I'm getting close to my first draft of the character creation mechanics and I think it is worth outlining some of my ideas around "health", skills and traits in my system.
The characters in BTTL won't have a hit point or health counter as you might see in other rpg system. A player's overall "health" is instead tied to a stat called Breath and their Characteristics.
Breath is your character's ability to act during intense situations. Damage taken by the character is first applied to their Breath before it is subtracted from the appropriate Characteristic. Characters may choose to spend their breath to take more drastic actions during combat, use combat abilities, or to cast spells.
Once a player reaches zero (0) breath, any additional damage is applied to the appropriate characteristics.
At the conclusion of combat or a strenuous activity, characters may rest for ten minutes to "Catch their breath" and restore their points.
Characteristics represent a character's innate abilities, their physical capability, and mental acuteness. Characteristics are comprised of two numbers, which when added will total 20. If you are familiar with games like Call of Cthulhu or D&D, then this would be the closets representation to a Skill in one of those systems.
The purpose of the two number system is to be able to establish a Difficulty Check (DC) score for characters to roll against yours as well as a Saving Through score for a character to roll against themselves. Characters will only roll dice if they are the ones taking an action. They will either roll to beat another character’s DC or roll a ST roll if there is a risk to themselves.
You might be asking why, for these two numbers? The reason is to maintain a "roll above" system while maintaining some sort of target number that is directly tied to the character in the challenge. I could have kept the math simpler by having players roll under for one type of stat and roll above for another, but while doing a quick survey with my personal play groups, my players just didn't like roll under systems. They wanted to "roll 20" for success.
The example below will exaplain a common example of how the system is expected to work.
Player 1 rolls 3d6 for their character Elsa's Strength, Dexterity and Fortitude with the following results: 11, 13 and 5.
Characteristic | DC Check | Saving Throw |
---|---|---|
Str | 11 | 9 |
Dex | 13 | 7 |
Frt | 5 | 15 |
A thief is trying to pickpocket Elsa, but Elsa is pretty dextrous meaning that she has a high chance of detecting the thief trying to pickpocket her. The thief will roll 1d20 and must beat Elsa’s DC of 13 in order to be successful. The thief rolls a 9 and is caught by Elsa. The thief turns and makes a run for it sprinting across a roof top and jumping to the next building.
Elsa pursues the thief and makes a jump across the gap between the buildings. This is a dangerous jump so Elsa will need to make a Saving Throw to see if she makes it. She needs to roll a 7 or higher on her Dex to successfully make the jump. She rolls an 11 and successfully jumps over the gap.
Over the winter holiday I had a chance to sit-down and really crank through some of the ideas I had in my head and complete my first draft of the combat system.
You can find the complete v0.1 document over on Github and Google Drive, but I'll try to summarize some of the concepts and what I am trying to do with combat.
One of the things that will immediately jump out to you when you read through the design document is the Combat Grid. I have been pondering on this concept for a few months, trying to figure out how to combine a few different ideas into a single system.
I knew from the outset that I didn't want to use the common battle-mat and map layout that you see in D&D. This is partially attributed to the fact that I very frequently play those games so I am personally just sick of that mechanic. I also wanted to explore another way to represent the characters in combat. I have played "theater of the mind" in several RPG systems and more often than not, I have found that my players never are able to full grasp the concept. They always lose track of whom is engaged with whom, and the distances characters are from each other.
How could I find some way to get in-between both systems? How could I have something that is simple and streamlined at the table but at the same time could give some sort of visual representation of where characters are in relation to each other?
The solution actually came from chess, which several of my regular players are really involved in. I knew from the outset that my combat was going to have players all take their actions at once and then have enemies all take their actions at once. This provided for a common mechanic similar to chess that just seemed to "click" for me. Once I had that idea down, I was able to expand from there to allow for a fairly tactical system that doesn't get bogged down in measuring combat distances in feet.
Characters can act in combat lanes and can have their "stance" represented by the column they are in. I think there is enough information provided her to give people an idea of where and what they are doing in combat without having to spend five minutes on each of their turns trying to measure out 60 feet of movement. Playtesting I suppose will see if my assumptions play out as much as I hope.
I would love to get some feedback from anyone who would like to provide a comment either on Github or on the Google Doc linked above.
]]>I'm taking some heavy influence with this statement from the OSR (Old School Renaissance) community and the concept of "Your Sheet Has No Answers". The idea of specific skills revolves around the discussion about where is the line drawn between the character and the player. If you look at some modern game designs such as 5e, Pathfinder, or even Call of Cthulhu, the character sheets are filled with skills and abilities. In my experience players will often approach a situation, assess it, and then ask their GM if they can roll some dice to gather information or do a task.
Let's open our conversation for "Beyond the Torchlight" by walking through some of the design concepts that I am using as my basis for this project. I have not designed an RPG system before, but as with any project I believe you have to start out answering the question, "What problem am I trying to solve"?
Welcome to this blog. I don't know exactly how you found your way here, but I hope you have come to this place to find out a little bit more about this little RPG project.