FireoftheMonkey
Grim Reaper
- Joined
- Mar 1, 2010
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So thinking about gaming and play by post games I like Both sides of the adventure's stats because they give you a nice set up of ways to over come challenges. But it has an issue in the the villain chooses which stats are applicable to the challenge isntead of letting the player creatively use their status or deal with the threats in a way they want. So I'm gonna start with the stats for it because I feel any rp system should be interesting for character creation.
Force - This is brute force, or more apptly named the direct approach. Fighting an enemy, overpowering a wrestler, blasting them with your most direct damage spell. All of these are force effect. A character with a high force stat would be very direct, they handle their problems in the most direct approach.
Finesse - This is being flexible, this is the sneaky apprach. Sneaking past an enemy, hitting them where it hurts most, focused strikes, a spell that deals with foes from a safe distance. It is direct in the sense that it is not working around the problem, but in general it's solving the problem in a common way that keeps you more safe. Choosing your spots as opposed to rushing in sword and dick swinging wildly.
Fabricate - Funky word for it but it's really out thinking your opponent. Essentially getting past the trial or task in a way that utilizes your mind instead of direct prowess. Spells like invisibility or CC would fit here, as well as spells that solve the problem in a different way. Like creating a box to lock away the minotaur as oposed to out manuvering him or just out fighting him.
Fuck / Fornicate - Depending upon how fancy you want your verbage to be for the stat. It's using your sexual prowess or general lewdness to your advantage. Distractions by poping your tits out of your top mid fight to distract the enemy. There are a bunch of ways to utilize this particular stat but really it is just a measure of your characters level of perversion.
Finally we come to the players HP, this is a stat that is completely optional. If you want the losing point mechanically for them, not needed but useful none the less.
Either way all characters start with five points of will power and can boost that as they gain levels, or with starting stat points. Every time a chracter fails a challenge they lose a will power. No base rules for losing more then one per challenge but still if you wanna go with it, honestly I think it's good because the average dungeon is going to be probably about eight to ten challenges then the boss fight, if your doing really well you'll make it through with WP to spare, if not well you lose.
How do we do the rolling is simple, everything is handled by a d6 to give a more consistent rolling base. But the base DC for any challenge is 5, and this goes up by one for every level the player has. so a level 3 character would have a base DC of 8 per challenge which could change per the DM's discretion.
How the dice works is simple if the characters force is zero and the DC is 5 then the roll of a 5 or a 6 on the dice passes. Anything else causes one point of damage. Every point in a stat puts a minus on the DC, so if she has two points of force and the DC is 5. It goes like this 5-2=3 So she needs to roll a three or better. This also means that force get have a total of something like ten and if your stat is only 3 then no matter where the dice lands you still fail. Due to it just being out of your characters reach by that method.
So characters are put together like so, as a level zero character you have five points to distribute over the five stats and add to will power. Every level you get five more points, sounds simple enough honestly. I may in the future add feats or perks for completing quests and getting gear which would be bonuses to stats or allow things like a single reroll on a force check giving you two chances to hit a number that gives the character a win.
So on to the villain, I like the both sides villain vrs a heroine idea. But base line the villain is really running the adventure for the heroine to fight through. A villian as ten stages to work with before a boss fight, every boss fight won should ALWAYS give the player a level. Over the course of the dungeon every encounter totaled together means the dungeon should have a zero based modifier.
Getting a bit ahead of myself lets talk about modifiers. If all challenges were at five or the base DC it would be boring as shit, so every challenge the DM can move the rating of each stat's solution to the problem up or down. But the total needs to equal either zero, negative one, or one. I'll give an example as this is getting confusing to talk about.
Standard challenge kill goblins, this one is going to be shown as all three of these states for the example.
Force - base 5+2 making the total for that stat 7,
Finesse is unchanged,
Fabricate is at 5-4 coming to 1
Fornicate is at 5+2 so again 7.
We see there that the bonuses are +2+2-4+0=0 This is a level zero challenge for the dungeon. The basic for running, for an easier encounter it looks like this.
Force - 5+1
Finesse - 5
Fabricate - 5-4
Fornicate - 5+2
here we have +1+0-4+2=-1
This is an easy challenge for the heroine to pass.
A hard one is exactly what you would expect
Force - 5+2
Finesse - 5
Fabricate 5-4
Fornicate - 5+3
Giving us +2+0-4+3=1
This is a hard encounter.
The reasons for all these changes are completely in the DM's hands and should be used to push the heroine but not outright counter her. That being said you have no way to know which stat she will pick so even with this if she chooses wisely she can breeze through without an issue.
Beyond that for descriptions, setting, character stuff it should all be really open and in the hands of the DM and player. I have not had a chance to playtest this yet but hopefully I can soon, any changes and the perks I have intention of adding later will come then. Give me any feedback you like again this is in kinda alpha stages so hopefully I got everything across I wanted to get across.
Force - This is brute force, or more apptly named the direct approach. Fighting an enemy, overpowering a wrestler, blasting them with your most direct damage spell. All of these are force effect. A character with a high force stat would be very direct, they handle their problems in the most direct approach.
Finesse - This is being flexible, this is the sneaky apprach. Sneaking past an enemy, hitting them where it hurts most, focused strikes, a spell that deals with foes from a safe distance. It is direct in the sense that it is not working around the problem, but in general it's solving the problem in a common way that keeps you more safe. Choosing your spots as opposed to rushing in sword and dick swinging wildly.
Fabricate - Funky word for it but it's really out thinking your opponent. Essentially getting past the trial or task in a way that utilizes your mind instead of direct prowess. Spells like invisibility or CC would fit here, as well as spells that solve the problem in a different way. Like creating a box to lock away the minotaur as oposed to out manuvering him or just out fighting him.
Fuck / Fornicate - Depending upon how fancy you want your verbage to be for the stat. It's using your sexual prowess or general lewdness to your advantage. Distractions by poping your tits out of your top mid fight to distract the enemy. There are a bunch of ways to utilize this particular stat but really it is just a measure of your characters level of perversion.
Finally we come to the players HP, this is a stat that is completely optional. If you want the losing point mechanically for them, not needed but useful none the less.
Either way all characters start with five points of will power and can boost that as they gain levels, or with starting stat points. Every time a chracter fails a challenge they lose a will power. No base rules for losing more then one per challenge but still if you wanna go with it, honestly I think it's good because the average dungeon is going to be probably about eight to ten challenges then the boss fight, if your doing really well you'll make it through with WP to spare, if not well you lose.
How do we do the rolling is simple, everything is handled by a d6 to give a more consistent rolling base. But the base DC for any challenge is 5, and this goes up by one for every level the player has. so a level 3 character would have a base DC of 8 per challenge which could change per the DM's discretion.
How the dice works is simple if the characters force is zero and the DC is 5 then the roll of a 5 or a 6 on the dice passes. Anything else causes one point of damage. Every point in a stat puts a minus on the DC, so if she has two points of force and the DC is 5. It goes like this 5-2=3 So she needs to roll a three or better. This also means that force get have a total of something like ten and if your stat is only 3 then no matter where the dice lands you still fail. Due to it just being out of your characters reach by that method.
So characters are put together like so, as a level zero character you have five points to distribute over the five stats and add to will power. Every level you get five more points, sounds simple enough honestly. I may in the future add feats or perks for completing quests and getting gear which would be bonuses to stats or allow things like a single reroll on a force check giving you two chances to hit a number that gives the character a win.
So on to the villain, I like the both sides villain vrs a heroine idea. But base line the villain is really running the adventure for the heroine to fight through. A villian as ten stages to work with before a boss fight, every boss fight won should ALWAYS give the player a level. Over the course of the dungeon every encounter totaled together means the dungeon should have a zero based modifier.
Getting a bit ahead of myself lets talk about modifiers. If all challenges were at five or the base DC it would be boring as shit, so every challenge the DM can move the rating of each stat's solution to the problem up or down. But the total needs to equal either zero, negative one, or one. I'll give an example as this is getting confusing to talk about.
Standard challenge kill goblins, this one is going to be shown as all three of these states for the example.
Force - base 5+2 making the total for that stat 7,
Finesse is unchanged,
Fabricate is at 5-4 coming to 1
Fornicate is at 5+2 so again 7.
We see there that the bonuses are +2+2-4+0=0 This is a level zero challenge for the dungeon. The basic for running, for an easier encounter it looks like this.
Force - 5+1
Finesse - 5
Fabricate - 5-4
Fornicate - 5+2
here we have +1+0-4+2=-1
This is an easy challenge for the heroine to pass.
A hard one is exactly what you would expect
Force - 5+2
Finesse - 5
Fabricate 5-4
Fornicate - 5+3
Giving us +2+0-4+3=1
This is a hard encounter.
The reasons for all these changes are completely in the DM's hands and should be used to push the heroine but not outright counter her. That being said you have no way to know which stat she will pick so even with this if she chooses wisely she can breeze through without an issue.
Beyond that for descriptions, setting, character stuff it should all be really open and in the hands of the DM and player. I have not had a chance to playtest this yet but hopefully I can soon, any changes and the perks I have intention of adding later will come then. Give me any feedback you like again this is in kinda alpha stages so hopefully I got everything across I wanted to get across.