Wednesday, March 10, 2010

Monday, March 8, 2010

Betadventure

Train Job

Get on the train from the Aqueleon City station.
Switch out a painting on display in the 5th car with a fake painting.
Get off the train before the train goes over the Kaiawa Bridge.

Friday, March 5, 2010

F-R-Y-Day

Gunna work on my Beta Adventure.

Ill use it to test various mechanics, char-gen, combat, and eventually MAGIC!
With a single adventure I'll be able to use it on several groups and get feedback to get a well rounded idea of what the high and low points of the game are.

Also I'm gunna watch the Original Dracula w/ Bele Legosi the weekend. WOOT!

Thursday, March 4, 2010

Solar Beam is Super Effective!

Ok, so there was some trepidation about how I want to do Crits.

Critting in D&D most often requires a 20. This is a 5% chance. Then you have to confirm the crit. This depends on the AC of the baddie, lets say its 16. So thats a 25% chance of a 5% chance.

So that means you have to roll a 20 THEN a 16,17,18,19,or 20 That works out to a 5/400 chance. Or 1.5%

Now when I say three of a kind in "Spider" I mean three of anything 2,2,2; 5,5,5; anything.

So that's a 6/216 chance or 2.7%

so really the odds of critting are better because, like a nat20 you don't have to actually beat the defence score if you roll triples. And you dont have to confirm the Crit.

Anyway, thats what we're going to beta with.

Wednesday, March 3, 2010

Two steps forward

Ok, so I touched on this earlier.

Saving throws are becoming,

Force
Finesse
Fortune
(With thanks to Rob Donahue)

You use the Force ST when you are trying to overcome a situation by force, either physical or mental.

You use the Finesse ST when you are trying to wriggle out of a situation.

You use the Fortune ST when you have to rely on pure luck.

Tuesday, March 2, 2010

And now for some Gamblin'

So a staple in westerns is the gambler. Unfortunately I've not seen an RPG handle gambling very well. Making it it's own skill seems like such a cop-out, so I think I'm going to do it this way.

Gambling

1)Decide on Stakes. .50c/ Hand; $1.00/ Hand; $5.00/ Hand; Etc.

2)Everyone makes a raw Luck check (3d6 + Luck Modifier) This is to represent the fortune in the game. The higher your result, the better your hand of cards is..

3)PC makes Perception check vs. the Opponent’s Persuasion check to try and determine how good a hand of cards the opponent has by watching for tells. This check is opposed by the opponent’s ability to keep from tipping his hand. If this check is successful, then the PC learns whether or not the opponent’s hand is better than his.

4)(Optional) PC makes Persuasion check vs. Opponent’s Perception. This optional step lets the PC either try to make the opponent fold or to make the opponent put in more money. If the opponent folds, then the PC wins half of what the pot would be. If the opponent raises, and the PC wins, then the player wins the pot x1.5

5) Both sides show results of Luck Check, winner takes the pot. The last step comes when both sides show their hand. (unless one of the sides folded) The player with the higher Luck check wins the pot. The pot is determined by the difference between the Higher Luck check and the Lower Luck check multiplied by the Stakes.

(Had to edit this, Blogger Wacky formatted it after I posted. Sorry if it is incomprehensible)

Monday, March 1, 2010

Scratch That

Ok This is how it's going to work.

Race W gets 15 Vitality Points at first level, plus 1 point for every character level
Race X gets 13, plus 1 point for every character level
Race Y gets 13, plus
Race Z gets 10, plus

Damage effects your Vitality 1:1. No weird math.
If you Crit (Roll three of a kind) the damage goes straight to your Wound Points.

Once you take any Wound Damage, you are Staggered.

If you move on your turn, you get a +1 to your AC until your next turn.