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/tg/ - Traditional Games

Roll a Fortitude save versus Cancer

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 No.228280

I'm Sure We've Had One Before Edition

Talk about math and stuff!

What is /tg/ working on?

Any ideas for systems you'll never actually use?

Any miscellaneous ideas you'd like to share?

Ask questions, and have fun.

Flailsnail is always related.

 No.228282

I'm actually working on a Dark Souls/Bloodborne system based on the Fallout SPECIAL system.

Having a pool of stamina points that you spend to attack or dodge, a static Sequence, and so on.


 No.228300

Currently trying to figure out how to get my magic system to have reasonable difficulty across the board.

The system runs on attribute + skill + 3d6, with both attributes and skills being 1 to 10. Magic comes in 6 difficulty levels and 10 power levels: the maximum level of power is limited by the skill in a particular kind of magic. You can buy up to 3 specializations at levels 3, 6 and 9 and 3 masteries at 4, 7 and 10 that apply to particular ways of using spells, so you can have up to a +6 bonus at level 10.

I got two possible ways of doings this going on. One is (3D)+P+10, with D being difficulty and P being power. This means the lowest roll at 1 difficulty and power being 14; each increase of power raises difficulty by 1 and an increase of difficulty adds 3. This means that at low levels you have a decent shot at making the roll, but at higher levels it's all but trivial, with difficulty 4 magic at power level 10 requiring you to roll a 12 without taking a specialization or anything. But the highest difficulty of magic becomes all but impossible to cast: you'll need a nat 18 to cast difficulty 3 at level 1, difficulty 4 at level 3, difficulty 5 at level 5 and difficulty 6 at level 7.

The other way to do this is (3P)+(2D). This means at the lowest levels magic is very easy to cast (starts at 5, with each power increase raises the target with 3 and each difficulty increase raises the target by 2), but magic becoming quite a lot more difficult. This means that 10P 6D magic takes a 42, meaning you have to roll a 16 or more, which has a chance of 10 in 216, which is next to nothing. I might add other ways to make actually casting magic easier (maybe something with magic implements or something), but I don't know about this just yet.

The mana system on the other hand will be a lot simpler: your mana points are your Magic attribute times your Attunement skill (which is pretty much for mana only) times three, meaning you have a total of up to 300 points to spend. If you want to restore your points you gotta take a good night's rest.




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