Creating A GameSystem/Book
From NexusCrossing
Contents |
[edit] The Book: Introduction
This page will be where I begin to try to make order of the chaos that the project has slowly fallen into.
The chaos is not a bad thing. In fact it is one of the benefits of using a wiki. Lots of people can put up lots of information very quickly, and then we can sort through it all at our leisure.
Given that most modern web browsers now have spell checking support, we now (quite often at least) also gain one of the main benefits one would get from a text editor in such a project.
[edit] Table of Contents (or at least a brief outline)
- The Core Mechanic
- Ability Scores in Brief
- Skill Use
- Combat
- Healing
- Magic
- Lists
[edit] The Core Mechanic
Every system has a core mechanic: something that is at the center of conflict resolution. In D20, it is roll 1D20, add modifiers, roll higher than the target number. With most World of Darkness games, it is roll X number of D10's, roll over a target number as many times as you can.
For my system, I plan to use the following core mechanic:
Chance = Skill/(Skill+Difficulty)
Chance is the percentile chance of success for a given task. This basically means that if your skill is exactly equal to the difficulty, then you will have a 50% chance of success. The higher your skill level is relative to the difficulty, the better your chance of success.
However, your chance of success can never be better than 99%, or worse than 1%. No matter how good you are, there is still a slight chance of failure. No matter how horrible you are, there is still a chance for the gods to smile upon you.
This may not apply to some skills of course, such as magicks or certain sciences.
[edit] A Chart
This chart can be used to do a quick calculation of difficulty for the values given. It can also be used to guestimate values that are close.
[edit] Ability Scores in Brief
[edit] Primary Attributes
Primary Attributes are the ones that form the foundation of most every character. They are the core attributes that are used for various skills and to derive other attributes.
Primary attributes are divided into three categories, Mental, Physical, and Spiritual: or mind, body and spirit.
Each category is divided further into three attributes, one for Strength, one for Control, and one for endurance. They are listed bellow in just that order.
Primary Attributes are maxed at 255.
[edit] Mind
- Intelligence
- Wisdom
- Fortitude
[edit] Body
- Strength
- Agility
- Constitution
[edit] Spirit
- Power
- Gnosis
- Quintessence
[edit] Derived Attributes
Derived attributes are important values that are derived from other attributes rather than just standing on their own. Some of these will be completely derived from some other attribute. Others will have a value of their own, and simply be modified by another attribute.
[edit] Stamina
- Fortitude + Constitution
[edit] Hit Points
- Fortitude + Constitution + Quintessence
[edit] Mana Pool
- Quintessence
[edit] Carrying Capacity
[edit] Skill Use
[edit] Summary
- Pick a skill to use, based on the situation and what you want to do
- Determine the basic difficulty
- Determine Modifiers
- Determine the chance modified by modifiers
- Roll 1d100, and try to roll bellow the chance value
- Resolve the situation according to the roll

