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Post by oversoul on May 13, 2006 20:23:39 GMT -5
I want to start talking some about what I intend to do with it. The system as is will not be changed. My goal with v4 is not to rewrite the game but to give the chuckers a few extra options. All the new rules can be add or ignored depending on what the chuckers want. I will start with two of the additions. I would like to hear yall's opinion about them.
Critical success and failure
This is one have been giving some consideration for a long time. Any time you roll your Pool and the dice show all 6s it is a critical success. If the roll is all 1s is a critical failure. Critical success or failure is regardless of an PDs in the Pool. So you would automatically succeed or fail.
Bonus for undraftable 6s
I was always bugged by skill (Attributes) overriding natural ability(the Character Pool) You could roll super well with a CP:5 and only be able to draft 2 dice!!! Recently I came up with the idea of adding a bonus to the draft total for additional dice scoring 6 beyond what you can draft. This is off course barring all the dice in the Pool do not score 6s, then the above critical success rule applies.
Also I want to open this up to any ideas anyone else has. Post them, lets discuss them.
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Post by foobaer on Jan 24, 2009 13:10:26 GMT -5
Hi,
to encourage chuckers to more often try something where they are inept, I'd like to suggest the following:
First time you succeed at an inept roll this will be considerd luck for the character. The chuckers write this down so that don't forget it. Second (or third) time he / she succeeds at the same attribute it shows the charcter has learned this attribute. They can then write it on their character sheet as attribute level 1.
Or would this make the character too strong too fast? What do you think?
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Post by oversoul on Jan 26, 2009 4:33:58 GMT -5
Your idea is interesting but I have to say I do feel it may make a very powerful character much quicker than intended. But you make a good point about wanting to encourage chuckers to try inept rolls more often.
How about this instead: Every 4 or 5 times a character succeeds at an inept roll roll they gain an experience point. I worded it so that it does not have to be the same type of inept roll, any inept roll will do for this because the character is gaining life experience. I will make this an option that the Dice Monger can then to decided to allow XP to be earned this way or not and thus controlling the rate of advcance ment in the game. Plus if it is used the chuckers can decide to use this for advancement or added in as a bonus to another roll.
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Post by hitokiri on Aug 6, 2009 18:07:03 GMT -5
Here are some crazy ideas.
For critical hits, why not make a critical power die that is cheap to purchase. Expecting anyone to roll all 6's gets less and less probable as characters advance. Or make it as a draft option that if you can draft all 6s then you succeed. I think that with both my and your solutions there are few chances for failure.
Another crazy idea is a kind of metagame thing.
You have your CP. Why not gamble it? Some players would shun away from such things, but everyone would consider it when the moment is right. You could call out ahead of time how many dice you are gambling. Naturally the amount you draft and gamble can't exceed your CP. Then you roll. Failure results in loss of the dice, while success results in a pretty serious advantage/advancement for the ballsy character who went all out.
Of course these are extremely rough ideas. Nothing more than food for thought.
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Post by hitokiri on Aug 6, 2009 18:11:12 GMT -5
Something else I would like to have brought into consideration, though I haven't got any thoughts myself.
I personally think that the Toughness Levels and such don't scale well with long-running games. Maybe I am not getting something, but it seems that if the average Toughness is 6 and players have been playing for a long time, and have fairly high pools and Attributes, then drafting a 6 would become trivial.
I think of this being particularly a problem in combat.
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Post by oversoul on Aug 6, 2009 19:16:24 GMT -5
I really like your idea of a critical success die, its a novel concept perfect for DC. As well I am intrigued by the idea of gambling, though I could see it working better if a player straight out offer up some dice for instant successes.
I can see your concern with the TNs at higher levels, my problem is that in every game this is a problem. It is ususally handled by throwing tougher monsters at the characters and the same is true here. The difference is in those games you normally do not score a hit. IN Dc you mayscore the hit but not the damage with ALs.
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Post by hitokiri on Aug 6, 2009 21:04:55 GMT -5
I know DC has survived a long time without many formulas, but how about this for calculating the TN for getting hit. You have the average TN of 6 +/- any modifiers + your CP.
That might sound extreme, but lets pretend for a moment. Take the zombie which has a CP of 5. That would make its average TN 11. A pretty tall order. Why would it be a tall order? Maybe because it is offsetting the damage you could potentially do due to its unrelenting nature. Then you have the dragon, a CP of 10 making the TN a 16. Not so much more significant than the zombie. Why? Because it is a huge target. That doesn't make it a slouch. Just means that the Dragon's AL will make it harder to hurt.
Take Joe Schmoe on the street. CP of 3, making the TN 9. He's got a certain amount of difficulty of hitting, but not terribly.
It is just another idea that gives character's rough combat abilities to scale up with them.
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Post by oversoul on Aug 8, 2009 4:01:06 GMT -5
I have been thinking about this alot for the past day. I understand what you are saying but what I was having trouble with is why. If I am understanding you, you are coming at this from the point of view that it is too easy to beat certain creatures.
Its funny most of the suggestions that I have is in regards to the creatures being to hard to beat.
I have a couple of concerns about your proposal. First let me say as I state in the rules, that I feel hitting and damage are directly related...most of the time. In the case of the zombie this is exeplified. A zombie in my games are mindless slow creatures, they always attack directly. This creature is not hard to hit, but because of its nature it is hard to kill. So changing the rules to make it harder to hit does not make much sense. But in the case if the dragon with its thick armor like scales, hitting it does not always mean hurting it.
OK here is my take on it. Characters and creatures need some sort of bonus to reflect their natural ability to attack and defend. For a creature's defense this is easy, natural ALs and a perk that adds to the TN to hit them. These could be used sepeately for certain certain creatures or togther, depending. I am not sure basing this off of CP would work. CP reflects a lot of things about a character and in some instances, such as the zombie, I feel it would be a unfairly high modifier.
For chucker characters, it is even easier. I am thinking of adding a new option to advancement chart, of raising a character's natural DL or AL by +1 (Character's would also begin play with a +0 to both) I am also thinking that I will make it so XP can now be used for a temporary 1 round spike in DL or AL of a character at a 1XP for +1 bonus.
I am hoping this might address both sides of the coin, for those that think combat is too hard or too easy.
Thoughts?
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Post by hitokiri on Aug 12, 2009 21:44:52 GMT -5
I like the idea of spending Exp to buy points for your AL or DL. My main concern for everything was that it seemed as though attacking was an easily defined attribute that would grow with you, but defending yourself wasn't so clear.
I wish I could playtest these ideas more than just harassing the forum with them. Hopefully I'll join a group again soon.
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Post by oversoul on Aug 14, 2009 3:35:44 GMT -5
I can see your point. It is a bit cloudy in the rules but defense can be an attribute just like attacking. I never intended for reactionary rolling in DC but a character could have a parry attribute or perk that could turn a standard combat into an opposed task instead of the attacker just rolling and the character taking their lumps. for that matter the parry perk could be applied to the attackers DL giving him a -1 penalty, if you wanted to go the none rolling root.
In DCv4 I will have to spend some time rewriting the combat section to make this very clear.
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Post by hitokiri on Sept 7, 2009 23:00:26 GMT -5
Here's an idea I read from another RPG that could do with a bit of borrow/tweak DC style.
Characters can be better defined by their Philosophy, Reaction, and Intent/Goal.
Philosophy is a simple one line describing their character's core belief. Reaction is a simple one line description of how the character reacts to situations. Intent/Goal is a personalized goal/intention that character wants to see through in the current session/adventure/easily broken down thing.
Basically these items could be used by DMs to create more personal situations as well as reward better RP.
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Post by oversoul on Feb 8, 2010 16:42:46 GMT -5
I have let this sit too long so to revitalize DCv4 here is a list of things that are as of now going into it - Critical Success and Failure
- Bonus for undraftable 6s
- 1XP for 5 successful inept rolls
- A critical hit PD
- bonus DLs and ALs for monsters
- +1 modifiers to DLs and ALs of characters on the Advancement Chart
- Clarification and example expansion in the combat section
- simplified combat option
- an expanded general list of attributes, perks, and quirks
I am not sure how many DC fans still visit the forum but if anyone has any further suggestions or comments I would love to here them.
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