07-03-2010, 11:52 PM
The Percentile-Dice Roleplaying System and You
Hello, everyone! Now, you might be wondering "We already roll dice to roleplay, what the hell is wrong with you?" Well, the answer is balance. I enjoy having a balanced and interesting fighting system in which people can duke it out without worrying about being defeated due to the ravages of random numbers, even if their character is noticeably better at something than their foe. I especially enjoy adventurous and wide-ranging roleplay and hope to be able to DM some interesting D&D style party-based adventures in the future.
Here I propose a more advanced, voluntary system for those wishing to do more party-based adventuring. It's simple enough to keep track of in a Notepad document, but it encompasses, more or less, most of what a character is capable of. Take into consideration, however, that the system more or less requires a DM to run, because in its nature it's based on the DM as a storyteller and moderator of disputes.
This is still in the early stages of creation, and is based in Warhammer 40,000 Rogue Trader and Dark Heresy if anyone is interested in helping develop the system in a direction that more easily mirrors the World of Warcraft and our server's unique needs. I will hopefully be adding an experience guide and generic class skills/talents in the future, but I also want to leave much of the character development aspect to individual players and small-group dungeon masters.
The Basics
Characteristics
This system breaks all possible character actions into groups based on nine attributes: Weapon Skill, Ranged Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, and Fellowship. These characteristics are rolled against in a roll-under manner where you try to get a number less than the number of your skill, or less than the target number to hit when bonuses are involved.
Characteristics are generally applied as follows:
Weapon Skill is your ablity to hit with melee weapons and fists. You roll Weapon Skill in any Skill Test that involved hitting something with your weapon, including Parry Tests and some difficult out-of-combat maneuvers involving your weapon. This skill is fairly straight-forward.
Ranged Skill is your ability to hit with ranged weapons, and generally works like Weapon Skill if you take away the ability to parry. Ranged Skill allows you to hit anything out of combat as well, and perform various trick shots with some bonus or penalty.
Strength is a measure of your character's raw muscular ability. It's a description of how strong your character is, and effects such things as Skill Tests to lift and move heavy objects and perform feats related to raw power. This has a sub-stat called the Strength Bonus, which is the "tens place" number of your Strength (I.E. 30 Strength gives you 3 Strength Bonus). The Strength Bonus is used to measure your carrying capacity, and gives you a bonus to certain weapons and unarmed attacks.
Toughness is a measure of how resilient your character is. You roll against this skill in Skill Tests involving resisting poison and tiredness, or holding out against blood loss and shock. Your Toughness Bonus also determines the distance you can run without rest, and the amount of time you can stay awake without sleep/water/food. Your Toughness Bonus, in most cases, is doubled to determine your total Wounds, which will be covered later.
Agility is a measure of the quickness of your character. You roll this skill in Skill Tests such as dodging a blow, quickly jumping across a ledge, or climbing a slippery surface or dangling rope. Skill Tests dealing with sleight-of-hand are also Agility-dependent, as are those that require a fine touch such as disarming a bear trap. Your Agility Bonus determines the speed at which you move, and the distance you can jump or leap.
Intelligence is a measure of the mental capacity of your character. This skill is rolled in Skill Tests involving deciphering languages, assembling technology, performing first aid and other medical procedures, and navigating through unknown areas. Your Intelligence Bonus might sometimes important for some abilities (I.E. Some Arcane abilities and rituals), but generally isn't used often.
Perception is a measure of your character's sight, hearing, smell, and touch. This is rolled in Skill Tests that deal with perceiving the world around you, and can be to your benefit to prevent being ambushed or falling into a trap. Perception is also rolled to do things such as read lips or search an area for clues. Your Perception Bonus isn't often used, except perhaps for some abilities.
Willpower is a measure of the sheer force of your character's mind. This is the primary attribute for spellcasting (Priests, Mages, and Warlocks especially) and is also rolled to resist Fear and Pinning, as well as in opposed tests to interrogate prisoners and dominate summoned creatures. Your Willpower Bonus is generally used to determine the ability to which you can control your own magical abilities, and is often added as a damage bonus to damaging spells.
Fellowship is a measure of your character's charisma and ability to interact with others. This attribute is used to persuade others, and to perform actions such as command a group of allies to hold against the odds in combat, or even to haggle on the price of items or get yourself into a drinking group at the local pub. This encompasses, more or less, the sociability of your character.
Skills
Skills are a measure of what a character can do. They can be trained to one of four levels: Basic, Trained, +10, and +20. Basic Skills are rolled against their Characteristic halved (Rounded down), while Trained Skills are rolled at the normal level. There are "Mastery" levels beyond that, which count as bonuses of +10 and +20 to your skill roll. Skills can be gained by doing them in a long roleplay, at character creation, or through spending "experience" of some kind allotted during a dungeon crawl by your DM.
If you roll ten under your target, you are said to have gained a degree of success on a skill. For every ten more under the target you gain another degree. The more degrees of success you receive, the more dramatic the result of your skill. Conversely, the more degrees of failure you receive, the more dramatic your failure becomes.
This is by no means a complete list of things you're able to accomplish, but they're what I have converted from the Rogue Trader Core to WoW and encompass things people need to learn to some degree to be able to accomplish. A few are WoW related that I could think of as I was writing this post.
Skills, as Skill (Attribute):
Acrobatics (Ag) Full Action
Awareness (Per) Free Action (Reaction)
Barter (Fel) Variable
Beast Training (Int): Train a beast to follow your commands over a period of time.
Blather (Fel): Fast-talk friends and enemies with a combination of outright lies and inventive half-truths. A good distraction. Full Action
Carouse (T): Drink someone under the table... Or drink everyone under the table. You roll this skill whenever you drink or eat something heavily intoxicating. Failure means you get progressively more drunk, hallucinate, or gain a level of Fatigue where appropriate. Free Action
Charm (Fel) Opposed by Willpower. Can effect targets equal to Fellowship Bonus Variable
Ciphers (Int): Understand and decipher codes. Full Action
Climb (S) Half Action
Command (Fel) Effects a number of targets equal to your Fellowship Bonus Half Action/Full Action
Commerce (Fel): The art of owning a business. Variable
Common Lore (Int): This includes a number of skills. For example, Common Lore (Blood Elves) would let you understand Blood Elven history and customs, and would be rolled against in a diplomatic situation to know how to behave, for instance. Obviously, every character starts with Common Lore related to their background. Free Action
Concealment (Ag): Camouflage yourself from sight. Half Action
Contortionist (Ag): Fit through tight spaces, escape grapples, or perform for an audience!Full Action
Deceive (Fel) Variable
Demolition (Int) Make and use explosives. You do need the correct materials to do so, however. Full Action
Disguise (Fel) Variable
Divination (WP): Ask the Spirits/Light/Ancestors/Etc. for guidance towards a goal. 1d5 hours
Dodge (Ag) Free Action/Reaction
Drive (Ag): This is used more in difficult situations. You would need to roll for this if you were performing a complicated vehicular maneuver, for example. Half Action
Evocation (WP): This is the skill involved in spellcasting. Evocation tests are called to gather magic for a bonus of +10 to activate on the next spell. Half Action
Forbidden Lore (Int): Forbidden Lore encompasses the things people aren't supposed to know about. For instance, Forbidden Lore (Demons) is the kind of knowledge a Warlock would have that no one else should be learning. This is the secret knowledge of the world, and is generally kept jealously. Free Action
Gamble (Int) Variable
Inquiry (Fel): Gain information on a subject over a long period of time, through conversation or eavesdropping. 1 hour or more
Interrogation (WP) 1d5 Hours
Intimidate (S) Full Action
Invocation (WP): Focus your energies, improving the power of your next spell by 1 Full Action
Lip Reading (Per)
Logic (Int) Variable
Medicine (Int) First aid takes a Full Action whereas treating or diagnosing a condition is Variable.
Navigation (Int): This can be one of many types, such as Navigation (Sea) or Navigation (Land). Simple locations take 1 minute. Plans and voyages take 1d5 hours
Perform (Fel): This can be an instrument or a performing art. Can substitute for Charm or Blather at a -10 penalty. Variable
Scholastic Lore (Int): This is more academic information, and is on more esoteric subjects. Common Lore (Dalaran) might let you know their customs, but Scholastic Lore (Dalaran) would provide you with a history of the Dalaran Magi and their founding. This also applies to subjects like Alchemy or types of magic. Free Action
Scrutiny (Per): This deals with inspecting objects and people you encounter. This can be opposed by Deceive when someone is lying or hiding something. Full Action
Search (Per): This is about examining a location for information. Variable
Secret Tongue (Int): The secret language of some coven or guild or branch of the military. Only certain people can communicate in such a language. Free Action
Security (Ag): Pick locks and disable traps. 1 minute, -10 seconds for every degree of success
Shadowing (Ag): Follow an individual through the environment without being noticed. Variable
Silent Move (Ag) Free Action
Sleight of Hand (Ag) Can be used to cheat at Gamble tests, as well as perform tricks and such. Half Action
Speak Language (Int): This is your ability to speak a language. Characters all start off with a common language, and the language of their race. You can, of course, know other languages. Characters and NPCs need a common tongue to communicate. Free Action
Survival (Int): This skill allows you to construct shelters and generally find a way to live in the wilderness. Full Action/Variable
Swim (S): Full Action
Engineering (Int): Full Action/Variable
Tracking (Int) Free Action
Trade (Various): A trade is any sort of business or skill a character has experience in. These are based on whichever Characteristic is most appropriate (I.E. Blacksmith (S) or Alchemy (Int).). Variable
Thus ends the first segment. Comments are welcome. I'll be doing the rest of the system in a few more segments, starting next with character creation and abilities.