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  • File: 1332865380.jpg-(132 KB, 612x792, ShellShock cover.jpg)
    132 KB AG93 03/27/12(Tue)12:23 No.18476775  
    yo, /tg/, who wants a free RPG syste based on Ghost in the Shell and Metal Gear Solid?

    im currently assembling it for my own campaign and i figure i might as well make it available to you guys. who's in?
    >> Anonymous 03/27/12(Tue)12:27 No.18476808
    gief plox
    >> Anonymous 03/27/12(Tue)12:29 No.18476824
    Let us have a look, if its free then what do we have to lose?
    >> Anonymous 03/27/12(Tue)12:30 No.18476831
    >>18476775
    Just use GURPS. It's better than flat percentile because bellcurve.
    >> Anonymous 03/27/12(Tue)12:31 No.18476842
    *slaps dick in OP's face*
    >> AG93 03/27/12(Tue)12:41 No.18476923
    good to see i've got some takers. i'll release it to you once it's done.
    >> Anonymous 03/27/12(Tue)12:41 No.18476925
    Protip: You need more than a boring cover image to impress /tg/ with your homebrew.
    >> Anonymous 03/27/12(Tue)12:42 No.18476934
    >>18476831

    Or, alternatively, you could never use GURPS for anything because its terrible.
    >> Anonymous 03/27/12(Tue)12:43 No.18476947
    >>18476934
    >disregard this, I suck cocks
    >> Anonymous 03/27/12(Tue)12:46 No.18476965
    Yes, gimme gimme gimme! Also, how much is this based on Eclipse Phase? Because I'm doing that.
    >> Anonymous 03/27/12(Tue)12:47 No.18476985
    >>18476831
    You sir, are a terrible human being.

    Carry on with your classy % system, OP. How is the combat though? Specifically, how will you handle things like heavy armor, movement, suppressive fire, and hand-to-hand stuff?
    >> Anonymous 03/27/12(Tue)12:55 No.18477060
         File: 1332867344.jpg-(47 KB, 580x350, metalgearsolidscreenshot118060(...).jpg)
    47 KB
    I'm in.
    >> AG93 03/27/12(Tue)13:02 No.18477128
    >>18476985
    the game is combat-centric, and the system for it is rather detailed (what i have written up). i have a skill tree system in place that is used by both PCs and enemies to determine their strengths and weaknesses in combat. combat is basic yet deep enough to keep you interested. (i'm going rather light on the crunch to make it more streamlined for the GM)
    Heavy armor (as you mentioned) reduces speed and manuverability, but gives them great survivability. movement is determined by a character's speed rating and their modifiers (extra weight reduces speed, as does injury, among other things, while steroids and cybernetic enhancements increase it.) speed is also measured in meters, allowing this to be played on a hex mat (each hex=2m) if so desired. i haven't worked out suppressive fire yet, but i can say that hand to hand draws a bit from the infinity system with face-to-face rolls.
    >> Anonymous 03/27/12(Tue)13:31 No.18477421
    >>18477128
    I wouldn't recommend movement penalties for the (often built in) personal armor, given the way you see people move in the series/movies/manga. Also meter-based measurements may be a bit of a pain for fast-moving vehicle battles (which could cover a lot of distance in a short time). Silhouette (of Heavy Gear and Jovian Chronicles) may be a good place to look, but you'd be on your own on cable-based movement.
    >> AG93 03/27/12(Tue)13:36 No.18477474
    >>18477421
    i have a weight capacity for characters, they can't exceed without penalty. until they hit that cap they are free to do as they like, provided they have the skills for it.
    >> Anonymous 03/27/12(Tue)13:37 No.18477487
    all ways interested in a new system.
    >> Anonymous 03/27/12(Tue)14:38 No.18478108
         File: 1332873537.jpg-(114 KB, 850x623, sample-9883df111314aa146df0f95(...).jpg)
    114 KB
    Woooo! Go for it, OP! Live the /tg/ dream!

    I'm in. I've been looking for something like this for a while.

    >movement is determined by a character's speed rating and their modifiers (extra weight reduces speed, as does injury, among other things, while steroids and cybernetic enhancements increase it

    I like this, but I'd prefer abstract movement ranges (like close, medium , far, very far) rather than specific units of measurement, as it allows die rolls to abstract the movement. Specific units makes players bicker all the time about whether they were 1.5 metres or 2.0 metres away and turns it into a wargame.
    >> Anonymous 03/27/12(Tue)15:00 No.18478373
         File: 1332874846.jpg-(178 KB, 900x1169, 9a35bf39ef9f61cc959b637ae9c944(...).jpg)
    178 KB
    Are you going to be detailing the setting as well, or just a system for use in those settings? I'd prefer the former.
    >> Anonymous 03/27/12(Tue)15:14 No.18478544
         File: 1332875642.jpg-(228 KB, 1024x768, 128067959028.jpg)
    228 KB
    What kind of hacking system will you have?
    >> Anonymous 03/27/12(Tue)15:29 No.18478747
    I suppose another question to ask is whether you're up for collaboration (no being a valid answer, since first priority is your home group).
    >> Anonymous 03/27/12(Tue)15:35 No.18478822
    You're that asshole who made that "name my RPG" thread and then left everybody hanging.

    Fuck you OP.
    >> Anonymous 03/27/12(Tue)15:45 No.18478939
    OP > "Do you want a RPG of x"
    TG > "YES WE DO! WE CAN HELP TOO!"
    OP > "Okay Imma make one ..."
    (sits on ass an does nothing)
    OP > "Yeah I m a fuck awesome attention whore."

    Wash, rinse, repeat, sorry tg you will get nothing unless we do it ourselves.
    >> Anonymous 03/27/12(Tue)15:48 No.18478973
    >>18478939
    Interest has been established. If OP is unlikely to pull through, what's stopping us from doing without OP?

    It's not like my stuff ever gets feedback, so I can take some time on something other people are actually interested in.
    >> Anonymous 03/27/12(Tue)15:52 No.18479011
    >>18478939
    Kinda harsh, but yeah, OP has a tendency to not follow through.

    Hello, OP, you still there? You need to interact with people more.
    >> Anonymous 03/27/12(Tue)16:13 No.18479248
    >>18478822
    This, I remember the thread. Suck a dick OP, and get fucked for attention whoring on /tg/ without even having something to show people or responding more than ten posts after the start of the thread. THREE TIMES.
    >> Anonymous 03/27/12(Tue)16:13 No.18479253
    >>18478973
    Continuing because bored.

    Anyone opposed to lifepath character generation in this system? You pick a career for each term, and there's odds of things happening (including but not limited to you making money, you getting horribly maimed, and you getting scouted by a more serious organization). Characters could be young or old, but more terms equals more risk of injury and some old age penalties.

    I've also got a rough way of handling attack and damage in one roll. A tick-based initiative system that would allow defense and reaction by dropping ticks might be a good way of handling suppressive fire and some chasey bits. Aaaand I think wounds would be important here.

    And system-wise my existing homebrew does zone-based movement that might be a good fit for the faster vehicle based stuff.

    Anyone opposed to any of the above? Seem solid? Again, not OP, but if we want it, why not build it?
    >> sage sage 03/27/12(Tue)16:25 No.18479390
    If I ever see a thread like this again made by AG93 I am going to troll the ever loving shit out of him, especially when he actually releases content for his shitty game.
    >> Anonymous 03/27/12(Tue)16:27 No.18479412
    >>18479253
    I'm thinking about using Eclipse Phase, as I don't think that doesn't need much work. However, I'd skip the lifepath character creation at first. It seems like a time consuming thing that needs a lot of thought to balance properly.

    But yeah, that's just my opinion, ouef course.
    >> AG93 03/27/12(Tue)16:32 No.18479471
    apologies for being late on replies, contrary to popular belief i DO have a life to attend to. now to address replies that came up:
    >Are you going to be detailing the setting as well, or just a system for use in those settings? I'd prefer the former.
    i will be detailing both, though what i have so far only fits in a few pages. as i go on i'll be sure to go into more detail and add more events.
    >What kind of hacking system will you have?
    the hacking system will be a modified version of Eclipse Phase's own hacking system, going into slightly more depth.
    >I suppose another question to ask is whether you're up for collaboration (no being a valid answer, since first priority is your home group).
    i'm fine with a collab with /tg/ itself, beta testing and giving me more ideas. this thread was posted to see if anyone wanted in on this, and would be willing to help get this out faster. it seems 70% of the posters do, so i will make it available.
    >cont'd
    >> AG93 03/27/12(Tue)16:33 No.18479482
    >cont'd
    >Anyone opposed to lifepath character generation in this system? You pick a career for each term, and there's odds of things happening (including but not limited to you making money, you getting horribly maimed, and you getting scouted by a more serious organization). Characters could be young or old, but more terms equals more risk of injury and some old age penalties. I've also got a rough way of handling attack and damage in one roll. A tick-based initiative system that would allow defense and reaction by dropping ticks might be a good way of handling suppressive fire and some chasey bits. Aaaand I think wounds would be important here. And system-wise my existing homebrew does zone-based movement that might be a good fit for the faster vehicle based stuff. Anyone opposed to any of the above? Seem solid? Again, not OP, but if we want it, why not build it?

    i'm personally not a fan of classes in RPG systems because they stifle the players. thus is why this is remaining a system that uses a skill tree to show how in depth you can be.
    i'm unsure how this "Tick-based" initiative system works, but i would like to know more. reply back when you can.

    >suck a dick OP
    ah, i see it's you again. nice to see that i have a big enough project to get some full time trolls :D keep up the good work.
    (please note that by being unhappy at my lack of responses shows that you actually care enough to bitch about it.)

    thanks for the responses /tg/, it is appreciated.
    >> AG93 03/27/12(Tue)16:36 No.18479510
    >>18479390
    > If I ever see a thread like this again made by AG93 I am going to troll the ever loving shit out of him, especially when he actually releases content for his shitty game.

    i'm so glad you care that much! you can't make a good thread without AT LEAST one troll. looks like i've got some guaranteed responses for the lifetime of this project :D thanks a bunch.
    >> Anonymous 03/27/12(Tue)16:54 No.18479677
    >>18479482
    Lifepath as in how traveller handles things. It's more about generating a backstory (which seems important in a GitS game, given how everybody's been in wars and got horribly maimed and shit) than anything. Skills could easily be pulled off lifepath gen, allowing you to allocate them as you see fit (or allocate them within a broad, career-based package). It'd also be a great way to have a mix of specializations and starting ranks (vets alongside newer, fresher, more human members).

    Also, trees for point buy skills are very... eighties I guess. Very few games do that anymore. With good reason I think.

    Tick based initiative means you've got a list of numbers and everybody occupies a spot, but you can do things out of turn in exchange for being bumped down (by either a fixed or random number) in initiative. So a bunch of guys are autofiring at you, and you may have to defend yourself until you lose your action. In a chase scene you can use being bumped past the top or bottom of initiative to handle being caught or losing your tail (depending on how you handle things). This might work better than grid-based chase scenes.

    For a percent based game, you can easily fold damage and attack rolls (damage is your attack roll added up, plus a flat weapon bonus). The coolest part here is how every ten skill points ups your max damage by one (so damage scales with skill, but you don't have to add an extra rule to make it so). Then an attack with sufficiently high damage deals some kind of wound (with DR from armor being extremely useful for preventing this).

    Zone based movement just means movement within a large area is a move, and everyone in melee counts as if they were adjacent to each other. That's the super short version, though I've got more detail in mine. When running a tachikoma battle over a whole damn district it may be nice not to have to map out every meter.
    >> AG93 03/27/12(Tue)17:07 No.18479803
    >>18479677
    i get the whole tick based thing now. it seems useful.. but a bit hard to deal with. my whole idea for this game is making it streamlined and easy to play so it feels more like a story, and less like math.
    zone based movement is a good idea, however as i had mentioned before miniatures are optional. i certainly don't have the talent for mapping out a whole prison (planned situation for a future game) so one can switch between detailed combat with minis and standard RPG gameplay as needed. the whole meters thing was just a note for anyone like me who enjoys minis in their games.
    >> Anonymous 03/27/12(Tue)17:59 No.18480234
    >>18479803
    It's really not as hard as you think, especially if you just print a pre-numbered sheet and use counters of some kind instead of writing everything. It's like two or three minor rules.

    1: You can do stuff (including defense checks) out of turn.
    2: You drop 2d10 (or something) for doing so.
    3: Drop off the list, you jump to the top and lose a turn.

    Zone based is map based (for the minis stuff) but involves no counting and no measuring. It's for easiest possible minis at scales that can potentially get much larger than (say) dungeon crawling. Literally it just means the conversation goes like:
    >Player: Can I charge this guy?
    >GM: You in the same room with him?
    >Player: Yes.
    >GM: Well there you go.

    Silhouette does something where mechs move through multiple hexes, and continue moving by default (I think move actions were to speed up, slow down, or turn). And you can actually combine these two systems (mechs go multiple very large hexes, while people on foot move a max of one hex) to get both scales together.

    Having converted most systems to something zone-based, I find it handles much easier than grid-based for tactical play.
    >> AG93 03/27/12(Tue)18:09 No.18480327
    >>18480234
    ok, i think i can fit this in somewhere, anything else you'd want to see as a gm/player?
    >> Anonymous 03/27/12(Tue)18:21 No.18480424
    >>18480327
    I already mentioned lifepath stuff, but even if it's not for chargen, a random background generator would be hugely useful (assuming you could then build something sensible given the background).

    If you do go with lifepath, you could provide the option for a fixed number of terms and then have world-terms to cover events like wars (each of which could slant the odds of events on whole parties, determining when they met and stuff). This would be an excuse to do something new-ish RPG-wise.

    Cable based movement of varying kinds is a must.

    More obviously: Hacking, sentient tanks, active camo, cyborgs of varying degree, concealed weapons within body parts, ghost dubbing... that sort of thing.

    GitS comic goes over this, but a robot arm on a normal body shouldn't be super strong. Lifting something heavy would just break the weak point (in this case the fleshy bits). So super-strength should be a full-body only thing.

    And I don't know how much this gets covered in either franchise, but it's always been weird to me to put the brain in a cyborg's skull. If I built one for combat, I'd prolly put it in the torso behind thicker armor and better structural support (I've got my own ideas on this sort of thing). There could be lag between the eyes and brain, but meat people already have that bug, so I can't see it being that significant.
    >> Anonymous 03/27/12(Tue)18:32 No.18480525
    >Hacking, sentient tanks, active camo, cyborgs of varying degree, concealed weapons within body parts, ghost dubbing... that sort of thing.

    all that kind of stuff is already in the works. as for the life paths, i prefer keeping it simple but deep enough to stay interesting (just like everything else in the system)
    my campaign plan is sort of copy of stand alone complex, about a special forces squad that prevents and investigates cyber-crime in a mega-metropolis. all players are either ex-military (remnants of the recently ended proxy wars across the globe) or for younger characters, people that were previously civilians that joined the group thanks to their skills. i assume other people will want other things, but i personally am focusing on this plan only.
    >> AG93 03/27/12(Tue)18:44 No.18480646
    >>18480525
    Thank you for revealing that you're the only one responding to yourself.

    I'm glad you're doing work, but don't ask /tg/ for this sort of stuff unless you've gotten it finished. Your initial post makes it sound as though you're nearly finished and ready to send out playtest versions.

    Post something; copy your mechanics to a pastebin or upload them somewhere. Let us see what you're doing.
    >> AG93 03/27/12(Tue)18:49 No.18480689
    >>18480646
    i'm not posting to myself. i was posting to another board anonymously in a separate tab. i just forgot to put my name back on this. don't be so easily lead.

    i was in production with it and was wondering if anybody would be interested.
    >> AG93 03/27/12(Tue)18:55 No.18480728
         File: 1332888922.jpg-(26 KB, 494x283, Gun statcard.jpg)
    26 KB
    you do bring up a good point though. heres my current gun stat card template (i find cards are much easier to manage than lists, and much more substantial with a pic of the weapon you're using, rather than a name and set of numbers)
    i took a few ques from infinity in the making of it.
    >> AG93 03/27/12(Tue)19:00 No.18480767
    >>18480689
    i dont know maybe i should make an attempt on this RPG system before posting
    >> Anonymous 03/27/12(Tue)19:00 No.18480768
    ...So twenty posts in, what do we have?
    >> Anonymous 03/27/12(Tue)19:01 No.18480789
    >>18480689
    Then post the mechanics you're working on. Seriously, this is an exercise in wanking until you post some actual mechanics, beyond "This is kinda how I think things will go".
    >> 39GA 03/27/12(Tue)19:04 No.18480811
    >>18480728
    Okay, first off, you spelled "Preferred" incorrectly. So definitely not counting in your favor.

    Explain what the numbers mean. Explain why you need all of that. Explain how the cards are easier than, say, a list in a pdf. If you're releasing this in a non-physical format to players, then you should definitely justify why a player would need to print out the cards, rather than leaving a space like that for the player to fill in on the character sheet.
    >> Anonymous 03/27/12(Tue)19:16 No.18480908
    >>18480728
    Looks like a lot more info than I'm looking for in a weapon.

    Honestly, simple damage/range/rate/clip (and maaaaybe penetration) should mostly be enough. Str requirements seem odd, but not entirely out of place given the potential for full cyborgs to mess with ridiculous guns. You could just as easily handle this aspect by making some guns mounted or turret weapons and letting your superstrength characters use those.

    Out of curiosity, what games have you read/played? Just wondering.
    >> AG93 03/27/12(Tue)19:23 No.18480959
    >>18480811
    really? imposterfag, and a spelling nazi scum? quit making a fool of yourself.
    i figured the card spoke enough for itself but here you go;
    >name
    pretty fucking obvious
    >class
    class of weapon; pistol, shotgun, SMG, assault rifle, HMG, rifle, etc.
    >cost
    market value of what it is bought and sold for. value changed depending on dealer and situation.
    >preferred range, effective range, max range
    within preferred range the player using the gun gets an added ballistic skill bonus, and a gun strength bonus. in effective range those values remain the same, and at max range those values decrease.
    >base str, AP, RoF, weight, clip
    base strength of the weapon, armor piercing (how much armor it gets through), Rate of Fire (how many rounds per turn), weight, clip capacity and current clip amount
    >recoil class, reload class, effect, id tag y/n
    if reload class is under dexterity then it makes reloading a free action, otherwise it costs an action. if strength of the character is below recoil class then they will have difficulty using the firearm. other effects of the weapon, and if the weapon is id tagged or not.
    >> AG93 03/27/12(Tue)19:31 No.18481036
    >>18480908
    not everything will be used at once, its only for realistic and situational use. in all honesty i haven't played much in my lifetime as a fa/tg/uy (which obviously shows) it is to be noted that this isn't a system for everyone, i'm making it for my own group and anyone that wants in can have at it.

    most of my group are /k/ommandos that just happen to be fa/tg/uys so they like their detail. and i'm happy to oblige.
    >> Anonymous 03/27/12(Tue)19:34 No.18481066
         File: 1332891297.jpg-(48 KB, 332x332, world_of_pain_edited-1.jpg)
    48 KB
    >>18481036
    >most of my group are /k/ommandos
    >clip
    >> AG93 03/27/12(Tue)19:36 No.18481086
    >>18481066
    there isn't much room for "magazine" on the small space provided by the card, is there?
    >> Anonymous 03/27/12(Tue)19:37 No.18481092
    >>18481086
    "Mag"
    >> AG93 03/27/12(Tue)19:39 No.18481114
    >>18481092
    good point.
    +1
    >> BH04 03/27/12(Tue)19:49 No.18481199
    >>18480959
    Imposterfag? I take offense, good sir. I am merely creating levity by questioning your design ethos.

    Additionally, as an experienced designer, I have to say that everything is not self-explanatory, and simply posting a sheet related to a weapon is not enough to explain where you're planning on going with a system. At the moment, you seem to have an idea, but a lack of experience in design is making it difficult to articulate your thoughts onto paper, and so you return to /tg/ in order to gain inspiration and motivation.

    As a few notes:
    >Nothing is ever 'self-explanatory' in an RPG. Assuming the player will understand what you mean by something is indicative of sloppy design. Explain everything when you present it, and be sure to have a glossary
    >Presentation is key: as mentioned, 'mag' is considerably better than 'clip', especially if you're playing with a bunch of /k/ommando-types, and watch your spelling. It's a minor thing, but good proofreading and presentation can make up for some elements
    >Beware of too much complexity, especially if you're presenting it to /tg/. Complexity leads to easily-broken systems, unless you've got a lot of robust mathematics underneath it. You've mentioned you're using a percentile system; what differentiates it from other systems? How is your system better than, say, using modified Ops and Tactics?

    I'm here because I like seeing fa/tg/uys succeed at homebrew, and dealing with the rage can give you focus. Now, post more mechanics! We must see them to comment upon them!
    >> AG93 03/27/12(Tue)20:04 No.18481378
         File: 1332893067.jpg-(32 KB, 494x283, p90 stats.jpg)
    32 KB
    >>18481199
    apologies then. i prefer the tone you're currently using to your last one. the bro-like nature of this board is why i keep coming back.
    alright, attached is a basic mock-up stat card (eyeballed the range without wikipedia) is this sufficient for players in your opinion?
    >> Anonymous 03/27/12(Tue)20:18 No.18481540
    >>18481378
    What do the various str things on the card mean? Are they damage or something?
    >> AG93 03/27/12(Tue)20:22 No.18481592
    basic mechanics: close to DH, d100, roll under stat, every 10 points under is considered a point of success, every 10 points over is a point of failure. this tells the GM the margin of success you had. tests are modified by their difficulty (-30 to the stat for very hard, all the way to +30 for very easy)

    characters choose from several types of characters, partial cyborg, full cyborg, and all natural. needless to say, unless some part on an all natural player gets fucked up they cannot use cybernetic upgrades, and full cyborgs can't use genetic upgrades (like steroids). partial cyborgs get the best and worst of both worlds (both types of upgrades, but also the ability to be hacked and feel pain).

    players have 11 stats; Close combat (CC), Ballistic Skill (BS), defense (DEF), dexterity (DEX), strength (STR), Technical ability (TEC), Hacking (HAC), Perception (PER), Initiative (I), Willpower (WIP), and Knowledge (KNO). each is numbered between 1 and 99. the skill tree i have in the works gives bonuses to the stats as long as they have bought the prerequisite skill. this allows players to be jacks of all trades or specialists (though min maxing isn't encouraged).

    it's not the most original, but i think its a good system so far.
    >> AG93 03/27/12(Tue)20:26 No.18481649
    >>18481540
    it's supposed to be gun strength as mentioned here>>18480959. showing the power of the weapon.

    you do have a point there. i don't want to confuse players between Gun strength and they're own. i'll change that to Damage as originally intended.
    >> Anonymous 03/27/12(Tue)20:33 No.18481726
         File: 1332894830.jpg-(213 KB, 1082x1730, 357.jpg)
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    >>18481592
    So Stats are both attributes and skills? There are no classes?
    >> AG93 03/27/12(Tue)20:38 No.18481766
    >>18481726
    exactly. say a character purchases the lvl 1 shotgun skill from the skill tree. the skill says they get a +5 BS when using firearms in the Shotgun class. this gets added to whatever bonuses they get from range and difficulty when firing at a target during the next session.
    >> AG93 03/27/12(Tue)21:03 No.18481985
    ok /tg/, feel free to drop this thread if you like. i guarantee i'll be back with more detail in the coming days/weeks.
    >> Anonymous 03/27/12(Tue)21:11 No.18482046
    >>18481985
    Sure. Might want to present a skeleton outline of your rules next time you post, to start the discussion. Along with some setting info, if it's different from the GITS world. Cheers.
    >> AG93 03/27/12(Tue)21:14 No.18482065
    >>18482046
    guaranteed it is, and guaranteed i will. thanks for all the help guys. even you too trolls.
    >> Anonymous 03/27/12(Tue)21:17 No.18482083
    >>18481592
    You could probably do a bit better by having a roll under stat / roll over difficulty system (still producing the same results as penalties based on difficulty). Then you'd be using only comparison and no add/subtract.
    >> AG93 03/27/12(Tue)21:25 No.18482150
    >>18482083
    mind if i ask how that would work exactly?
    >> Anonymous 03/27/12(Tue)21:27 No.18482163
    I want a hacking system where you just cyber fist fight with whoever is the other dude you're hacking.

    G-Gundam in the matrix basically.

    That'd be cool.
    >> AG93 03/27/12(Tue)21:30 No.18482183
    >>18482163
    hacking people with HAC stats equal or above the attacker's HAC uses face-to-face rolls. so, essentially the same thing.
    >> Anonymous 03/27/12(Tue)21:31 No.18482193
    >>18482150
    Normally, you roll under your skill.
    Typically, on a difficult task, you penalty the skill, lowering the maximum by x.
    Raising the minimum by x has the same effect, but requires no on-the-fly math, saving time.
    >> Anonymous 03/27/12(Tue)21:31 No.18482194
    >>18482183
    I think more games need bonuses to roll based on how cool your before battle monologue is.
    >> AG93 03/27/12(Tue)21:38 No.18482232
    >>18482193
    i did essentially the same thing already with the easy/normal/hard idea mentioned above.

    >>18482194 optional rule at GM's discrepancy of course.
    >> Anonymous 03/27/12(Tue)21:41 No.18482250
    >>18482193
    Example:
    Guy has skill 73. Tries to roll under 73.
    Now he does something really difficult.
    Normally, you'd give him a 28 point penalty (try doing this math in your head before reading on) and make him roll under 45.
    Instead you could have him roll over 28 and under 73.
    Same 45% chance of success, now without subtracting in your head.
    >> AG93 03/27/12(Tue)21:50 No.18482337
    >>18482250
    i see... thats actually pretty genius. abut how could i incorporate the success/failure point system with that? or is there a better fitting equivalent?
    >> Anonymous 03/27/12(Tue)21:57 No.18482399
    >>18482337
    Degrees of success or failure don't come up that often in most skill systems. They aren't terribly useful outside of rolling damage into the attack roll.

    You can already do that just by having base damage be the tens digit and the ones digit added (so a 59 would deal 14 base damage). Math-wise this has the benefit of both a curve and automatic (if minor) scaling with skill.

    If you really need degrees, you can always just use the tens digit (so high degrees of success are only possible for skilled characters, and low degrees are insufficient for hard tasks).
    >> Anonymous 03/27/12(Tue)22:15 No.18482569
    >>18482399
    For clarity: The tens digit on the roll, not the skill. So it's still a random-ish number, with the upper end of the range determined by skill.
    >> AG93 03/27/12(Tue)22:18 No.18482603
    >>18482399
    thank you anon, that sounds like it works quite well. are you adapting that from any specific system? i'd like to see the possibilities it has.
    >> Anonymous 03/27/12(Tue)22:20 No.18482619
    >>18482399
    >>18482569

    I don't think skill factors into that enough, consistency-wise. A character with 20 skill could roll 19, for 10 base damage, and then a character with skill 70 could roll 64, again for 10 base. The variance is between 1 and 20, which is a nice set-up to make sure damage (and thus HP) doesn't explode, but if my skill is 20 my damage will be between 1 and 10, and if my skill is 90 my damage range is between 1 and 17. The average damage for a player with 20 is 5, and the

    The increases on the high end are fine, but the low end stays the same, making it so characters with high skill have the possibility to be better, but end up being really inconsistent. Unless you're giving higher end characters a large bonus to base damage, which could end up moving the damage upwards too much.

    What if you took the tens digit from your skill and added the ones digit from your roll? It would keep the benefit of having to make only one roll for both to hit and damage, the damage range would still be 1-20, but it would set a damage floor for more skilled characters, making them more consistent.
    >> Anonymous 03/27/12(Tue)22:32 No.18482739
    >>18482603
    Just commonly used houserules, some tinkering, and some shinies I saw and liked. Zone based used in 3.5. Ticks out of something I saw online somewhere about Mongoose Traveller before they released it (don't know if it made it into the final game). Unknown Armies got me thinking about percent systems (I lifted the damage from there) but most of the ideas there are my own, and will work in any old percent system. Just bits and pieces I either saw and liked or "fixed" in other games.

    Hell, I could maybe cobble together a rough core system for you tomorrow or the next day. I wouldn't write this thing on my own though as I know approx. nothing about guns and the like (honestly just not my thing).

    Email in the field just in case you need it.
    >> AG93 03/27/12(Tue)22:34 No.18482763
    >>18482619
    you also have a point there...
    now i think we're getting too complex here.how can we make it more simple than what's been suggested?
    >> Anonymous 03/27/12(Tue)22:39 No.18482809
    >>18482619
    You cut off a bit of that first paragraph.

    Otherwise, it worked okay in UA, but your idea (tens from skill and ones from roll) is cool.
    >> Anonymous 03/27/12(Tue)22:41 No.18482839
    >>18482809
    Forgot to include:
    This was melee damage for UA.
    Ranged damage just used the roll itself as base damage.
    >> Anonymous 03/27/12(Tue)22:50 No.18482937
    >>18482763

    Well, let's look at current rules for attacking and damage including my and the other guy's suggestions:

    Roll once.

    To hit: The roll must be under your skill, but over the difficulty modifier.

    Damage: The tens number on your skill plus the ones on your roll. Plus any other modifiers.

    That actually seems fairly simple to me. Sure, it might take a couple combats to learn, but what system doesn't? It would be made even more simple with good character sheet layout, say a line for Damage __+ones digit. Where blank is the tens from the skill. And maybe with a better term for "ones digit." From my experience that would be as simple or more simple as/than many other systems, it would just take a couple combats to learn (as all do).

    >>18482809
    Oh, yeah. The rest of the first paragraph should read: "...average damage for a player with 90 skill is 9.5." I had intended to have the average damages for the other suggested system, but decided that doing that was just a lot of extra text to say little, and missed deleting the first half of that sentence.
    >> Anonymous 03/27/12(Tue)22:53 No.18482963
         File: 1332903195.jpg-(353 KB, 889x907, deus ex2.jpg)
    353 KB
    >>18476775
    >Ghost in the Shell and Metal Gear Solid
    Also known as 'Deux Ex: Human Revolution'.
    >> AG93 03/27/12(Tue)22:53 No.18482973
    >>18482763
    i think using the damage of the weapon itself as an unchanging stat (except for mods on range) would be better suited to work for this.have a similar comparative stat for armor that goes against the weapon's AP rating. if the AP is over the armor stat for that enemy's body part, the weapon does it's damage rating to the enemy. however, if it is under the armor takes the hit and the person comes out unscathed (aside from any effects). i think this works best.
    >> Anonymous 03/27/12(Tue)22:53 No.18482976
         File: 1332903223.jpg-(212 KB, 705x1000, 1309103483505.jpg)
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    >Face to face roll

    I see what you did there, OP. I approve.
    >> AG93 03/27/12(Tue)22:55 No.18482993
    >>18482963
    i had considered that too, but i'm not too much of a fan of Deus Ex yet. i just stuck with what i knew.
    >> Anonymous 03/27/12(Tue)22:57 No.18483012
         File: 1332903433.jpg-(510 KB, 860x929, gits.jpg)
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    >>18482993
    That game is pretty much half GitS, half MGS.
    >> Anonymous 03/27/12(Tue)23:00 No.18483037
    Wouldn't it make more sense to keep weapon damage and modifiers the same for all characters, but have a separate modifier according to the character AND how far they can "see" while running and walking. A gun is a gun, but the user can be very different.
    >> AG93 03/27/12(Tue)23:00 No.18483041
    >>18483012
    i will definitely check it out. now that i have a ps3 up and running again.
    >> Anonymous 03/27/12(Tue)23:03 No.18483077
    >>18482973
    I would leave damage bonus as a flat weapon-based stat, with armor as flat DR. But flatness on both damage and defense takes the swing out of things.

    Also it sounds like you talkin' hit locations, and this doesn't seem like the place for 'em (besides which it's usually another roll).

    >>18482963
    We need more guys that can do setting bits in here don't we? It looks like we've got me and another good crunch guy, plus the OP on guns and tech.
    >> Anonymous 03/27/12(Tue)23:03 No.18483078
    >>18482973
    How simulationist do you want to get? From the gun stats I'm thinking "very." You might want to include rules for where you hit them (torso, limbs, head) and damage modifiers for each body part, (headshot = lots, etc). Then if you want to get more hardcore, armors could be specific too. For example you could wear a flak vest which would protect your torso but not your arms/legs, meaning they're unencumbered (no penalties to movement/dexterity/whatever from them) but unprotected.

    If you're really going crazy, have them armor/not armor different bits and add a difficulty modifier if they want to hit a specific part, otherwise figure out if they hit, then roll yourself and consult a chart you've constructed to see where the hit was.
    >> AG93 03/27/12(Tue)23:04 No.18483090
    >>18483037
    exactly why i have the 11 stats that can be specialized or evenly spread. if one character has a BS of 70, while another has a BS of 30, and both succeed at hitting their target, the guy with 70 will more often than not have more success than the guy with 30, and will be better at killing the enemy than the other guy who most likely just wounds the guy.
    >> Anonymous 03/27/12(Tue)23:07 No.18483114
    >>18483078
    Sounds like you want to be using the Cyberpunk 2020 rules then. They have all that already.
    >> Anonymous 03/27/12(Tue)23:09 No.18483118
    >>18483078
    I prefer a single pool of hp and a massive damage threshold. They go over the threshold, they roll wounds. You get hit locations under the same one roll system I been outlining. And armor alters wound likelihood by way of DR.

    Many if not most of our armors will be of the "built in" variety, and how much damage you deal is more about where you hit than how hard in this case. So you hit them in the head by virtue of having rolled more damage and not the other way around.
    >> Anonymous 03/27/12(Tue)23:11 No.18483138
    >>18483090
    I had meant something beyond that. It makes sense to me that a hardened soldier will be more aware of the surroundings than some kid who's run off the streets. This will be especially compounded with the addition of occular implants and enhancements.
    >> AG93 03/27/12(Tue)23:13 No.18483160
    >>18483078
    i want to be realistic, but cinematic enough to keep my players saying "...that was awesome..." the goal with this is tactical thinking, not just "kill everything and run"

    as for the body chart i was thinking having spots for head, chest, gut, left arm, right arm, left leg, right leg.
    one number assigned to head, arms and legs, and the remaining five assigned to gut and chest (because they're the easiest targets and the most armored) modifiers to each could also work. i know Deathwatch and Dark heresy have something similar, but i'm unsure of how theres works.
    >> Anonymous 03/27/12(Tue)23:21 No.18483232
    OP, don't use wounds. They're fairly static and don't lend themselves especially well to partial damage (like a limb getting shot but still usable). Wounds for fantasy, hp for scifi.
    >> AG93 03/27/12(Tue)23:23 No.18483252
    >>18483232
    that makes sense.
    >> Anonymous 03/27/12(Tue)23:29 No.18483307
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    >> AG93 03/27/12(Tue)23:33 No.18483357
    >>18483232
    ok, how about this;
    >armor decreases damage by it's rating rather than preventing it, and the AP stat on guns reduces the amount at which it protects.

    example:
    >soldier takes a hit from a DAM 35 pistol
    >pistol has AP of 15 and the soldier's armor is 40
    >armor's value is then reduced to 25 and he takes 10 points of damage.

    does this make sense?
    >> AG93 03/27/12(Tue)23:35 No.18483383
    >>18483357
    >pistol doesn't make a good example, but you get the point
    >> Anonymous 03/27/12(Tue)23:37 No.18483423
    >>18483357
    Sounds really good actually. If that pistol was shot at someone with 0 armor, it would do 35 damage, correct? Same as a weapon with 0 AP?

    Really subtle way to show how different weapons have different uses.
    >> AG93 03/27/12(Tue)23:40 No.18483445
    >>18483423
    ok! damage is solved. now how about that body chart? how to we make that balanced? just GM discretion?
    >> Anonymous 03/27/12(Tue)23:40 No.18483446
    >>18483423
    Presumably a weapon with 10 DAM and 35 AP would be especially suited for taking out armored targets, and not so much fleshy people.
    >> Anonymous 03/27/12(Tue)23:40 No.18483450
    >>18483077

    Did I just see that, or are my eyes just on the fritz again?

    It's been a problem for a while, but I'm too damn broke to have them checked out, never-mind getting a new pair. Oh well, better prepared for nothing than dead. I unholstered my gun.

    There it is again. Not a bug, there's someone following me. Not military grade, if it was, his outline would never show, that or it's busted and he hasn't noticed. Hoping for the former here. So that means...

    A shop with a glass window. Good, stand here for a second, pretend to be checking out the merchandise, wait for him to show up again...aaaannnnnnd-THERE

    "STOP!" Spinning around, I point my weapon at where the silhouette just was. "POLICE! STAY WHERE YOU ARE, TURN IT OFF!" I yell at the crowd of scared passers-by. Mentally, I've switched my com and vision to HQ, they're seeing and hearing everything.

    The guy materializes, just two feet from where I'm pointing my weapon. "Hey, hey, let's not hurt any innocents here," he says, producing an NIS badge. "The bosses told me to tail you, just doing my job."
    >> Anonymous 03/27/12(Tue)23:42 No.18483466
    >>18483450

    "Your suit's fucked" I tell him, walking over. "Might want to get that checked out."

    "Yeah, budget's been tight lately, you're pretty good though, first one who's noticed."

    "Tell me about it, I've had new eyes on request for three weeks, won't get back to me."

    "Ain't that like them bureaucratic bastards, guy's gotta have proper equipment if he wants to do a half-decent job, but no, budget can't handle it, they say."

    "Man, fuck em'. They don't know what it's like out here, they haven't worn the uni walkin' down Fifth at 3AM."

    "I hear that. Hey, I gotta tail you till you're off, but lemmie buy you a drink after, we're pretty sure it's Johnny anyway."

    "Sure thing, meet me at the corner of 29th and King. I always wondered where Johnny got them fancy legs, it sure as hell ain't Sunday poker."

    "I'll see ya there buddy, fuck if I've got anything to do, the missus is off with her friends every Wednesday."

    "Good for you man, I wish my wife were out more often, maybe we should introduce them."

    "Wouldn't that be a thing."

    "Now then, I've been standin' here chattin' a bit too long, any more an' the trackers back at the office are gonna start wondin' what's up. I'll just go about my job, you go about yours, keep it cool man."

    "Hey, I don't want anyone on my ass either. I'll turn this buggy ass thing back on, see you later."

    I walked away, feeling relived. I'd have to miss my meeting with Mike, my arms guy. Contact him with a secure wire later, for now, let Johnny take the fall. Serves the bastard right, winning 300 credits at our last game.
    >> AG93 03/27/12(Tue)23:43 No.18483480
    >>18483450
    WRITEFAG IN THE HOUSE!! we're official now. all we need is some drawfags and this setting is a go.
    >> Anonymous 03/27/12(Tue)23:44 No.18483488
    >>18483445
    Have most shots go to the chest(which has the majority of armor/hp). Players can attempt to call shots, but take a penalty to BS(and it takes longer). Something like the beginning of the GitS series. You said you were doing without classes, right? You'll probably want to put some limits(hard or soft) on what can be aimed at, pending your skill/attributes.

    For areas:
    Head, torso, limbs(one each), and if you're really good, feet, joints, hands
    >> Anonymous 03/27/12(Tue)23:46 No.18483506
    >>18478108
    Play legends of the wulin instead. Excellent system for abstract and narrative gameplay.
    >> AG93 03/27/12(Tue)23:50 No.18483570
    apparently someone began archiving it before me. EVERYONE VOTE!!
    http://suptg.thisisnotatrueending.com/archive.html
    it's inger "GitS inspired Homebrew"
    >> Anonymous 03/27/12(Tue)23:57 No.18483674
    >>18483480

    I did a couple mechanics posts earlier, but someone said something about setting bits so I write-fagged a bit. Might do some more mechanics posts, but if you have any scenarios you'd like me to writefag out and I'll give them a try. I'm not super good, but I like to do what I can.


    >>18483445

    How about:
    15% chance per limb.
    35% chance for a torso shot.
    5% chance for a head shot.

    That would mean something like:
    1-36: Torso
    37-51: Right arm
    51-66: Left arm
    67-81: Right leg
    82-96: Left leg
    96-100: Head
    >> Anonymous 03/27/12(Tue)23:58 No.18483677
    >>18483570
    Voted already.
    >> AG93 03/28/12(Wed)00:02 No.18483739
    >>18483488
    thats a great idea. make where shots land be the GM's decision, and only when the players call the shot can they pick the exact direction.
    lets also remember that we have full cyborgs and partial cyborgs that have built in armor, so killing them is much harder.

    also, we only one more vote guys.
    >> AG93 03/28/12(Wed)00:04 No.18483768
    >>18483674
    that might also work, as long as we're keeping the mechanic that calls shots.
    >> Anonymous 03/28/12(Wed)00:08 No.18483807
    >>18483768
    Yeah, that would be a roll for a basic, uncalled shot. Called shots would receive a difficulty increase modifier and would go to the area that was called if it was a hit.

    P.S. Doin more writefagging. Revolving around a police officer again, seems to be on my mind. Let me know if you or anyone else has a scenario you'd like me to try and write out, I like the genera and will give it my best.
    >> AG93 03/28/12(Wed)00:10 No.18483827
    >>18483807
    how about what this thread was based around? special ops much like section 9 in GitS
    >> Anonymous 03/28/12(Wed)00:12 No.18483858
    >>18483827
    That's what I'm trying to do this one around, actually.
    >> AG93 03/28/12(Wed)00:12 No.18483864
    also it looks like i was wrong; one more vote please: http://suptg.thisisnotatrueending.com/archive.html
    (GitS homebrew)
    >> Anonymous 03/28/12(Wed)00:17 No.18483931
    Those preferring hit locations, have you seen Aces and Eight's chart? It's a picture and a D12 "shot clock." So where you aim determines both odds and where the bullet strays in a really intuitive way (there's also a crouching pic and it handles partial cover easily, for example by just drawing where it happens to be). I don't typically like that second roll for location, nor tracking damage and armor separately, but if it's what people want I can deal and help think of something. And I think the pic-based system would be decent for weird-shaped mechs and vehicles (not much need for a bunch of charts that way).

    I should also add that I'm a drawfag. So we have that if we need it. I'll have a complete doc for my recommended system and some variants based on stuff in this thread tomorrow. I'll be going to bed soon though.
    >> AG93 03/28/12(Wed)00:25 No.18484034
    >>18483931
    we'll probably need that later on. in the meantime, thanks. i'll be needing to sleep soon too. also, we got our quota to archive it. much appreciated /tg/. i'll return tomorrow and see how the thread goes.
    >> Anonymous 03/28/12(Wed)00:28 No.18484078
    >>18483931
    To clarify: The shot clock is a circle divided up like a clock (numbered 1-12). It's on a transparency you put over the target's silhouette. You put the middle over the spot you're aiming for, and if the bullet strays you roll that d12 and it might still hit something else. Aiming for the torso means it has lots of targets to stray towards. Aiming for something else means it strays towards the core or misses. Crouching or crawling can minimize your profile. Cover can block some strays, or force them to aim at a smaller target. So pretty close to how it works in real life, plus you only roll a second time if the shot actually strays off target.

    I still prefer MDT and randomish wounds (with called shots just being a move action to aim and a guarantee that if you beat MDT it does what you want) and the wound system I use does have gradation between penalty/disabling/destruction on limbs (as well as entries for massive bleeding and other things that don't do terribly well on hit loc charts).
    >> Anonymous 03/28/12(Wed)00:40 No.18484235
    OP, I have to ask:

    Why bother making this? Why would anyone choose this over a multitude of other systems that are easily accessible and (probably) better made?

    Why not use BRP? Dark Heresy? Eclipse Phase? GURPS? Savage Worlds? Cyberpunk 2020?
    And that's just a short list straight off the top of my head.

    If your RPG isn't going to have anything that really sets it apart, if it's not going to do anything exceptionally different, then there's no point in doing it.

    I don't mean to sound antagonistic, just...critical, in a constructive manner.
    >> Anonymous 03/28/12(Wed)01:11 No.18484621
    >>18484235
    Not the OP, but GURPS is point buy, BRP probably doesn't have a gear list, Eclipse Phase and DH would both need a bunch of retooling, and CP2020 I don't know much about. Pretty much if you don't like it for whatever reason you're shit out of luck wanting to play GitS.
    >> Anonymous 03/28/12(Wed)09:17 No.18488235
    Are there good hacking rules we can borrow from another system, or should we scratch build?

    Also bump I guess.
    >> AG93 03/28/12(Wed)09:22 No.18488269
    >>18484621
    what this guy said. it's a custom system for a custom setting. i have pdfs of everything you mentioned. they seem too complicated to get into and don't focus on what i need them to. thus is why i'm making my own system and borrowing the best suited ideas from each. honestly i'm just making it for my own group. if /tg/ wants it they can have it.
    >> Anonymous 03/28/12(Wed)09:24 No.18488280
         File: 1332941089.jpg-(804 KB, 960x1426, 1204895429739.jpg)
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    What would the best pre-made system be for GitS?
    - Good Hacking
    - Augments
    - Easy Rules
    >> AG93 03/28/12(Wed)09:31 No.18488325
    >>18488280
    thats pretty much everything we have so far. rules are easy depending on your perspective.
    >> Anonymous 03/28/12(Wed)09:40 No.18488390
    >>18484621
    >BRP probably doesn't have a gear list
    For cyberpunk, not much but a little and some houseruling for sure.
    For the Metal Gear setting there is the "Modern Equipment Catalog" which you can buy on Chosium's site (never read but seems well worth it as it's more then a item list).

    BRP in my book is the best and being one of the original table top games to use d100, I'd stick with it if I want to build a setting to run.
    >> Anonymous 03/28/12(Wed)10:06 No.18488568
    >>18488390
    Don't get me wrong, I love the system, but many of the rules I'm throwing out there I use in that system. So this could be seen as a simplification of BRP (and some other percent systems).

    Also, AFAIK neither any existing cyberpunk game nor any existing d100 game uses lifepath character generation, and it's sorely underutilized and great for GitS.

    Really it might just be nice to have this already there for people who want to play GitS or something like it. In the same way as it's nice AdEva exists for people who have their reasons for not wanting to use CthulhuTech.
    >> Anonymous 03/28/12(Wed)10:49 No.18488814
    OP, sent you that rough outline. Lemme know what you think.



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