Showing posts with label basic rules. Show all posts
Showing posts with label basic rules. Show all posts

Friday, October 12, 2012

Savage Odyssey Prime: Portal Operation...

Good Afternoon, All:

Because it's such an integral part of a Savage Odyssey Prime campaign, I feel that I need to take a moment to talk about the game mechanics of operating a portal device. Much of this is inspired by the D20 rules found in the core rulebook, but where I feel I can, I'm applying the "Fast, Fun, Furious" mindset of Savage Worlds to make it easier to remember and easier to use.

Portal Operation
While understanding how portals truly operate requires a great deal of scientific knowledge, the actual operation of a portal relies on the proper use of computers to run the necessary calculations. Operating a portal device, such as the Sherman Ring, requires a Knowledge (Computers) check. Reference the Portal Calculations Time Table to determine the time needed to perform the necessary calculations and operations, and the the Portal Operation Modifiers Table to determine the modifiers for the check. A "guide marker," such as an ancient script with deciphered coordinates, or a detailed star chart, helps the operation of the portal. If two or more people attempt to control the same portal device, then they must make Opposed skill checks to determine who succeeds, with checks modified as per the Portal Operation Modifiers Table.

Table: Portal Operation Check Results
  • Raise: On a Raise, the portal opens as desired, connecting the origin portal device with the destination portal device.
  • Success: On a Success, the portal opens, but suffers a Portal Off-Target Mishap.
  • Failure: On a Failure, the portal does not open.
  • Critical Failure (Or Modified Results Of 0 Or Less): On a Critical Failure (or a modified result of 0 or less), the portal suffers a Portal Error.

The amount of calculation time for determining coordinates depends on the power of the computer. The Portal Calculations Time Table provides the basic information for common systems used to attempt such efforts.

Table: Portal Calculations Time
Equipment UsedTime
Notebook Computer1 hour
Desktop Computer/Wrist Portal Monitor30 minutes
Advanced Computer/Command Portal Monitor15 minutes
“Smart” Computer5 minutes

Table: Portal Operations Modifiers
Equipment UsedModifier
Notebook Computer+0
Desktop Computer/Wrist Portal Monitor+2
Advanced Computer/Command Portal Monitor+4
“Smart” Computer+6
Destination
Same galaxy+0
Different dimension/time-2
Let’s Do This Faster/Slower
Half the time-2
Double the time+2
Miscellaneous
Per additional portal device operating within 500 miles on the same planet-2
Using an alternate world gate on Earth-2
Possess a useful guide marker+1
Possess an excellent guide marker+2

Table: Portal Off-Target Mishap
d10Mishap
1-3Destination location off target by 1d4 miles (1d12 for direction).
4-5Destination location off target by 1d10x20 miles (1d12 for direction).
6Destination location off target by 2d6x500 miles (1d12 for direction).
7Another planet entirely.
8Destination time off target by 1d12 years (50% past/50% future).
9Destination time off target by 1d10 decades (50% past/50% future).
10Destination time off target by 1d8 centuries (50% past/50% future).

Table: Portal Error
d10Error
1-2Explosion deals 3d6 damage to all within 10 squares, and is stuck open for 2d6 hours.
3Everyone within 10 squares of either gate must make an Agility-2 trait check or be sucked to another world.
4-8The gate opens to the correct world, but 2d10 miles off target. The complement gate cannot be activated for 2d10 hours.
9-102d6 creatures each are gated in to the origin and destination sites when the portal is activated.

Hopefully, these rules should be easy to implement once we get used to them. The underlying assumption is that the successful operation of the device still has problems, which is why a Raise grants you no side effects. Most of the modifiers are positive, so they build toward a successful and uneventful trip. If you rush things, or operate under conditions that strain the fabric of reality, then things potentially get bad quick. Otherwise, it should be pretty straightforward.

Enjoy,
Flynn

Wednesday, February 22, 2012

Traveller: A Brief Synopsis of the Rules...

Good Afternoon, All:

A few years ago, I ran several Mongoose Traveller adventures at Gen Con. The beauty of the system was that I could provide a character in a very small stat block, leaving the rest of the page for a brief synopsis of the task resolution rules, as well as some basic combat tables to hit minimize rule lookup during the game.

Below is the brief overview of task resolution that I provided my players at those games. I believe it helped significantly with moving things along. So it occurs to me that perhaps others might benefit from using this or a similar presentation of the rules for their own Traveller One Shots.

Core Mechanic
The core mechanic of Traveller is very similar to other popular roleplaying
games:

2d6 + modifiers >= 8


Roll 2d6, add your modifiers to the roll, and the result should equal or exceed 8 in order to succeed.

Die Roll Modifiers (DMs)
There are three primary modifiers that are applied to each die roll.
1. Ability Score DM: Each die roll is typically modified by a specific ability score.

Ability ScoreDM
1-2-2
3-5-1
6-8+0
9-11+1
12-14+2
15-17+3
etc.etc.


2. Skill Level DM: Each die roll is modified by a specific skill level.
3. Difficulty Level DM: Each die roll is modified by the difficulty level of the task as set forth by the Referee (another name for the Gamemaster). Difficulty level is often set by the current circumstances surrounding the attempted action.

Difficulty LevelDM
Simple+6
Easy+4
Routine+2
Average+0
Difficult-2
Very Difficult-4
Formidable-6


If a difficulty is not stated, assume that the action is of Average difficulty
(which means there is no modifier to the die roll based on difficulty level).

Special Circumstances
There are several special circumstances that should be mentioned: Unskilled
Tasks, Hasty Tasks and Cautious Tasks.
1. Unskilled Tasks: If you are attempting a task that requires a skill you do not have, then you suffer a -3 penalty on your skill check.
2. Hasty Tasks: For each step on the time frame table faster, you suffer a -1 DM on your skill check.
3. Cautious Tasks: For each step on the time frame table slower, you gain a +1 DM on your skill check.
4. Multiple Actions: For each additional action in a single round, you
take a -2 DM to all skill checks.

Effect: The Degree of Success or Failure
The Effect, or the degree of success or failure, is determined by the amount
of your die roll total above or below the target number of 8. In combat, you may add your Effect to your damage on a successful attack.

With Regards,
Flynn

Friday, July 01, 2011

Sword & Planet: First Thoughts on Skills...

Good Morning, All:

In my overview of the character creation process, I indicated that I would be using skills in these suggestions. In essence, a skill check is simply an ability check, with a bonus for being trained in the use of the skill. It's the same system as I currently use in MyD20 Lite, which is:

Skill Check: d20 + CLM + Stat Mod + 5 (for being trained) >= Difficulty

CLM (Class Level Modifier) is equal to half your character level, rounded down. Since I'm effectively making 3rd level characters into 1st level, that translates the CLM for Sword & Planet games to equal one plus half your character level, rounded down. I'll put that on the chart next to XP for easy reference.

The Difficult ratings for MyD20 allow for a lot of variety, but I think it can be simplified a little more for a Sword & Planet game.

Table: Skill Difficulties By Task Description
DescriptionDifficulty
Simple10 (or Auto)
Average15
Difficult20
Very Difficult25
Nigh Impossible30

Of course, we will need to consolidate the skill list to only those things that a "man of action" should need. Any skill that requires downtime without leading to potential adventure needs to go, and such can be assumed by the GM based on character background and ability checks. Let's focus on stuff we can use that makes adventures move forward. With that in mind, I present the following short list of skills to choose from.

Acrobatics (DEX)
Athletics (STR)
Bluff (CHA)
Craft (INT)
Healing (WIS)
Legerdemain (DEX)
Lore (INT)
Perception (WIS)
Persuasion (CHA)
Piloting (DEX)
Riding (DEX)
Stealth (DEX)
Streetwise (CHA)
Survival (CON)
Tactics (INT)

Some of these could be collapsed even further, but I think I'm good with the list above. One of the biggest changes I've made, as you can see, is to move Survival from a Wisdom-based skill to a Constitution-based skill. Most Survival situations tend to deal more with endurance than insight, and I wanted to have at least one skill that was based on Constitution.

I've also shrunk all of the knowledge-type skills into one overriding skill called Lore. In most of the Planetary Romance novels I've read, those that had a lot of knowledge tended to be well-educated in many things, not just one topic in particular. In other words, if the author needed someone to provide information, it was the same character each time, even if the topics weren't really related except that they required extensive book-learning to pick up.

I've combined flying, sailing and land-based vehicle control into the single skill of Piloting, because most settings tend to emphasize one over the other two, and so one skill killed three birds, so to speak. Again, if a character (such as the hero of the tales) were talented in one, he was often talented in them all. Alternately, you could combine land-based vehicles such as wagons and chariots with Riding, and keep Piloting for water and air-based craft, since both typically use similar navigation techniques.

Intimidation, taunting and diplomacy all fall under the general category of Persuasion. Streetwise is kept separate to reflect the general ability to carouse and gather information, as well as "street smarts", which I think is distinctive enough in terms of character concepts to deserve its own skill. You could always combine the two if you feel differently, though.

I figure that I'm going to give skills out as follows:

Table: Number of Skills by Character Class
ClassSkills
Expert4 + INT modifier
Mystic2 + INT modifier
Warrior2 + INT modifier

Bear in mind that, at the moment, I'm looking at having one of the skills being selected when a character takes a Profession. Alternately, I can allow the Profession to give a bonus skill and still allow more customization for characters with an extra skill option. So long as it doesn't take forever to build a character. It always seems that the more choices a player has, the longer it takes to create a character. I think every group has that one guy who agonizes over every choice and takes forever. I hate to aim such that I take that guy into account, but I think it's a good goal to keep in mind if I want this to be quick and easy, so we can get to gaming that much more quickly.

At any rate, this is the Skills section, briefly covered. Next up, I should probably go over the classes in a little detail, as well as the Professions I envision adding to them as options. Then I'll cover some basics regarding Equipment (including firearms of various sorts), cover Powers for Mystics and then jump in with some World of Samardan background pieces to cover the races as a lead-in to the mini-setting. At least, that's my intentions regarding rules.

Or should I just jump into the world, and cover the rules as I need them?

With Regards,
Flynn

Monday, March 28, 2011

MyD20 Lite: Basic Rules (or Levels 1-5)...

Good Evening, All:

I've finally got off my duff and created a rough draft of a "Basic Rules" PDF for MyD20 Lite that focuses on just character levels 1-5. I've done what I can to remove elements above 5th level, but I'm hoping that there's still enough here to show the merits of the system for those that might be interested.

You can find the MyD20 Lite Basic Rules here:
MyD20 Lite - Basic Rules

And best of all, it's free!

Enjoy,
Flynn