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]
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 Skill. Show all posts
Showing posts with label Skill. Show all posts
Saturday, June 4, 2016
ABS12: PL0 info added
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
I added PL0 to the charts that I recently made.
Also I adjust this info near the bottom with the encounter information.
0 PL, 0DL represents an unlearned species. Only gives 1 to life, speed, and defense as well as the basic weapon, natural weapon, armor, and essential functional verbs not derived by training or development. Do not add any verbs derived from any kind of training. They do not receive such basic training until PL1.
Labels:
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ABS12,
Attack,
Beastiary,
Character,
Defense,
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Verbs
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
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
Tuesday, May 10, 2016
Story vs RPG Part 3: Character Information
Story vs RPG Series
Story: Elements
Story vs RPG Part 2: Main Characters - Protagonist, Antagonist, PC, NPC
Story vs RPG Part 3: Character Information
Story v RPG Part 4: Potential Pitfalls of using a RPG session for a Story.
Story v RPG Part 5: Personality Types
Story v RPG Part 6: Alignment, Morality, and Ethics
Story vs RPG Part 7: Character NeedsStory vs RPG Part 8: Character emotions
Story vs RPG Part 9: Lies - Our characters darkest secrets
Story vs RPG Part 10: Setting - cultures
Story vs RPG Part 11: Pair Dynamics
Story and Game Structure: Storylines
Story vs RPG Part 12: Larger groups - conformity & deviance
If you like this series support it by buying it today for kindle all in one file and without advertisement. Available in most countries that Amazon supports.
This is the third post in this series. It will first look at the character tools of RPGs and story writing: character sheets and profiles. It will look at the similarities and the differences. It will then consider challenges in converting from one to the other, focusing on what information may be lacking.
Character Sheet vs Profile
At first it seems naturally easy.So you want to take a character from a game into a story or the other way around.
Doing so may be harder than it may appear.
I'll start with RPGs because characterization for them is more obvious and standardized than in writing stories. This information pertains to main characters mostly: role-playing games (RPGs) - player characters (PCs) and non-player characters (NPCs); Stories - protagonist, antagonist, supporting characters such as mentor, sidekick, hero, heroine, villain, antihero, seductress, storyteller, fool, etc.
RPG Character Sheet
A small image of the official D&D Basic Char
Normally in RPGs each character will have a character sheet, which has information describing the character. Such information normally includes the name and stats to represent values to that character. The values might represent amount of lifeforce, supernatural power, natural abilities (such as strength, dexterity, etc.), learned skills, unusual talents, disadvantages, and species traits. In addition, clothing, armor, equipment, money, and other tools might be recorded as well as less functional cosmetic items and features that represent something to show individual taste for that character. The games vary somewhat, but most of the time just by knowing one system you are somewhat familiar on reading other system character sheets.
Alignment and Personality
The main way to differentiate character personality is by alignment or a personality type if the game system has such functions. Alignments sort of are short descriptions of character motivation, decision making, and an indicator of behavior. Some games may include deity or belief system information which helps describe the character to help the players think as the character would when deciding what to do in different situations.
Backstory
Sometimes a backstory is written that further helps define the RPG character, however it's normally optional.
Story Character Profile
A sample of character profile information
Keeping track of character information in writing helps creativity and when editing the story. Sometimes the information is called a character profile or character bible - which I will use in this post to differentiate from RPGs. Or it might just be notes, in a notebook, or a file on the computer.
Varied Author Techniques
In writing stories, character information is more varied. Different authors use different techniques. Most fiction writing instructional sources teach that it is best to keep track of character information in order to keep your characters consistent. It is easy to forget some aspect of a character that you wrote in an earlier part of the story and wrote something else in a later part of the story.
Story Character Information
Name and Physical description
Like RPGs character information normally begins with the character name. You may even include a short description of the character's role in the story. Physical descriptions may be written down so that you don't accidentally change the character's hair or eye color or something easily forgotten like that.
Personalities
Some writers use character personality types. They may use archetypes, Myers Briggs, enneagram, a person that they know, or other personality type systems. Personality helps create a more realistic character if differences are added to make the characters less stereotypical and cliche.
Backstory
Most writing sources mention to write some backstory information about each main character, even though that information might not actually be used in the story. Main events that occur from birth to the character's current age may be written down. All of this backstory and main events help to determine the character's belief system, core belief values, triggers for motivation, emotional makeup - all which helps to determine the motivational drives that leads to ambition and character goals. It will help to flesh out the conflict based on different characters having conflicting wants, needs, and desires.
Another important information most systems included is to create relationship connections. How do the characters relate to one another?
RPG & Story Character Info Similarities
Some of the information between the two media seems similar. The both record character sheets and profiles have names, physical traits, and information for abilities and roles in the cast of characters.RPG & Story Character Info Differences
Some of the information differs at least in stating what is more important and the depth of such information. I will point the differences that I see based on details first - numerical vs description - and then focus - victories vs failure. Following that, I will examine some troubles when converting from one to the other.Numerical vs Description/Details
RPGs generally are more numerical so that the values can influence probability when influencing random probability. Abilities are more important in games. Whereas story writers normally have more depth, details, and descriptions in their character bibles. Motivation for actions, decisions, and behavior becomes more important in stories.Victories vs Failure focus
RPG characters are trying to maximize victories by using their higher value abilities or tactics, even in the face of challenges. Story characters focus on conflict - normally a series of failures, setbacks, and struggles - until the final hopeful victory at the climax of the story. Or it may end tragic.Converting from a Story to a RPG
Existing Game SystemsIf you are trying to find a game system to run your story world, there are many systems, each highlighting different facets of interaction and actions. If you don't know what system you are trying to convert your story into, you'll need to take time to compare each one or to ask around for suggestions. Speak with your most knowledgeable tabletop gamer friend or acquaintance. Or head to a RPG forum or online group to ask for suggestions.
Numeric Values & Abilities
Many times the character profiles for a story is very detailed with backstory. In converting over to a game numeric values need to be assigned to the character for abilities. Story writing isn't as systematic and point based, so attention may be required to restricting the character to an allotted point system. Many times the story profile doesn't even cover some of the abilities that the character will end up having in the game. For example, a romance novel may focus on how charismatic or intelligent a character is, but not how strong or quick they are. So possibly some thought and analysis may be needed when addressing details not written in the profile.
Experience and Level
Games may run on a system of levels. Because of this, you may have to consider the background information and figure out which of those experiences may have cause your character to level. If so, what level would that character be at the beginning of the story. Many systems allow the characters to improve their abilities as they increase in level from experience.
Remaining Background
The character profile will most likely have details that do not transfer over to the character sheets, such as a lot of background story. That information however helps flesh out the character to be more dramatic and have their own character voice. You can add that character story on to the end of the character sheet.
Converting from a RPG to a Story
Character DepthThis is, to me, much harder than converting a story character to a RPG character. The main reason being that most characters are extremely shallow, showing too little in terms of depth and background. Unless the player has gone out of their way to add those details in background, details that come from random or picked background options in systems is normally on the first layer of details needed to write believable plots and conflicts. Dark secrets, weaknesses, and disadvantages may have to be added to a character without blemish. Character relationships may have to be constructed, showing how different characters connect to them. Most character sheets are made to highlight strengths rather than to reveal dark secrets, weaknesses, and relationships needed to create a compelling story.
Character Personality
Because of this, new character motives, desire, personality, and background events may have to be written to deepen the shallow character facade. What does the character believe, know, wish for, need, and desire? If all one has is an alignment, details showing how that alignment fits in with the character's past and personality may be explained. Exceptions in the form of dark secrets may reveal time periods that are great in stories when the character doesn't follow the alignment or personality.
Character Voice
After the depth of the character is revealed, finding and honing in to the character voice may be needed. In game, the players voice acts and substitutes for the character. With the information gained from digging deeper, the personality can reveal a more consistent and less cliche character voice.
In the next post
In the next post I may compare alignment to archetypes, Myers Brigg, and enneagram if I have enough time to finish it quickly. If not it may be something else.
ABS12 system
Labels:
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Attributes,
Basics,
Character,
Conflict,
Disadvantages,
RPG System,
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Stories,
Talents
Tuesday, May 3, 2016
Latest additions: description levels, fireball, PL 0, 1 encounters
All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).
Latest rule additions
Here are the latest additions added to the current ABS12 system. See the page for the complete system so far.
Description Levels
Latest rule additions
Here are the latest additions added to the current ABS12 system. See the page for the complete system so far.
Description Levels
Much like PL, a description will have levels called Description Levels (DL). The Description Level chart shows titles that may be assigned to the description. The DL is also the description bonus which modifies actions that fall under the descriptions.
Speed- the speed of a character used for Initiative and movement is PL + bonus from description (if no bonus is shown then there is no bonus).
Speed- the speed of a character used for Initiative and movement is PL + bonus from description (if no bonus is shown then there is no bonus).
fireball- the magic user summons a fireball that is thrown at opponents. The range difficulty is used to see if the magic user can target the opponent accurately. They must equal or exceed the difficulty target number.
EP for failed and successful skill attempts
Failed skill attempts give 1 EP per degree of difficulty beginning at 1EP for Very Easy to 6EP for impossible. Successful attempts give double, 2EP per degree of difficulty beginning at 2EP for Very Easy to 12 EP for impossible.
PL 0 Opponents
Healer; 0.5 PL life; 3PL defense; 1PL speed; 2PL damage; 0 PL life heal +6
PL 1 Opponents
Healer; 1 PL life; 4PL defense; 2PL speed; 3PL damage; 1 PL life heal +6
A Basic System 12 (ABS12)
Index of my blog
PL 0 Opponents
Fighter; 2PL life; 4PL defense; 3PL speed; 4PL damage; 0 PL rescue gives +2 defense
Magic User; 0.5 PL life; 1PL defense; 1PL speed; 1PL damage; 0PL fireball 6PL damage [or maybe 1d12/2]
Thief; 0.5 PL life; 2PL defense; 3PL speed; 3PL damage; 0 PL covert attack 3PL damage[or maybe 1d12/4], +3 covertMagic User; 0.5 PL life; 1PL defense; 1PL speed; 1PL damage; 0PL fireball 6PL damage [or maybe 1d12/2]
Healer; 0.5 PL life; 3PL defense; 1PL speed; 2PL damage; 0 PL life heal +6
PL 1 Opponents
Fighter; 3PL life; 5PL defense; 4PL speed; 5PL damage; 1 PL rescue gives +2 defense
Magic User; 1 PL life; 2PL defense; 2PL speed; 2PL damage; 1PL fireball 6PL damage [or maybe 1d12/2]
Thief; 1 PL life; 3PL defense; 4PL speed; 4PL damage; 1 PL covert attack 3PL damage[or maybe 1d12/4], +4 covertMagic User; 1 PL life; 2PL defense; 2PL speed; 2PL damage; 1PL fireball 6PL damage [or maybe 1d12/2]
Healer; 1 PL life; 4PL defense; 2PL speed; 3PL damage; 1 PL life heal +6
A Basic System 12 (ABS12)
Index of my blog
Sunday, May 1, 2016
A Basic System 12 (ABS12) Part 2: Basic rules: skills, unskilled, combat, and power actions
The ABS12 needs some rules. Although I provided mechanical structure, I need to add process or procedure to those mechanics. These rules are written much like the first set of mechanics. No evaluation nor judgement will be made until they are tested. For now, they are just raw untested formulas and ideas.
They will be added to the current overall page.
A Basic System 12 (ABS12)
For actions not covered by definitions, use the PL only to modify rolls. This means that your experience of living and advancing helps you with everything, but that you do not receive an expertise bonus.
For actions covered by definitions, use the Pl and the Definition Level to modify rolls. This means that in addition to your experience of living and advancing you also receive expertise bonus for learning more about those types of actions.
Defensive roll 1d12 + PL + Definition Level + PL Defense
Whichever total is highest, wins. Ties we will say goes to the defensive person.
If the Offensive attacker exceeds the defensive defender, then the defender is damaged. Reduce the PL Life temporarily by the weapon PL Damage amount. If the PL Life is reduced to zero, the defender is dead.
Power roll 1d12 + PL + Definition Level
We will just say that the only requirement is to be able to see the target to launch a fireball or heal a player. The difficulty for range of spells will be in 10 feet increments beginning with Very Easy (roll 3 or higher0 up to 10 feet from the caster. For a fireball, the defender may make a defensive roll.
A Basic System 12 (ABS12)
Index of my blog
They will be added to the current overall page.
A Basic System 12 (ABS12)
Skills
Characters and opponents need to perform tasks or actions in a game. These skilled actions can either be something not covered by skills learned, covered by skills learned, combat action, or spell used.Unskilled action
1d12 + PLFor actions not covered by definitions, use the PL only to modify rolls. This means that your experience of living and advancing helps you with everything, but that you do not receive an expertise bonus.
Skilled action
1d12 + PL + Definition LevelFor actions covered by definitions, use the Pl and the Definition Level to modify rolls. This means that in addition to your experience of living and advancing you also receive expertise bonus for learning more about those types of actions.
Combat action - to hit
Offensive roll 1d12 + PL + Definition Level + PL DamageDefensive roll 1d12 + PL + Definition Level + PL Defense
Whichever total is highest, wins. Ties we will say goes to the defensive person.
Combat action - damage
Defender PL Life - Weapon PL DamageIf the Offensive attacker exceeds the defensive defender, then the defender is damaged. Reduce the PL Life temporarily by the weapon PL Damage amount. If the PL Life is reduced to zero, the defender is dead.
Power action
Power roll 1d12 + PL + Definition LevelWe will just say that the only requirement is to be able to see the target to launch a fireball or heal a player. The difficulty for range of spells will be in 10 feet increments beginning with Very Easy (roll 3 or higher0 up to 10 feet from the caster. For a fireball, the defender may make a defensive roll.
A Basic System 12 (ABS12)
Index of my blog
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