Friday, April 29, 2016

A Basic System 12 (ABS12) Part 1: Basic framework.

A Basic System 12 (ABS12) Part 1: Basic framework.

by Ken N Wickham
Spring 2016
ver 1.0

Basic framework

For a series of posts exploring mechanics, a simple system would be helpful. I am taking a few parts from the past posts on probability of the d12 and adding a few more details. This is a very rough shell of mechanics. It is comparable to something you might find in a very simple video game. I haven't defined the rules yet on how to use the mechanics. This shell is subject to change, expand, contract, and morph in the future.

Iteration learning and improvement

Because this is so simple, small, and abstract I can change portions of the shell quick and easily. One theory of game design says that iteration, repeatedly applying the the results of a previous application, is the best way to design stuff. This means that instead of trying to create the perfect game system initially, instead create something quick and spend time testing it out, expanding it as needed.

I will keep a copy of the current update official version on this page.

Logo

Here is the logo:

12




Overall character concept

This is a single die linear system, with one stat. Skill proficiency are defined by descriptions. In the future I will be able to expand upon this single stat system

Abilities
For simplistic purpose, in this version of a game I will only use one stat. This stat I will call the Power Level (PL). This represents a total number of life, strength, ability, and difficulty for a creature or player.

Since this is a 1d12 system, the PL is appropriately 1 to 12.

A blank character begins with a PL of 1.
A character gets +PL for actions performed influence by their description which is called the description bonus.

Descriptions
description a sort, kind, or class of people or things.
synonyms: sort, variety, kind, type, category, order, breed, class, designation, specification, genre, genus, brand, make, character, ilk, stripe

Descriptions limit what types of actions the character can perform with the description bonus. It represents skills and expertise. That bonus will apply to situations that fit in with the description definition.

Description levels
1 Amateur
2 Beginner
3 Intermediate
4 Advanced
5 Expert
6 Master

Example of descriptions:
Fighter - sword, plate, +2 PL life, defense, speed
Magic User - staff, cloth, +6 PL fireball
Thief - dagger, leather, +3 PL covert attack, covert, speed
Healer - mace, chain, +6 PL heal


Difficulty and Target Numbers
Very Easy 3
Easy 6
Moderate 9
Hard 12
Very Hard 15
Impossible 18

Weapons
Staff - +1 PL damage
Mace - +2 PL damage
Dagger - +3 PL damage
Sword - +4 PL damage

Armor
Cloth - +1 PL defense
Leather - +2 PL defense
Chain - +3 PL defense
Plate - +4PL defense

Experience
Characters receive 1 experience point (EP) per PL level of opponent for each kill. For a creature of PL 0 you receive 0.5 EP.

For each PL advance, your PL goes up by one.

Every 2 PL advances, your description level can go up by one.

PL - EP needed - Description Level
2 - 10
3 - 30 - 2
4 - 60
5 - 100 - 3
6 - 150
7 - 210 - 4
8 - 280
9 - 360 - 5
10 - 450
11 - 550 - 6
12 - 660

Next few posts

In the next few posts I will write a basic section covering rules of skills, combat, healing, recovery, and level advancement. Also I will create some encounters including creatures and monsters.

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