Barely 24 hours and I'm already revising my plans ... ;3
Basic "types", whether large or small:
Felines
Canines
Ungulates
Reptilians
Avians
Draconics
Gryphs
Small types only:
Lagomorphs
Rodents
Large types only:
Ursids
... of course, if someone really really wants a midget bear (or giant hamster!) there's probably no reason to say no under most circumstances ~
I want dinosaur- and pterosaur-like critters but haven't decided yet how to deal with those ... maybe a variable "ornithodiran" category. Overlaps in a few places with other types, though. Hrm.
Small therion get an extra special ability to make up for their lowered stats. All critters will have an ability to have Weird Shit [tm] -- as soon as I work out the system ;3
A little place to brainstorm and possibly work out rules for a little thing called the Therion RPG
Showing posts with label brainstorming. Show all posts
Showing posts with label brainstorming. Show all posts
Sunday, July 18, 2010
Saturday, July 17, 2010
a few thoughts on combat and magic
Naturally, these are some of the very cloudy parts at the moment.
However, I'm leaning towards two actions being allowed in a round/turn/whatever-term-I-wind-up-using; one from the human and one from the beast. This may be an attack, a defense, or a miscellaneous action.
A defensive action would raise Armour by a certain amount that segment.
Miscellaneous actions for beasts would be fairly limited, unless the beast in question has special abilities. Miscellaneous actions for humans could include talking, manipulating objects, readying a weapon ...
Magic is something I want to have available but relatively low-key; flexibility, not reams of specific spells (shocking, I know!). Perhaps a pool of "mana points" to draw on per day, based off of a stat; perhaps something to be rolled for (I like the points idea better at the moment).
- How to gain magic? By a penalty to another mechanic. Whether it's lowering of the permanent health stat, one or more stat scores being lower than normal, or some other mechanic, magic always has a price.
However, I'm leaning towards two actions being allowed in a round/turn/whatever-term-I-wind-up-using; one from the human and one from the beast. This may be an attack, a defense, or a miscellaneous action.
A defensive action would raise Armour by a certain amount that segment.
Miscellaneous actions for beasts would be fairly limited, unless the beast in question has special abilities. Miscellaneous actions for humans could include talking, manipulating objects, readying a weapon ...
Magic is something I want to have available but relatively low-key; flexibility, not reams of specific spells (shocking, I know!). Perhaps a pool of "mana points" to draw on per day, based off of a stat; perhaps something to be rolled for (I like the points idea better at the moment).
- How to gain magic? By a penalty to another mechanic. Whether it's lowering of the permanent health stat, one or more stat scores being lower than normal, or some other mechanic, magic always has a price.
therion: beasts
The therion (beasts) are probably best described in broad categories, at least mechanics-wise. That would allow for maximum customization in-game for appearance, behaviour, and possibly even any special tricks.
The categories I'm looking at so far:
Feline
Canine
Avian
*Cervid
*Equid
Reptilian (Archosaurian?)
* these are really too narrow for my liking, but until I can think of suitable substitutes for Perissodactyla and Artiodactyla ...
And if I want to get fancy:
Draconian
Gryph
... though "draconian" at least could probably be lumped under Reptilian.
- Beasts may or may not be sapient depending on the specific game being played, but for the sake of the mechanics at least an ability to be well-trained is assumed
- Beasts will possess a basic attack and a special ability (rake, gore, etc etc)
- One possibility is smaller and larger beasts: smaller critters have lower stats but an extra ability
- "Exotic" abilities (special attacks unusual for the beast type, a spell, or stranger) may be gained by leveling/training/special items/special quests?
The categories I'm looking at so far:
Feline
Canine
Avian
*Cervid
*Equid
Reptilian (Archosaurian?)
* these are really too narrow for my liking, but until I can think of suitable substitutes for Perissodactyla and Artiodactyla ...
And if I want to get fancy:
Draconian
Gryph
... though "draconian" at least could probably be lumped under Reptilian.
- Beasts may or may not be sapient depending on the specific game being played, but for the sake of the mechanics at least an ability to be well-trained is assumed
- Beasts will possess a basic attack and a special ability (rake, gore, etc etc)
- One possibility is smaller and larger beasts: smaller critters have lower stats but an extra ability
- "Exotic" abilities (special attacks unusual for the beast type, a spell, or stranger) may be gained by leveling/training/special items/special quests?
stats
Always a tricky subject. I don't want to just borrow D&D stats.
One possible setup:
STR(ength): brute power; lifting, carrying, breaking, hitting
DEX(derity): ability to manipulate objects, tinker
AGI(lity): speed, maneuverability
FOR(titude): physical "oomph"; ability to roll with punches, survive poison and disease
MIN(d): cleverness, aptitude, ability to catch on fast
They could be rolled for (how many dice? what kind?) but a point-spread is appealing. Possibly starting with a certain number across all scores + a small pool of points to distribute, with a stat cap.
Other stats:
- Armour. Should it start at a certain value, or not? The former allows for a base Armour for a human and other options for beasts
- Attack Value. Should vary by mode of attack (weapon type, beast attack) if at all possible. Perhaps all beasts have a default value but some have a "special attack" as their particular trick.
- Hit Points. Or Wound Levels. Or something. This one needs the most thought of all, at the moment ... Two pools to track? A combined pool?
One possible setup:
STR(ength): brute power; lifting, carrying, breaking, hitting
DEX(derity): ability to manipulate objects, tinker
AGI(lity): speed, maneuverability
FOR(titude): physical "oomph"; ability to roll with punches, survive poison and disease
MIN(d): cleverness, aptitude, ability to catch on fast
They could be rolled for (how many dice? what kind?) but a point-spread is appealing. Possibly starting with a certain number across all scores + a small pool of points to distribute, with a stat cap.
Other stats:
- Armour. Should it start at a certain value, or not? The former allows for a base Armour for a human and other options for beasts
- Attack Value. Should vary by mode of attack (weapon type, beast attack) if at all possible. Perhaps all beasts have a default value but some have a "special attack" as their particular trick.
- Hit Points. Or Wound Levels. Or something. This one needs the most thought of all, at the moment ... Two pools to track? A combined pool?
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