I'm going to try modifying this chart for use with ranged weapons for the time being.
Movement Speed - Difficulty - Target numbers - Range for spells
0 - Very Easy - 3 - 10 ft or 3 m
1 - Easy - 6 - 20 ft or 6 m
2 - Moderate - 9 - 30 ft or 9 m
3 - Hard - 12 - 40 ft or 12 m
4 - Very Hard - 15 - 50 ft or 15 m
5 - Impossible - 18 - 60 ft or 18 m
Ranged Target Number Multiplier
Use the chart above except multiply the ft or m distance by the modifier for the appropriate weapon.
net x 0.25
dagger x 1
handaxe
light hammer
shortspear
dart
trident
shuriken
bola
blowgun x 1.5
javelin x 2
sling
handcrossbow
light crossbow x 4
shortbow
longbow x 10
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 Weapons. Show all posts
Showing posts with label Weapons. Show all posts
Thursday, August 11, 2016
Friday, July 8, 2016
ABS12 : 5 new descriptions: Hunter, musician, disciple, elemental, and druid
All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).
[click to elnarge]
A Basic System 12 (ABS12)
Index of my blog
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
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.
Sunday, May 8, 2016
ABS12: Weapons and Armor reevaluation and changes
All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).
New version number
If you haven't noticed, I upped the version now to 1.01 including everything changed or added last week. The current version is much larger than the first page written down in the first post of this series.
Change in focus this week
The project will switch now to more analysis and comparison to other systems for a while. This post will address the weapons and armor. Is the numbers accurate for damage and defense in the order presented originally. I don't want to develop the system further without reexamining the balance of offensive and defensive weapons.
Prior information
Here is what I had made prior to today for weapons, damage, and armor.
WeaponsStaff - +1 PL damageRunning the numbers through the Open Systems presented in my black bear post, I will make some weapons changes.
Mace - +2 PL damage [or maybe 1d12/6 ]
Dagger - +3 PL damage [or maybe 1d12/4]
Sword - +4 PL damage [or maybe 1d12/3]
Scaling Damage1 damage = 1
1d12/6 = 1 or 2
1d12/4 = 1 to 3
1d12/3 = 1 to 4
1d12/2 = 1 to 6
(1d12*3) /4 = 1 to 8
1d12 = 1 to 12
1d12 + (1d12/2) = 2 to 18
2d12 = 2 to 24
3d12 = 3 to 36
4d12 = 4 to 48
ArmorCloth - +1 PL defense
Leather - +2 PL defense
Chain - +3 PL defense
Plate - +4PL defense
Dagger according to all the games, should be the lowest. The other weapons very in different systems, especially staff and mace. So I will make those two my own order. I also decided to stick with the scaling damage instead of the static damage number - so I remove those static numbers except for the lowest weapon.
The changes in the dagger may make me reevaluate the thief's stats, choice of weapon, and covert attack damage.
But I will do the definitions reevaluation another day.
Revised Weapon
Weapons
Dagger - 1 PL damage
Staff - 1d12/6 PL damage [or 1d2]Mace - 1d12/4 PL damage [or 1d3]
Sword - 1d12/3 PL damage [or 1d4]
Defense
The armor looks good enough so no changes will be made. Most of the systems had cloth at 0. For now I will let cloth give some protection. I think that cloth would help protect against some forms of scrapes and scratches - very minor type wounds. As well as some temperature type damage from the cold or wind.
Future modern and magic weapons on the damage scale
Keeping the damage for ancient and medieval weapons allows for expansion for modern and futuristic type weapons. I am going to reserve the next three damage scale levels for more modern weapons such as guns or magic. And then the highest ones for futuristic such as lasers and high magic
Next post in this series
The next post will probably reevaluate the PL Life system, now that I have a little more accurate and variable weapon damage system.
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