats should be really simple and certain ones might be determined by the game master, really YMMV depending on the themes and situations
so for basic stats, theres HP, ATK, and DEF
HP is simple, its health points. i dont think that hp = 0 should mean death for your character unless it's a house rule. all sorts of situations can arise when a character runs out of hp in battle, they can get captured, pak stolen, injured, etc. its up to the gm, and mostly depends on the risk of the situation. id guess a player HP should be around 15 to 20 but i havent playtested that amount, thats like easy mode maybe
ATK is just attack. its the amount of damage a character does. i think a basic rule of thumb is that unarmed player characters do 1d6 damage, which is rolled by the GM for fairness. i think maybe this is a thing that should be determined by the GM, work it out with them as a player. this is just a set of rp rules
DEF is the amt of damage negated from attacks a character recieves. for example a NPC with a DEF of 2 is going to take 3 damage from an attack that rolled a 5. id say 0 DEF is a character with normal clothing and 10 is a character in power armor
character creation also works for NPCs and other creatures, not just players. so like uhhh lets take a look at an example characters stats. im using a table with 1 row 2 columns to put the character icon besides the statbox
[ Vlak ] ■■■■■■■■■■■■■■■ [ 15/15 ] ATK: 1d6 DEF: 1 It's Vlak! This guy eats blood! |
i use "□" for depleted HP points and "■" for full HP points. you can also use emojis or whatever but boxes are good for my brain
SKILLCHECKS
Skillchecks really depend on your character background and RP potential for the scene. as a gm you shouldnt really quantify these by numbers- let the players figure out what they want to happen with the check. it shouldnt be a matter of "do you pick the lock or not" but "what happens when you try picking the lock" like does it trigger an alarm, do they fail to pick it but realize a better way to get to the place theyre going, just really brainstorm. i'd say skillchecks should be less of a hurdle put there to gamify things for your players and more of a way to exchange ideas of how a story goes. it's also a good way to have your players decide what happens when you've hit a block in your writing.
COMBAT
so generally we all know combat in dnd and other ttrpgs is turn based, well on forums that can be kinda boring. so with this system i think that all players enter what they want to do, and THEN the gm takes their inputs and puts out a "what happens then" post
like uh, lets consider an example character interaction with character boxes for referance
[character A]
■■■■■■■■■■ [ 10/10 ]
ATK: 1d6
DEF: 0
[character B]
■■■■■■■■■■ [ 10/10 ]
ATK: 1d4
DEF: 1
EXAMPLE INTERACTION:
GM: A guy appears! He has 6 HP, 1d4 ATK, and 1 DEF. [ ■■■■■■ 6/6 ] |
P1: Character A shoots his laser beam at him with 1d6 ATK. |
P2: Character B decides to defend A from any incoming attacks! |
GM: Character A attacks with a laser beam, rolling a 3! Guy takes 2 damage. [ ■■■■□□ 4/6 ] Guy attacks character A with a sword, but is blocked by character B. Guy attacks with 1d4, rolling a 1! B takes 0 damage. "Arrgh! Your defenses!" Guy says, recoiling back after his sword glances off of B's defense. |
and like yall can mix it up this whole thing is really just a guideline for how these kinds of things play out so theres no confusion about whos doing what. also i think itd be fun to have more structured rps like this here since a lot of us dont know what we're doing, its an easy ruleset for one player taking the lead and everyone playing in the space that player creates