All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
Purpose of the game
Overview
No other players are needed for this game. It is built with a solo game system where you ask a question, roll, add or subtract modifiers if needed, and check a chart for the answer. You can also use the game without the solo components.
This is a single die linear system, with one stat. Skill proficiency are defined by Descriptions.
Purpose of the game
The purpose of the game is to break away from the normal boredom, pains, and worries of life by having a character go through a story, explore stuff, do neat things, and to have an adventure. It does so by allowing you to play a character that receives answers obtained at least partially by a random number.
Also I will be adding this to the Verb Action section as a brief summary before listing the details.
Summary of the Verb Actions
Initiative - used to figure out who goes first
Unskilled verb - used for actions that are done unskilled
Skilled verb - used for actions done skillfully
Special verb - used for special actions indicated within one's description
Combat verb - used to attack or defend against another
Combat damage - used to figure out the reduction of life
Power action - used for actions that use powers
Working with a graphics version
I've started making a basic graphics version of the game for myself. It's something that I want to do for layout practice. I may post it up to RPGNow in the future if I can get everything looking good enough for an amateur RPG release. Maybe I'll do a 'pay what you want' release so that followers can contribute if they wish.
But I want that version to be at least be in beta quality. Tested to the point where I'm comfortable with the overall system.
A Basic System 12 (ABS12)
Index of my blog
RPG pen & pencil gaming. After 5 years since returning to tabletop RPG playing, online video games beginning to interest me once again, I am learning and making new material RPG material—especially solo gaming material. I'm also working on Aioskoru material such as fantasy languages. Some goals are to write stories and poetry on the side, develop the world, and use customized rules for my own story world. Newer digital map and drawing may also be explored.
Showing posts with label 1d12. Show all posts
Showing posts with label 1d12. Show all posts
Tuesday, July 12, 2016
Tuesday, July 5, 2016
Aioskoru part 4 : "Emotional Plea"
Tools Used
Aioskoru website
Aioskoru Adventure seeds
ABS12 System
Here are the stats for my two main characters.
Madi the amateur magic user is PL1.
Andelin the amateur fighter is PL1
Continued from this Aioskoru Story Series
Aioskoru part 1 : "Wild Horses"
Aioskoru part 2 : "Friendly Centaur"
Aioskoru part 3 : Experience Points award
Aioskoru part 4 : "Emotional Plea"
"Emotional Plea"
Aioskoru website
Aioskoru Adventure seeds
ABS12 System
Madi the amateur magic user is PL1.
| Species | Life | Spd | Def | Def Type | BP | Damage | D Type | Mag | Sc/Tc | BP | Verb | Adj/Adv | BP | Verb | Adj/Adv | Cost |
| Magic User | 2 | 2 | 3 | Cloth | 2 | 1d12/6 | Staff | 4 | 5 | Fireball S | 1d12/2 | 3 | Net S | 3 | 15 |
Andelin the amateur fighter is PL1
| Fighter | 4 | 3 | 6 | Plate | 4 | 1d12/3 | Sword | 2 | Rescue | 2 | 2 | Tracking/hunting | 2 | 15 |
Madi = 4 EP
Andelin = 6 EP
Continued from this Aioskoru Story Series
Aioskoru part 1 : "Wild Horses"
Aioskoru part 2 : "Friendly Centaur"
Aioskoru part 3 : Experience Points award
Aioskoru part 4 : "Emotional Plea"
"Emotional Plea"
By Ken Wickham
Copyright © 2016
They rode on centaurs into the village.
[Are there any other centaurs around? Very Possible +4; 1+4=5; No, however ... shouts can be heard from across the village, somewhere beyond the huts. FG 8 Time; 8 Old = maybe someone old died]
Madi saw no centaurs as they trotted into the village. All of the woven straw windows and doors were shut on the earthen structures. She noticed the larger doorways twice the height of normal doors. Also the door handles were much higher - more towards the upper third of the top of the door.
Ramp structures were beside several of the buildings. They seemed to have some sort of -
Off in the distance arose a mighty chorus sung. The sound jarred her from looking around. They were here. Just not in the central village.
They were headed towards one of the larger structures but not towards the chorus sound.
Madi's centaur stopped a little distance away from the structure. Andelin's soon came up and stopped beside her.
He was actually laughing towards the centaur that he was on. How could he- she had to get his attention. "Pss!"
Andelin swung his head towards her and his smile became a more stern.
She mouthed, What, and brought her hands up.
He shield his mouth away from the other centaurs in front of them, pointed towards the large centaur who was now looking forward with a strong erect posture, and whispered, "Nefron's rather humorous."
She heard the the rain drop on puddles below them. Looking towards the his captor, she saw said many things. Humor wouldn't be one of them.
Andelin was messing with her during this critical dire situation they were in. How could he be so cruel? She felt her blood pressure rising. Chicken poop! She made a pushing motion towards him in the air, mimicking pushing him forcefully.
The motion shook the centaur she was on. Her captor turned, weapon drawn towards her.
Madi stretched back away from the blade. "Shh!" the brown centaur said with a deep low voice, eyes narrowed and staring her down.
She heard an explosive muffled giggle from Andelin's direction. Looking towards him, she caught him elbowing the centaur. That centaur turned quickly towards her. He then let out a quick, disgusting snort joining in with Andelin's taunt.
A clearing of throat interrupted their taunt.
The leader was now motioning them forward.
Two centaurs moved towards the building where several were lined up on each side, weapons drawn, facing the leader leaving a pathway between the two formations. They came to a stop right before the leader.
The centaur reached around and grabbed Madi by the waist. She was lifted into the air and brought forward ahead of the centaur. After a moment, she felt a slight pressure towards the middle of her back. The pressure made her dare not move too suddenly.
The leader of this centaur group glances each of them for a moment, looked off towards the distant rugged plateaus and then back to them. She somewhat tentatively reached into a pack at her waist and brought out a book. She seemed to find a section. After a moment of reading, she nodded, and gently closed the book. This time the leader spoke more slower and gently. "You two are guilty of trespassing on ekouinmanus territory. An offense punishable by two years of service. What say you?"
"You can't do this -" she began. Andelin's hand came up as if to block her words.
"We are guilty of tresspassing - yes. However, please reconsider allowing us to have that service in the common defense of both of our nations in a combined war against the plateau dwellers."
His words were simple, slow and gentle, spoken much in the same way that sounded similar to how she had spoken to them.
"I cannot make that decision. It's not within my authority."
"We understand. Please bring it up to those who have such authority."
Madi was beginning to feel the strain and exhaustion of their journey. She had to restrain herself from snapping and loosing control. And that was something she rarely did. But Madi had to say something. "You must. Consider the danger. We must return safety to our borderlands."
The leader cleared her throat a few times and then rubbed her jaw. She seemed to squint, looking inward.
Maybe she will agree at least with those terms, Madi hoped.
They didn't have to wait long for her answer.
"I will bring it up to the elders."
Madi felt an unexpected relief of held back tension - tension that she had forced back with restraint. She let go a deliberately quiet exhale. She briefly closed her eyes.
At least they had hope.
Sometime during their interaction with the leader the chorus had ceased. Now the entire village was in silence.
They were escorted through the village towards another edge of the village. On this other end around a larger building, had other people working around a structure that had piles of straw and dried grasses piled under protective rooftop structures.
There were other people - that weren't centaurs here.
Several off to one side were working with logs. They seemed to be rolling logs up to a pile. Several would come together and then lift the long logs onto a stack. The pile gave off a woody pine odor.
Off in the distance Madi could now hear the sound of hooves walking. The sound increasingly grew louder. Many of those working stopped where they were and looked off into the village empty streets.
Soon lines of centaurs came into view. Ahead walked one centaur dressed in dark clothing. He held a dark lantern in one hand - even though it was daytime. The other hand seemed to hold a dark staff. Behind him three centaurs seemed to be pulling some sort of cart.
The cart turned before reaching where they were. As it turned, Madi could see that a motionless centaur, which seemed to be an elderly one with grey hair, lay on the cart. Madi instinctively lowered her head until the cart disappeared behind the buildings.
[To be continued]
Ramp structures were beside several of the buildings. They seemed to have some sort of -
Off in the distance arose a mighty chorus sung. The sound jarred her from looking around. They were here. Just not in the central village.
[do they head towards the sound? 1; No, also ...
FG 3, Mouth; 2, Sweet.]
They were headed towards one of the larger structures but not towards the chorus sound.
Madi's centaur stopped a little distance away from the structure. Andelin's soon came up and stopped beside her.
He was actually laughing towards the centaur that he was on. How could he- she had to get his attention. "Pss!"
Andelin swung his head towards her and his smile became a more stern.
She mouthed, What, and brought her hands up.
He shield his mouth away from the other centaurs in front of them, pointed towards the large centaur who was now looking forward with a strong erect posture, and whispered, "Nefron's rather humorous."
She heard the the rain drop on puddles below them. Looking towards the his captor, she saw said many things. Humor wouldn't be one of them.
[Does Nefron do anything? 1; No, also..
FG 6, Think; 9, Guess]
Andelin was messing with her during this critical dire situation they were in. How could he be so cruel? She felt her blood pressure rising. Chicken poop! She made a pushing motion towards him in the air, mimicking pushing him forcefully.
The motion shook the centaur she was on. Her captor turned, weapon drawn towards her.
Madi stretched back away from the blade. "Shh!" the brown centaur said with a deep low voice, eyes narrowed and staring her down.
She heard an explosive muffled giggle from Andelin's direction. Looking towards him, she caught him elbowing the centaur. That centaur turned quickly towards her. He then let out a quick, disgusting snort joining in with Andelin's taunt.
A clearing of throat interrupted their taunt.
The leader was now motioning them forward.
[FG 12, Dimension; 11, Liniear]
Two centaurs moved towards the building where several were lined up on each side, weapons drawn, facing the leader leaving a pathway between the two formations. They came to a stop right before the leader.
The centaur reached around and grabbed Madi by the waist. She was lifted into the air and brought forward ahead of the centaur. After a moment, she felt a slight pressure towards the middle of her back. The pressure made her dare not move too suddenly.
[I'll test the new drama escalation rules
Is Andelin able to pursuade her to let them speak to the leader?
This is related to the plot, but is the first test which means it will be at a -4. Each additional plot related roll will receive a +1.
9-4=5 No, however ...
FG 7, Transformation; 3, Reform]
The leader of this centaur group glances each of them for a moment, looked off towards the distant rugged plateaus and then back to them. She somewhat tentatively reached into a pack at her waist and brought out a book. She seemed to find a section. After a moment of reading, she nodded, and gently closed the book. This time the leader spoke more slower and gently. "You two are guilty of trespassing on ekouinmanus territory. An offense punishable by two years of service. What say you?"
"You can't do this -" she began. Andelin's hand came up as if to block her words.
"We are guilty of tresspassing - yes. However, please reconsider allowing us to have that service in the common defense of both of our nations in a combined war against the plateau dwellers."
His words were simple, slow and gentle, spoken much in the same way that sounded similar to how she had spoken to them.
"I cannot make that decision. It's not within my authority."
"We understand. Please bring it up to those who have such authority."
Madi was beginning to feel the strain and exhaustion of their journey. She had to restrain herself from snapping and loosing control. And that was something she rarely did. But Madi had to say something. "You must. Consider the danger. We must return safety to our borderlands."
The leader cleared her throat a few times and then rubbed her jaw. She seemed to squint, looking inward.
Maybe she will agree at least with those terms, Madi hoped.
They didn't have to wait long for her answer.
"I will bring it up to the elders."
Madi felt an unexpected relief of held back tension - tension that she had forced back with restraint. She let go a deliberately quiet exhale. She briefly closed her eyes.
At least they had hope.
Sometime during their interaction with the leader the chorus had ceased. Now the entire village was in silence.
They were escorted through the village towards another edge of the village. On this other end around a larger building, had other people working around a structure that had piles of straw and dried grasses piled under protective rooftop structures.
There were other people - that weren't centaurs here.
[FG 5, smell; 6woody
9, move; 9, roll]
Several off to one side were working with logs. They seemed to be rolling logs up to a pile. Several would come together and then lift the long logs onto a stack. The pile gave off a woody pine odor.
[Are the villagers returning from the wherever they have been? 8; Yes, however ...]
Off in the distance Madi could now hear the sound of hooves walking. The sound increasingly grew louder. Many of those working stopped where they were and looked off into the village empty streets.
Soon lines of centaurs came into view. Ahead walked one centaur dressed in dark clothing. He held a dark lantern in one hand - even though it was daytime. The other hand seemed to hold a dark staff. Behind him three centaurs seemed to be pulling some sort of cart.
The cart turned before reaching where they were. As it turned, Madi could see that a motionless centaur, which seemed to be an elderly one with grey hair, lay on the cart. Madi instinctively lowered her head until the cart disappeared behind the buildings.
[To be continued]
Thursday, June 16, 2016
ABS12: Powers & Magic revisted
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
Current rough magic system: skill based
My first magic system began with two spells - fireball and life heal.
A few weeks ago I switched to skill based magic.
Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].
Considering next power system
I considered this system in a message to one person that I exchange messages with.
I'm just getting to magic more recently, still trying to keep things simple reusing skills and creature abilities as the basis for magic atm. I may switch to an 'adjective', 'verb', and 'noun' system like 'minor destroy fire', 'greater summon earth', or 'fast heal life' tying the parts of a created spell name to mechanics and allow the player to describe the magic visual effects and form. Maybe do that as soon as I have the basic down.
This post I wanted to begin looking how such system may look like.
Here is a chart that I made up. I will place it as an option for now in the system.
[Click to enlarge]
A Basic System 12 (ABS12)
Index of my blog
Current rough magic system: skill based
My first magic system began with two spells - fireball and life heal.
A few weeks ago I switched to skill based magic.
Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].
Considering next power system
I considered this system in a message to one person that I exchange messages with.
I'm just getting to magic more recently, still trying to keep things simple reusing skills and creature abilities as the basis for magic atm. I may switch to an 'adjective', 'verb', and 'noun' system like 'minor destroy fire', 'greater summon earth', or 'fast heal life' tying the parts of a created spell name to mechanics and allow the player to describe the magic visual effects and form. Maybe do that as soon as I have the basic down.
This post I wanted to begin looking how such system may look like.
Here is a chart that I made up. I will place it as an option for now in the system.
[Click to enlarge]
A Basic System 12 (ABS12)
Index of my blog
Labels:
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A Basic System 12,
ABS12,
Adjective,
Noun,
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Sunday, June 12, 2016
ABS12: Merfolk & Satyr, ver 1.05
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12). I've greatly expanded the weapons list. I've changed from a power level creature system to a base statistic system.
New version number
If you haven't noticed, I upped the version now to 1.05 including everything changed or added last week. The current version is much larger than the last version update. I've added a preview text highlighting parts of the game. I added PL0 information. I improved the fighter, magic user, and thief. I've added many creatures which are now playable. And I added the gingerbread person for hit or description location.
Merfolk and satyr added to the creatures or playable races.
[Click to enlarge]
Index of my blog
Wednesday, June 8, 2016
ABS12 Gingerbread Person
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
I wanted to create something to help out with either combat or descriptions using a random one twelve sided dice (1d12). I figure that left or right side could be found by a second roll if needed.
1st roll for part or section.
2nd roll for side
Odd = Left side body part or limb
Even = Right side body part or limb
(3rd optional roll for facing)
Front or back side depends on direction facing. You can do a third roll for odd (front) and back (even) if the facing isn't obvious or for decorative purposes.
Index of my blog
Saturday, June 4, 2016
ABS12: New species, description changes
I removed the speed that was counted double from fighters and thieves. Therefore fighters get 3 build points and thieves get 2 build points to buy verb actions.
I added some more species such as centaurs, scorpionfolk, lizardfolk, giant spider, etc.
In addition I attached the alterations to turn species into different types of that creature. Included is turning any species int a fighter, magic user, healer, and thief by stacking a few more points on top of the regular species stats. This is good for named or main boss type species. I plan on doing more in the future if it turns out okay.
Excuse the naming for alterations. I wasn't feeling creative: fightify, magicify, thiefify (whoops) even misspelled it), and healify. I'm just trying to make all alterations have an 'ify' suffix for now, to keep me from confusing it with the humanoid section.
[Click picture to enlarge]
I added some more species such as centaurs, scorpionfolk, lizardfolk, giant spider, etc.
In addition I attached the alterations to turn species into different types of that creature. Included is turning any species int a fighter, magic user, healer, and thief by stacking a few more points on top of the regular species stats. This is good for named or main boss type species. I plan on doing more in the future if it turns out okay.
Excuse the naming for alterations. I wasn't feeling creative: fightify, magicify, thiefify (whoops) even misspelled it), and healify. I'm just trying to make all alterations have an 'ify' suffix for now, to keep me from confusing it with the humanoid section.
[Click picture to enlarge]
Friday, June 3, 2016
ABS12: PL base statistics
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
Instead of listing every creature by power level, I'd like to experiment having a base skill core for all creatures - which already is in the design - and create all the non-human's descriptions so that they can be created at any PL. Then I'll remove the PL encounter lists that I made per PL, leaving somewhat simple calculations.
I'll also need to make a conditions list such as zombify.
For now, I'll put the top one visual near the description list on top. And the numerical chart will go near the bottom near the entire the entire description list.
A Basic System 12 (ABS12)
Index of my blog
Instead of listing every creature by power level, I'd like to experiment having a base skill core for all creatures - which already is in the design - and create all the non-human's descriptions so that they can be created at any PL. Then I'll remove the PL encounter lists that I made per PL, leaving somewhat simple calculations.
I'll also need to make a conditions list such as zombify.
For now, I'll put the top one visual near the description list on top. And the numerical chart will go near the bottom near the entire the entire description list.
A Basic System 12 (ABS12)
Index of my blog
Thursday, June 2, 2016
ABS12: New weapon list
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
Here is the new weapon list. I haven't made all the rules to go with the weapons yet, such as the ranged. I only have ranged spells, which may be used temporarily. Also I've put weapons in one more damage higher than the starting fighter's sword, which obviously is a longsword. I also need to put in rules about selecting the weapons somehow.
A Basic System 12 (ABS12)
Index of my blog
Here is the new weapon list. I haven't made all the rules to go with the weapons yet, such as the ranged. I only have ranged spells, which may be used temporarily. Also I've put weapons in one more damage higher than the starting fighter's sword, which obviously is a longsword. I also need to put in rules about selecting the weapons somehow.
A Basic System 12 (ABS12)
Index of my blog
ABS12 Special Verb Skills update
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
New version number
New version number
If you haven't noticed, I upped the version now to 1.04 including everything changed or added last week. The current version is much larger than the last version update. I've added the rules and explanations for special verb actions & combat, differentiated description skills, added a build point system, readjusted a few descriptions, opened the game to non-humanoid player characters, made a goal to help decrease rolling against oneself, wrote a large amount of text for the anatomy of verb skill formulas, created a situation roll adjective table, created a damage roll table, and added these special verb skills.
Also at the bottom of the page for the list of updates, I put in version numbers where they change.
Moved Synonyms
I had pasted the synonyms into the middle of the fact generator section. I now moved it up to its proper place below the solo engine.
Also at the bottom of the page for the list of updates, I put in version numbers where they change.
Moved Synonyms
I had pasted the synonyms into the middle of the fact generator section. I now moved it up to its proper place below the solo engine.
Special Verb Skills update
I finally got around to adding these explanations to the special verb skills section. They are from the non-humanoid encounters, and can be used as magic user spells.
immune - when the threat of being harmed by a substance or force, the character has greater resistance or immunity to such instances.
corrupt stare or touch - an attack that damages the soul, life force, or spirit.
drain touch - siphons life damaging the target and absorbing the increasing the attacker's life by the same amount.
fear - if successful and the target loses the roll, they will turn and flee.
firecone - a flaming spray that goes in one direction straight. Each PL increased extends the range one more increment as well as one more damage.
poison - a substance capable of causing illness or death to the target: venom & toxin.
disease - attacks a specific organic system with symptoms without physical injury: illness, sickness, ailment, infection, plague, virus, blight, cantagion.
acid - a dissolving substance.
petrification - organic matter begins to harden and turn to a hard substance such as stone.
A Basic System 12 (ABS12)
Index of my blog
Wednesday, June 1, 2016
ABS12: Description update, Magic User
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
I'm going to apply the data from the other days to the descriptions. I haven't adjusted the four descriptions in the encounter PL0, PL1, PL2 sections yet however, until next creature update. You can do it manually until then.
Biggest changes
Thief decreased covert to 2 and gains 1 life, Fighter decreases speed to 1, Magic User will get 3 build points in another spell or alchemy skill.
Humanoid Species Descriptions:
These are the basic four humanoid species descriptions in many fantasy worlds.
Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, hobgoblins, kobolds
Depending on the game world players may also play using one of the many non-humanoid species found at the back of the game as well. Use those stats for such occasions.
Magic User spells
Magic Users get 3 build points to get new spells besides fireball.
Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].
A Basic System 12 (ABS12)
Index of my blog
I'm going to apply the data from the other days to the descriptions. I haven't adjusted the four descriptions in the encounter PL0, PL1, PL2 sections yet however, until next creature update. You can do it manually until then.
Biggest changes
Thief decreased covert to 2 and gains 1 life, Fighter decreases speed to 1, Magic User will get 3 build points in another spell or alchemy skill.
Humanoid Species Descriptions:
These are the basic four humanoid species descriptions in many fantasy worlds.
Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, hobgoblins, kobolds
Depending on the game world players may also play using one of the many non-humanoid species found at the back of the game as well. Use those stats for such occasions.
Magic User spells
Magic Users get 3 build points to get new spells besides fireball.
Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].
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Labels:
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Monday, May 30, 2016
ABS12: The anatomy of the combat numbers
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
For this post, I wanted to look into what exactly the numbers in the formula mean. This is important to help determine how to describe actions.
For this post, I wanted to look into what exactly the numbers in the formula mean. This is important to help determine how to describe actions.
Minor change
One other change I'm making is removing the PL from PL damage roll, PL Live, and PL defense, which don't seem to make sense anymore.Verb Skill formula portions
1. Situation roll portion
The first roll 1d12, in every type of roll means the situation roll. Situations can vary from good to bad. The first random roll tells you how good current situation about the skill or combat.
Player should describe exactly how the character does something, not just what a character does.
If a character uses a description verb to look for clues, then the player should explain exactly how the player will search for clues. Will they look through all the drawers and cupboards? Having explained how the character will search, the roll can then be performed to describe how lucky fate is with the character in performing the task.
Interpreting the numbers
A 1 is so bad that it's a fumble. A 12 is so good that it's a automatic success.
Describing the situation depends upon what type of action is being performed. Once you have that action in mind, you can describe the situation surrounding the action using adverbs and adjectives in similar degree to the the result rolled. The situation may be environmental. It may include actions of opposing characters. It may include the conditions of the character performing the action.
Above six becomes more positive.
Below six becomes more negative.
Here is a general adjective scale denoting quality and degree for the situation surrounding the how the action is performed.
If as in the prior example, if the character is looking through all the drawers and cupboards looking for clues, and the player roll a three - what does that mean?. A three is very bad. What could a very bad situation mean or look like when searching through cupboards and drawers? It might mean that the character rushes through the search doing a poor job of searching. It might also mean that despite ones great skill, something happens to be covering the thing that the character is trying to find. The first explanation is a more method based or quality of performance rational. Whereas the second one is luck based or quality of the environment. Either way, they both explain and describe a the situation that is very bad.
2. Learned description level and power level experience portion
Both the PL and DL portions are fixed.
The PL represents experience as the character acquires more real world experience. Characters recognize patterns and appropriate methods just by watching life around them. The learn little tricks to help live even doing unskilled and untrained actions easier. They have life knowledge.
The DL represents learned skill. It represents actual study, practice, exploration, teachings, and education. They receive education formally or on the job.
The next portion of the formula appears in combat. It is a special kind of roll called the damage roll.
Offensive roll 1d12 + PL + DL + Damage roll
3. Why is the damage roll added to the offensive roll?
The damage roll represents how viscous and potentially damaging the attack, blow, or strike is. The damage roll is potential damage, rather than actual damage.It represents how deadly the strike could be - how much force and accurate the blow may be. Even with a little lesser luck, a very powerful attack my still do damage if the attack is powerful. Too much of a bad situation will make even a powerful attack miss. Yet a great situation might help a weak attack still hit and do damage depending on the defender's situation.
The lowest damage possible is 1. Even variable damage weapon will at least do 1 point of damage
In damages where even a roll of 1 is made out of 1d12/6, = is all one or the other. There is no fumble or automatic success from the damage roll. Your only trying to find the amount, in this case 1 or 2. It's either one or the
Damage roll is countered with the armor value portion of the defense. The defender offsets the damage roll with their fixed defense which is made up of skill (DL) and experience(PL) plus any armor.
2. Learned description level and power level experience portion
The DL represents learned skill. It represents actual study, practice, exploration, teachings, and education. They receive education formally or on the job.
Offensive roll 1d12 + PL + DL + Damage roll
The lowest damage possible is 1. Even variable damage weapon will at least do 1 point of damage
In damages where even a roll of 1 is made out of 1d12/6, = is all one or the other. There is no fumble or automatic success from the damage roll. Your only trying to find the amount, in this case 1 or 2. It's either one or the
Damage Table
Sunday, May 29, 2016
ABS12: Test play, Game System combat & skill + Solo Game Engine + Fact Generator
ABS12 Solo Game Engine and Fact Generator
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator
ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.
In this session, I want to try planning to test the skill, combat, solo engine, and fact generator all together if possible to see how they work so far. All of them can be found in the ABS12 gaming system.
In the last test I tried a PL1 fighter vs PL1 fighter. In this one I will try a PL1 fighter with a PL0 encounter.
I will set up the game story first. Each step I will show the work of how those ideas were created. Then I will start the story. When I need a decision I'll use the solo game system. For ideas and story, I'll use the fact generator. For combat I'll use the ABS12 combat system.
After the game detailed story I will do an analysis of the game system and story results.
I will end by cleaning up the story and presenting a more readable first draft of the story with minimal editing. This should be easier to read. But first I begin with the story framework.
Genre: I want to this to be a fighter character in a fantasy setting.
Characters:
Dwima the elven fighter PL1
vs
a grunt orc fighter PL0
Roll for Scene Location
Rolling for setting seeds using the fact generator.
I'll roll 4 and see if it's enough.
1d12 = 3 = Taste; 1d12 = 12 = Suck
1d12 = 12 = Description; 1d12 = 7 = Small
1d12 = 4 = Hear; 1d12 = 12 = Background
1d12 = 3 = Taste; 1d12 = 12 = Sweet
To me these two words fit togheter like tasting a sweet fruit. Small, Sweet
And these means hearing something in the distance. Suck, Background
I roll one more time to clearify.
1d12 = 8 = Time; 1d12 = 1 = Stop
Scene Setting
Okay, the scene is that Dwima is outside in an orchard tasting a sweet fruit - a golden juicy peach - when in the short distance he hears the sound of an orc sucking loudly on peaches coming down the rows of peach trees. That sound stops him immediately and he will go into action.
Note on the orc language
When the orc speaks, I will use some of the orc vocabulary and grammar that I made for Aioskoru several months ago, which will be unreadable to others. That is until I publish that orc dictionary sometime in the future.
It was beyond delicious.
The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.
It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.
This is most likely the best food I have ever tasted.
He felt his spirits lifted and having nearly lost his sanity.
"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.
[Does Dwima recognized the orc voice words in his hunger? -2 Somewhat Unlikely in his starved state; 1d12 = 4 - 2 = 2; No, also > Not only does he not recognize the orc's words in his hunger + ]
[Rolling twice for other negative seeds. 5 = Scent, 6 = Woody; 8 = Time, 8 = Old; Old + Woody scent > The scent of the old peach tree orchard wood distracts him as well]
The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.
"This is the best place ever," he shouted and began a dance around amount the fruit trees."
It reminded him of last year's harvest feast, among the myrtle trees.
[The young orc heard the shout and chooses to attack the distracted and slightly insane elf Dwima.
The orc is at an advantage due to the distraction. 1d12 = 5, 1d12 = 6, the 6 is higher.
Offensive roll 1d12 + PL + DL + PL Damage roll
Orc Offensive roll 6 + 0 + 0 (3/3) = 7
Defensive roll 1d12 + PL Defense
Dwima is at a disadvantage due to being distracted.
1d12 = 4, 1d12 = 11, the 4 is lower
Dwima Defensive roll 4 + 6 = 10
The orc's roll is only half way of the possible results - not very good, despite having an advantage.
In addition, the damage portion isn't very good - only 1 out of 4. So obviously, the orc didn't attack well and the situation wasn't great
I roll a quick single time to help explain why.
1d12 = 6 = Think, 1d12 = 8 = Observe
Think, Observe > I interpret this then that the young orc is so focused at hitting the elf that it forgets to to watch it's step.
It does hit Dwima because the 6 exceeded the 4 situation and 2 more skill, but the plate armor easily protected Dwima - only 1 damage to the 4 armor.]
Dwima brought the peach up to -.
He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.
Removing his long elven blade, he prepared to fight back.
The scent of wood receded as Dwima squinted and sized up his would be assailant.
"You son of a troll," he brought sword sideways in an arc.
[1d12 = 9 + 1 + 1 + (1d12=3/3) = 12 attack roll
1d12 = 9 + 4 = 13 defense]
Despite his well place blow, it wasn't enough to penetrate the black stinking plate armor.
[I'm going to drop narration and continue when something happens, focusing on major battle events.
Orc attack 5 + (10/3) = 8
Dwima defense 10 + 6 = 16
Dwima attack 6 + 2 + (5/3) = 9
Orc defense 6 + 4 = 10
Orc attack 5 + (8/3) = 8
Dwima defense 2 + 6 = 8]
After several clash of blades, the orc thrust at his throat.
Dwima panicked and barely was able to turn, to avoid possible death.
The orc was grinning a ghastly smile, fangs dripping with saliva.
His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.
[Dwima 11 + 2 + (8/3) = 15
Orc 6 + 4 = 10
15 - 10 = 5 > 4 = Spectacular success
Orc Life 0.5 - 5 = Dead
Spectacular Success + Kill!]
Dwima jumped forward, swinging his blade before the orc could respond.
He felt his blade crunch into the side of orc's head.
The orc's smile and grin froze. Slowly its face muscles slackened.
He yanked the blade from the skull, and the orc fell to the ground.
The trembling in his hands, briefly gone for that moment, returned.
He dropped his blade and fell to the ground.
[6 = Think, 3 = Apply, what does Diwam learn from this experience?]
I need to be more careful.
That old woody scent now felt threatening.
Sitting under the peach tree looking up, he saw one of the peaches drop towards him.
Reaching up, he caught it with one hand.
He held the peach in the air strong and steady. His trembling had dissipated.
Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.
The peaches are good, but not that good.
After he gathered what was valuable from the orc and eating several more peaches.
He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.
A desperate need to answer questions entered his mind.
What was this orc doing? Do they plan on attacking the villages?
And have they already done so?
He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.
Dwima gathered his gear and headed down the hill towards closest village near the distant river.
Analysis of the Tools
The tools performed pretty well, I think.
It takes me a while to write the bracket material. At first I felt the need to write everything out even the little details to explain the process. As time went by, I created more shorthand form.
The entire setting was a surprise. I added details to try to add significance to orchard.
I figured Dwima would fail, but not by that much. When he did, it forced me to explain how he would be caught totally off guard. That's why I fished for another clue and got the woody scent. So that became my explanation for why he was even more distracted.
The battle, I thought he would take down the orc quicker.
I sort of like how the orc almost hit Dwima.
For more effect, I added my own detail of the 'trembling hands' to help shed a little light on his uncertainty and near broken spirit.
Amazingly the next action was an overwhelming success, which received one of the new rules that I added after last test, the spectacular success. I checked to make sure it was a kill, which at PL 0 is 0.5 Life because they haven't received training yet (I don't think I've updated that in the core book yet). Any damage would have killed this orc.
I one more time and got the think-apply which was a great reminder for Dwima to be more careful and apply what he has learned.
For the rest of the scene I added my own interpretation and wanted to end on a somewhat contrasting and returning back to the beginning with the peach.
I wanted to end the scene with a little bad news - the orc's map. That way the story would have fuel to continue.
Main concern
Mechanic wise, I don't like rolling against myself during combat. It slightly feels like I am fighting myself. I will search out a method to help reduce this feeling.
"Peaches and Blades"
a scene by Ken Wickham
Copyright © 2016
It was beyond delicious.
The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.
It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.
This is most likely the best food I have ever tasted.
He felt his spirits lifted and having nearly lost his sanity.
"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.
The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.
"This is the best place ever," he shouted and began a dance around amount the fruit trees."
It reminded him of last year's harvest feast, among the myrtle trees.
Dwima brought the peach up to -.
He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.
Removing his long elven blade, he prepared to fight back.
The scent of wood receded as Dwima squinted and sized up his would be assailant.
"You son of a troll," he brought sword sideways in an arc.
After several clash of blades, the orc thrust at his throat.
Dwima panicked and barely was able to turn, to avoid possible death.
The orc was grinning a ghastly smile, fangs dripping with saliva.
His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.
Dwima jumped forward, swinging his blade before the orc could respond.
He felt his blade crunch into the side of orc's head.
The orc's smile and grin froze. Slowly its face muscles slackened.
He yanked the blade from the skull, and the orc fell to the ground.
The trembling in his hands, briefly gone for that moment, returned.
He dropped his blade and fell to the ground.
I need to be more careful.
That old woody scent now felt threatening.
Sitting under the peach tree looking up, he saw one of the peaches drop towards him.
Reaching up, he caught it with one hand.
He held the peach in the air strong and steady. His trembling had dissipated.
Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.
The peaches are good, but not that good.
After he gathered what was valuable from the orc and eating several more peaches.
He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.
A desperate need to answer questions entered his mind.
What was this orc doing? Do they plan on attacking the villages?
And have they already done so?
He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.
Dwima gathered his gear and headed down the hill towards closest village near the distant river.
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator
ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.
![]() |
| Picture I made after the story was written. A collage of three images. In the actual story, Dwima has one elven blade not two |
In this session, I want to try planning to test the skill, combat, solo engine, and fact generator all together if possible to see how they work so far. All of them can be found in the ABS12 gaming system.
In the last test I tried a PL1 fighter vs PL1 fighter. In this one I will try a PL1 fighter with a PL0 encounter.
I will set up the game story first. Each step I will show the work of how those ideas were created. Then I will start the story. When I need a decision I'll use the solo game system. For ideas and story, I'll use the fact generator. For combat I'll use the ABS12 combat system.
After the game detailed story I will do an analysis of the game system and story results.
I will end by cleaning up the story and presenting a more readable first draft of the story with minimal editing. This should be easier to read. But first I begin with the story framework.
Genre: I want to this to be a fighter character in a fantasy setting.
Characters:
Dwima the elven fighter PL1
| Fighter | 1 | 1 | Lf 4 | Sp 5 | Def 6 | 1d12/3 | Sword | Rescue+2 | 1 | Speed | 3 |
a grunt orc fighter PL0
| Fighter | 0 | 0 | Lf 0.5 | Sp 1 | Def 4 | 1d12/3 | Sword | Rescue +2 | 0 | Fighting | 0 | Speed | 0 |
Roll for Scene Location
Rolling for setting seeds using the fact generator.
I'll roll 4 and see if it's enough.
1d12 = 3 = Taste; 1d12 = 12 = Suck
1d12 = 12 = Description; 1d12 = 7 = Small
1d12 = 4 = Hear; 1d12 = 12 = Background
1d12 = 3 = Taste; 1d12 = 12 = Sweet
To me these two words fit togheter like tasting a sweet fruit. Small, Sweet
And these means hearing something in the distance. Suck, Background
I roll one more time to clearify.
1d12 = 8 = Time; 1d12 = 1 = Stop
Scene Setting
Okay, the scene is that Dwima is outside in an orchard tasting a sweet fruit - a golden juicy peach - when in the short distance he hears the sound of an orc sucking loudly on peaches coming down the rows of peach trees. That sound stops him immediately and he will go into action.
Note on the orc language
When the orc speaks, I will use some of the orc vocabulary and grammar that I made for Aioskoru several months ago, which will be unreadable to others. That is until I publish that orc dictionary sometime in the future.
It was beyond delicious.
The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.
It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.
This is most likely the best food I have ever tasted.
He felt his spirits lifted and having nearly lost his sanity.
"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.
[Does Dwima recognized the orc voice words in his hunger? -2 Somewhat Unlikely in his starved state; 1d12 = 4 - 2 = 2; No, also > Not only does he not recognize the orc's words in his hunger + ]
[Rolling twice for other negative seeds. 5 = Scent, 6 = Woody; 8 = Time, 8 = Old; Old + Woody scent > The scent of the old peach tree orchard wood distracts him as well]
The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.
"This is the best place ever," he shouted and began a dance around amount the fruit trees."
It reminded him of last year's harvest feast, among the myrtle trees.
[The young orc heard the shout and chooses to attack the distracted and slightly insane elf Dwima.
The orc is at an advantage due to the distraction. 1d12 = 5, 1d12 = 6, the 6 is higher.
Offensive roll 1d12 + PL + DL + PL Damage roll
Orc Offensive roll 6 + 0 + 0 (3/3) = 7
Defensive roll 1d12 + PL Defense
Dwima is at a disadvantage due to being distracted.
1d12 = 4, 1d12 = 11, the 4 is lower
Dwima Defensive roll 4 + 6 = 10
The orc's roll is only half way of the possible results - not very good, despite having an advantage.
In addition, the damage portion isn't very good - only 1 out of 4. So obviously, the orc didn't attack well and the situation wasn't great
I roll a quick single time to help explain why.
1d12 = 6 = Think, 1d12 = 8 = Observe
Think, Observe > I interpret this then that the young orc is so focused at hitting the elf that it forgets to to watch it's step.
It does hit Dwima because the 6 exceeded the 4 situation and 2 more skill, but the plate armor easily protected Dwima - only 1 damage to the 4 armor.]
Dwima brought the peach up to -.
He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.
Removing his long elven blade, he prepared to fight back.
The scent of wood receded as Dwima squinted and sized up his would be assailant.
"You son of a troll," he brought sword sideways in an arc.
[1d12 = 9 + 1 + 1 + (1d12=3/3) = 12 attack roll
1d12 = 9 + 4 = 13 defense]
Despite his well place blow, it wasn't enough to penetrate the black stinking plate armor.
[I'm going to drop narration and continue when something happens, focusing on major battle events.
Orc attack 5 + (10/3) = 8
Dwima defense 10 + 6 = 16
Dwima attack 6 + 2 + (5/3) = 9
Orc defense 6 + 4 = 10
Orc attack 5 + (8/3) = 8
Dwima defense 2 + 6 = 8]
After several clash of blades, the orc thrust at his throat.
Dwima panicked and barely was able to turn, to avoid possible death.
The orc was grinning a ghastly smile, fangs dripping with saliva.
His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.
[Dwima 11 + 2 + (8/3) = 15
Orc 6 + 4 = 10
15 - 10 = 5 > 4 = Spectacular success
Orc Life 0.5 - 5 = Dead
Spectacular Success + Kill!]
Dwima jumped forward, swinging his blade before the orc could respond.
He felt his blade crunch into the side of orc's head.
The orc's smile and grin froze. Slowly its face muscles slackened.
He yanked the blade from the skull, and the orc fell to the ground.
The trembling in his hands, briefly gone for that moment, returned.
He dropped his blade and fell to the ground.
[6 = Think, 3 = Apply, what does Diwam learn from this experience?]
I need to be more careful.
That old woody scent now felt threatening.
Sitting under the peach tree looking up, he saw one of the peaches drop towards him.
Reaching up, he caught it with one hand.
He held the peach in the air strong and steady. His trembling had dissipated.
Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.
The peaches are good, but not that good.
After he gathered what was valuable from the orc and eating several more peaches.
He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.
A desperate need to answer questions entered his mind.
What was this orc doing? Do they plan on attacking the villages?
And have they already done so?
He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.
Dwima gathered his gear and headed down the hill towards closest village near the distant river.
Analysis of the Tools
The tools performed pretty well, I think.
It takes me a while to write the bracket material. At first I felt the need to write everything out even the little details to explain the process. As time went by, I created more shorthand form.
The entire setting was a surprise. I added details to try to add significance to orchard.
I figured Dwima would fail, but not by that much. When he did, it forced me to explain how he would be caught totally off guard. That's why I fished for another clue and got the woody scent. So that became my explanation for why he was even more distracted.
The battle, I thought he would take down the orc quicker.
I sort of like how the orc almost hit Dwima.
For more effect, I added my own detail of the 'trembling hands' to help shed a little light on his uncertainty and near broken spirit.
Amazingly the next action was an overwhelming success, which received one of the new rules that I added after last test, the spectacular success. I checked to make sure it was a kill, which at PL 0 is 0.5 Life because they haven't received training yet (I don't think I've updated that in the core book yet). Any damage would have killed this orc.
I one more time and got the think-apply which was a great reminder for Dwima to be more careful and apply what he has learned.
For the rest of the scene I added my own interpretation and wanted to end on a somewhat contrasting and returning back to the beginning with the peach.
I wanted to end the scene with a little bad news - the orc's map. That way the story would have fuel to continue.
Main concern
Mechanic wise, I don't like rolling against myself during combat. It slightly feels like I am fighting myself. I will search out a method to help reduce this feeling.
"Peaches and Blades"
a scene by Ken Wickham
Copyright © 2016
It was beyond delicious.
The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.
It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.
This is most likely the best food I have ever tasted.
He felt his spirits lifted and having nearly lost his sanity.
"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.
The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.
"This is the best place ever," he shouted and began a dance around amount the fruit trees."
It reminded him of last year's harvest feast, among the myrtle trees.
Dwima brought the peach up to -.
He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.
Removing his long elven blade, he prepared to fight back.
The scent of wood receded as Dwima squinted and sized up his would be assailant.
"You son of a troll," he brought sword sideways in an arc.
After several clash of blades, the orc thrust at his throat.
Dwima panicked and barely was able to turn, to avoid possible death.
The orc was grinning a ghastly smile, fangs dripping with saliva.
His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.
He felt his blade crunch into the side of orc's head.
The orc's smile and grin froze. Slowly its face muscles slackened.
He yanked the blade from the skull, and the orc fell to the ground.
The trembling in his hands, briefly gone for that moment, returned.
He dropped his blade and fell to the ground.
I need to be more careful.
That old woody scent now felt threatening.
Sitting under the peach tree looking up, he saw one of the peaches drop towards him.
Reaching up, he caught it with one hand.
He held the peach in the air strong and steady. His trembling had dissipated.
Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.
The peaches are good, but not that good.
After he gathered what was valuable from the orc and eating several more peaches.
He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.
A desperate need to answer questions entered his mind.
What was this orc doing? Do they plan on attacking the villages?
And have they already done so?
He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.
Dwima gathered his gear and headed down the hill towards closest village near the distant river.
ABS12: Description Build points, Special Verb Actions
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
So far, when I added creatures I tried to convert them over from several other open sources games, using an unofficial conversion system that I have in my head, using general rules that I created after analyzing the Open Gaming License (OGL) data several weeks ago for the black bear. I wrote up a comparison chart of common creatures from different systems months ago for Aioskoru world. Equiped with the list and the general rules that were extracted I converted the creatures using OGL data.
Last night I began to build a spreadsheet to help look at descriptions from a point based system. This may lead to some sort of description creation guidelines. I also included my first sets of creature data, removing the bonuses gained during PL increase.
That chart is shown at the bottom of this post.
DL vs Special Verbs
When I wrote the descriptions initially, it began with the concept that being one of the descriptions, such as a thief, would begin with a DL1 in thieving skills. I realized shortly after that it would be nice to have special skill verbs (abilities, stunts, and powers) built into the overall description. And so I added verbs such as covert stab and covert which can go above and ontop the DL1 bonus.
I realized that I've never added the rules for the special verbs yet. I think I need to more explicitly write in. I am adding the following text to the game.
I changed a few of the titles to special verb skill and DL.
Special Verb Combat action
Offensive roll 1d12 + PL + DL + Special Verb Damage
Special verbs are skills that go beyond the normal DL bonus. They can be thought of as special feats, special abilities, stunts, or special moves. Use the bonus for the special verb on top of the DL for added bonus. For combat, used the special verb damage instead of the standard melee damage for attacks using special verbs.
Skilled Actions
The definition itself is a group of skills defined by the gamemaster or in solo play the player for whatever appropriate for whatever world is being played. Anything that fits in this definition in a game will get a DL bonus. For example. Thieves can do thief skills not mentioned in the special verb skill sections. They may get the basic DL bonus when picking locks - if that is something all thieves do in your game world. Maybe they are good at bar fights. Maybe they have underground connections.
Possible Reduction: 2 covert for the thief
On top I put the 4 character descriptions. Unfortunately for the thief, they may lose one point of covert in order to balance out the descroptions.
[Click to enlarge]
I'm adding this chart to the bottom of the game for future use and comparison. It may change over time. New definitions will be added.
A Basic System 12 (ABS12)
Index of my blog
So far, when I added creatures I tried to convert them over from several other open sources games, using an unofficial conversion system that I have in my head, using general rules that I created after analyzing the Open Gaming License (OGL) data several weeks ago for the black bear. I wrote up a comparison chart of common creatures from different systems months ago for Aioskoru world. Equiped with the list and the general rules that were extracted I converted the creatures using OGL data.
Last night I began to build a spreadsheet to help look at descriptions from a point based system. This may lead to some sort of description creation guidelines. I also included my first sets of creature data, removing the bonuses gained during PL increase.
That chart is shown at the bottom of this post.
DL vs Special Verbs
When I wrote the descriptions initially, it began with the concept that being one of the descriptions, such as a thief, would begin with a DL1 in thieving skills. I realized shortly after that it would be nice to have special skill verbs (abilities, stunts, and powers) built into the overall description. And so I added verbs such as covert stab and covert which can go above and ontop the DL1 bonus.
I realized that I've never added the rules for the special verbs yet. I think I need to more explicitly write in. I am adding the following text to the game.
I changed a few of the titles to special verb skill and DL.
Special Verb Skilled action
1d12 + PL + DL + Special VerbSpecial Verb Combat action
Offensive roll 1d12 + PL + DL + Special Verb Damage
Special verbs are skills that go beyond the normal DL bonus. They can be thought of as special feats, special abilities, stunts, or special moves. Use the bonus for the special verb on top of the DL for added bonus. For combat, used the special verb damage instead of the standard melee damage for attacks using special verbs.
Skilled Actions
The definition itself is a group of skills defined by the gamemaster or in solo play the player for whatever appropriate for whatever world is being played. Anything that fits in this definition in a game will get a DL bonus. For example. Thieves can do thief skills not mentioned in the special verb skill sections. They may get the basic DL bonus when picking locks - if that is something all thieves do in your game world. Maybe they are good at bar fights. Maybe they have underground connections.
Possible Reduction: 2 covert for the thief
On top I put the 4 character descriptions. Unfortunately for the thief, they may lose one point of covert in order to balance out the descroptions.
[Click to enlarge]
I'm adding this chart to the bottom of the game for future use and comparison. It may change over time. New definitions will be added.
Index of my blog
Saturday, May 28, 2016
ABS12: First PL2 encounters and more
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
New version number
New version number
If you haven't noticed, I upped the version now to 1.03 including everything changed or added last week. The current version is much larger than the last version update. I've added the solo game engine, rules from second testplay, the fact generator, changes from the testing of both those tools, synonyms for the solo game engine, the character creation summary, and these PL2 creature encounters.
PL2 Creatures
This is the first of several batches of creatures for power level 2, these are creatures that most games have listed. I'll write the new descriptions verbs (skills & powers) in another post.[Click image to enlarge]
The minor construct although slow is the most difficult end boss type creature.
The giant ant drone and fire drake will be challenging.
Ghostify works with any creature. Non-physical attacks will be removed and one of the 4 special attacks, shown by most powerful to least powerful, will be added. low PL should begin with fear; low-mid drain touch, upper-mid corrupt touch, high corrupt stare. This is because they lack a physical body.
The other two PL charts updated
I replaced the PL0 and PL1 encounter charts with revised charts which have a few changes - mainly adding speed and immunizing some creatures
Note on Zombify
Zombify note change which I noticed didn't match the template. Zombie was going to be a creature, but I decided to make it a template instead but forgot to change the note text.
Zombify works with any encounter. All description verbs are lost in the transformation except physical weapons. This is because they become mindless carnivorous undead.
A Basic System 12 (ABS12)
Index of my blog
Friday, May 27, 2016
ABS12: Character Creation Summary
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
I just wrote up and added the character creation summary.
I also changed 'PL damage' to 'PL damage roll' in the combat rules, now that I have moved to variable damage. It just reflects the changes already made.
Character Creation Summary
I just wrote up and added the character creation summary.
I also changed 'PL damage' to 'PL damage roll' in the combat rules, now that I have moved to variable damage. It just reflects the changes already made.
Character Creation Summary
- Set power level to 1 unless you want to begin the game at a higher PL or 0 PL.
- Pick a description out of the four currently available: fighter, magic user, thief, or healer.
- Set your description level to 1.
- This game considers all humanoid species equal in ability. Record one if you wish with your description. Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, hobgoblins, or kobolds. No benefit will be given for differing species selection.
- Calculate your PL life. At PL 1, this should be 2 + description life bonus if applicable.
- Record the PL1 defense which should be 2 + the defense for your description's armor.
- Record your description's weapon damage.
- Record your character's PL1 speed which should be 2 + any description speed bonus if applicable.
I also added the instructions for offensive roll as:
The attacker rolls twice. Once for the situation (the full amount) and once for the Damage roll calculation. Check the appropriate weapon or spell damage to calculate the PL damage roll amount.
The attacker rolls twice. Once for the situation (the full amount) and once for the Damage roll calculation. Check the appropriate weapon or spell damage to calculate the PL damage roll amount.
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
ABS12 Solo Game Engine and Fact Generator
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator
ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.
After test playing and looking over the ABS12 Solo Game Engine yesterday, it came to me that maybe a list of synonyms for the main engine terms might be helpful. It might help explain the different results using different wording. When I write I try to show the decision points using actions and descriptions, rather than noticeable transitional sentences and conjunctions. But still these concepts are underlying those story actions and descriptions.
ABS12 Game Engine System Synonyms
maybe - perhaps, possibly, conceivably, it could be (that), it may be, it is possible (that), perchance, for all one knows, mayhap, there's a chance
if and only if - on (the) condition that, provided (that), presuming (that), supposing (that), assuming (that), expecting (that), as long as, given that, in the event that, believing (that), judging (that), speculating (that), thinking (that), surmising (that), guessing (that), imagining (that)
unless - except if, save, except on the condition that, except under the circumstance that
however - but, still, yet, though, although, even so, anyway, anyhow, nevertheless, nonetheless, despite that, that said, just the same, all the same, for all that, be that as it may, all the same, having said that, notwithstanding, still and all, regardless, in any case, at any rate, anyhoo
also - and, together with, along with, with, as well as, in addition to, besides, furthermore, plus, too, additionally, further, moreover, on top (of that), over and above that, what's more, to boot, equally, and all, likewise, by the same token
yes - surely, certainly, absolutely, indeed, okay, Ok, of course, naturally, affirmative, unquestionably, assuredly, definitely, obviously, beyond/without question, by all means, without doubt, indubitably, undeniably, irrefutably, indisputably, undeniably, evidently, plainly, clearly, unmistakably, for sure, positively, unequivocally, really do
no - absolutely not, (most) certainly not, of course not, under no circumstance, by no means, not at all, negative, never, not really, nope, uh-uh, nah, not on your life, no chance in hell, no way, no way Jose, nay, not for the moment, on no account, nevermore, not in a million years, when pigs fly, when hell freezes over, on the contrary, denied
ABS12 Solo Game Engine and Fact Generator
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator
ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.
After test playing and looking over the ABS12 Solo Game Engine yesterday, it came to me that maybe a list of synonyms for the main engine terms might be helpful. It might help explain the different results using different wording. When I write I try to show the decision points using actions and descriptions, rather than noticeable transitional sentences and conjunctions. But still these concepts are underlying those story actions and descriptions.
ABS12 Game Engine System Synonyms
maybe - perhaps, possibly, conceivably, it could be (that), it may be, it is possible (that), perchance, for all one knows, mayhap, there's a chance
if and only if - on (the) condition that, provided (that), presuming (that), supposing (that), assuming (that), expecting (that), as long as, given that, in the event that, believing (that), judging (that), speculating (that), thinking (that), surmising (that), guessing (that), imagining (that)
unless - except if, save, except on the condition that, except under the circumstance that
however - but, still, yet, though, although, even so, anyway, anyhow, nevertheless, nonetheless, despite that, that said, just the same, all the same, for all that, be that as it may, all the same, having said that, notwithstanding, still and all, regardless, in any case, at any rate, anyhoo
also - and, together with, along with, with, as well as, in addition to, besides, furthermore, plus, too, additionally, further, moreover, on top (of that), over and above that, what's more, to boot, equally, and all, likewise, by the same token
yes - surely, certainly, absolutely, indeed, okay, Ok, of course, naturally, affirmative, unquestionably, assuredly, definitely, obviously, beyond/without question, by all means, without doubt, indubitably, undeniably, irrefutably, indisputably, undeniably, evidently, plainly, clearly, unmistakably, for sure, positively, unequivocally, really do
no - absolutely not, (most) certainly not, of course not, under no circumstance, by no means, not at all, negative, never, not really, nope, uh-uh, nah, not on your life, no chance in hell, no way, no way Jose, nay, not for the moment, on no account, nevermore, not in a million years, when pigs fly, when hell freezes over, on the contrary, denied
Fact Generator © by Ken Wickham 2016. All rights reserved.
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Tuesday, May 24, 2016
ABS12: Combat Second test
All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).
This is a replicated test of the same test performed in the post Combat first test; Variable damage?; Initiative. I am testing the features implemented since that last test, such as variable damage, to see if it has any effect on the gaming experience.
To build the fighter, the current process is.
PL Life = PL + DL + PL Life bonus
1 + 1 + 2 = 4 PL Life
PL Speed = I'm not quite sure about the formula yet. It may be PL + DL + DL Bonus.
I assigned 4 speed.
Turn 1
This is much different than the instant kill that happened last session. The combat is challenging and an advantage is given to the defender, in the case of the fighter.
Turn 3
Fighter A attacks Fighter B. Attacker A rolls a 1 + 1 + 1 + (9/3) = 6 attack. Fighter B doesn't need to roll a defense because 6 will equal the 6 defense will beat it without even rolling. I don't have any fumble rules yet. This most likely would be a fumble. I will say that Fighter a slips and falls to the ground.
Note to self: Automatic Success: An attacker/skill performer rolling a 1 is an automatic miss or fail. An attacker/skill performer rolling a 12 will hit or succeed unless the defender also rolls a 12, in which case the defender wins.
I want to also test the advantage combat roll now that the Fighter A has fallen down and at disadvantage. Fighter B is at advantage.
Fighter B attacks fallen Fighter A. Attacker B rolls a 1 and ll. At an advantage, 11 is higher. 11 + 1 + 1 + (10/3) = 16 attack. Fighter A attacks at a disadvantage rolling a 8 and 4. At a disadvantage, 4 is lower. 4 + 1 + 1 + 6 = 12. Fighter B's blow of (9/3) damage penetrates causing 3 points of damage. 4PL Life - 3PL Damage = 1 PL Life
Fighter A has 1 PL Life. Fighter B has 2 PL Life.
So far, the advantage and disadvantage roll seems to work. Fighter B would have defended the blow if it was not at disadvantage and taken the first roll of 8.
Note to self: I don't have any rules for correcting disadvantage or standing up. For now, I will just say that correcting a fumble takes one full turn of no attack - in which they can also defend using a regular roll.
Turn 4
Fighter A gets up.
Fighter B attacks the now standing Fighter A. Attacker B rolls a 2 + 1 + 1 + (7/3) = 7 attack. Fighter A can defend regularly and rolls a 3 ... 3 + 6 will be over 7 so It's a miss.
Turn 5
Fighter A attacks Fighter B. Attacker B rolls a 2 + 1 + 1 + (2/3) = 5 attack. Fighter B will automatically defend against the attack.
Note to self: If an attacker cannot exceed over the defense armor, the blow will miss automatically. The defender does not need to roll a defensive roll.
Fighter B attacks Fighter A. Fighter B rolls a 9 + 1 + 1 + (9/3) = 14 attack. Fighter A rolls a 2 + 1 + 1 + 6 = 10 defense. Fighter B's blow of (9/3) penetrates Fighter A's defense easily delivering the killing blow. I think because the blow was 4 over the defense, there should be some spectacular blow.
Note to self: If a combat blow 4 or more over the defense, the blow should be spectacularly cinematic. A cinematic blow would also have applied to the Fighter B hitting in turn 3, although it would not have cause death. This rule may be adjust in the future if 4 or more is too little. It may also be a bad decision when considering the other classes. I'll have to test them out and see if it creates too much of unbalance.
The sword pierces the fighter's chest through the heart burying the blade entirely through the fighter. The heart emerges, stuck on the end of the blade, still pulsing.
Fighter B wins and earns 1 EP for killing a 1PL opponent.
End of Fight
A Basic System 12 (ABS12)
Index of my blog
This is a replicated test of the same test performed in the post Combat first test; Variable damage?; Initiative. I am testing the features implemented since that last test, such as variable damage, to see if it has any effect on the gaming experience.
Getting ready to test a battle
The stats are now.
Fighter Stats
1PL Fighter
Fighter - sword, plate, +2 PL life, +2 rescue, +3 speedTo build the fighter, the current process is.
PL Life = PL + DL + PL Life bonus
1 + 1 + 2 = 4 PL Life
PL Speed = I'm not quite sure about the formula yet. It may be PL + DL + DL Bonus.
I assigned 4 speed.
Test
Battle of two fighters:
Fighter A; 1PL; 4PL life; 6PL defense; 4PL speed; 1d12/3 damage; 2 rescue
Fighter B; 1PL; 4PL life; 6PL defense; 4PL speed; 1d12/3 damage; 2 rescue
Turn 1
Fighter A attacks Fighter B. Attacker A rolls a 12 + 1 + 1 + (7/3) = 16 attack. Fighter B defends rolling a 9 + 1 + 1 + 6 = 16 defense. Tie goes to the defender. Attacker B successfully defends against the attack.
Fighter B now attacks Fighter A. Attacker B rolls a 4 + 1 + 1 + (8/3) = 9 attack. Fighter B defends rolling a 5 + 1 + 1 + 6 = 13 defense. Fighter B easily defends against the attack.
Already I notice that the nature of the combat is much different. No one has hit yet. Hopefully someone will, or else I may have to adjust the system.
Turn 2
Fighter A attacks Fighter B. Attacker A rolls a 9 + 1 + 1 + (6/3) = 13 attack. Fighter B defends rolling a 4 + 1 + 1 + 6 = 12 defense. Fighter A's blow of (6/3) damage penetrates causing the 2 damage. 4PL Life - 2 PL Damage = 2 PL Life.
Fighter B now has 2PL life remaining.
Already I notice that the nature of the combat is much different. No one has hit yet. Hopefully someone will, or else I may have to adjust the system.
Turn 2
Fighter A attacks Fighter B. Attacker A rolls a 9 + 1 + 1 + (6/3) = 13 attack. Fighter B defends rolling a 4 + 1 + 1 + 6 = 12 defense. Fighter A's blow of (6/3) damage penetrates causing the 2 damage. 4PL Life - 2 PL Damage = 2 PL Life.
Fighter B now has 2PL life remaining.
This is much different than the instant kill that happened last session. The combat is challenging and an advantage is given to the defender, in the case of the fighter.
Turn 3
Fighter A attacks Fighter B. Attacker A rolls a 1 + 1 + 1 + (9/3) = 6 attack. Fighter B doesn't need to roll a defense because 6 will equal the 6 defense will beat it without even rolling. I don't have any fumble rules yet. This most likely would be a fumble. I will say that Fighter a slips and falls to the ground.
Note to self: Automatic Success: An attacker/skill performer rolling a 1 is an automatic miss or fail. An attacker/skill performer rolling a 12 will hit or succeed unless the defender also rolls a 12, in which case the defender wins.
I want to also test the advantage combat roll now that the Fighter A has fallen down and at disadvantage. Fighter B is at advantage.
Fighter B attacks fallen Fighter A. Attacker B rolls a 1 and ll. At an advantage, 11 is higher. 11 + 1 + 1 + (10/3) = 16 attack. Fighter A attacks at a disadvantage rolling a 8 and 4. At a disadvantage, 4 is lower. 4 + 1 + 1 + 6 = 12. Fighter B's blow of (9/3) damage penetrates causing 3 points of damage. 4PL Life - 3PL Damage = 1 PL Life
Fighter A has 1 PL Life. Fighter B has 2 PL Life.
So far, the advantage and disadvantage roll seems to work. Fighter B would have defended the blow if it was not at disadvantage and taken the first roll of 8.
Note to self: I don't have any rules for correcting disadvantage or standing up. For now, I will just say that correcting a fumble takes one full turn of no attack - in which they can also defend using a regular roll.
Turn 4
Fighter A gets up.
Turn 5
Fighter A attacks Fighter B. Attacker B rolls a 2 + 1 + 1 + (2/3) = 5 attack. Fighter B will automatically defend against the attack.
Note to self: If an attacker cannot exceed over the defense armor, the blow will miss automatically. The defender does not need to roll a defensive roll.
Fighter B attacks Fighter A. Fighter B rolls a 9 + 1 + 1 + (9/3) = 14 attack. Fighter A rolls a 2 + 1 + 1 + 6 = 10 defense. Fighter B's blow of (9/3) penetrates Fighter A's defense easily delivering the killing blow. I think because the blow was 4 over the defense, there should be some spectacular blow.
Note to self: If a combat blow 4 or more over the defense, the blow should be spectacularly cinematic. A cinematic blow would also have applied to the Fighter B hitting in turn 3, although it would not have cause death. This rule may be adjust in the future if 4 or more is too little. It may also be a bad decision when considering the other classes. I'll have to test them out and see if it creates too much of unbalance.
The sword pierces the fighter's chest through the heart burying the blade entirely through the fighter. The heart emerges, stuck on the end of the blade, still pulsing.
Fighter B wins and earns 1 EP for killing a 1PL opponent.
End of Fight
Analysis
The variable damage has corrected the kill in one swing for the most part, unless the attacker gets very lucky.
This is a better combat than the last one.
I was also able to make a few rule notes to add to the game file: fumble, recovery, automatic miss, and spectacularly cinematic
This is a better combat than the last one.
I was also able to make a few rule notes to add to the game file: fumble, recovery, automatic miss, and spectacularly cinematic
Attack Speed
At some point I would like speed to affect how quickly a character attacks instead of just doing turn based actions. This would set up the ability to haste based on magic or potion as well - which would help the wizard. It's something to consider. I'm not just sure how one would be simple to implement.
Summary
The combat I think is better than the first trial. Some issues still need to be addressed or explained. I also have to test two different Descriptions to see how the system works balance wise.A Basic System 12 (ABS12)
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