Homemade Roleplaying System (looking for feedback)

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SnakeoilSage

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Sep 20, 2011
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I'm working on some RP rules and I was wondering if this was the right place to look for some C&C? Does it look too simple, too complex, etc. And feedback would be welcome.

BASICS
To perform an action, characters roll their Trait + Skill, add their Ability and Proficiency modifiers (if any) and compare the results to an static difficulty, or opposing dice roll Target. If the player's roll equals to or exceeds the non-player's Target number, the player-character's action is successful.

Tiebreaking
In the event two or more players roll against each other, and the results match, then the player with the highest combined Ability and Proficiency modifier is the victor. If these two are matching, then simply re-roll.

Critical Hit
A natural dice result of 7 (a 6+1, 5+2, 4+3) before applying modifiers counts as a Critical Hit. It adds a +7 bonus to the roll result, and allows for double or even triple damage to be applied when performing an action that deals damage (depending on the type of attack). Note that if the roll does not meet or exceed the Target, even with the Critical Hit bonus, it still counts as a failure.

Snake Eyes
A natural dice result of 2 (1+1) before applying modifiers counts as Snake Eyes, or a critical miss. Rolling Snake Eyes is an automatic failure, regardless of modifiers or the opposing Target.

Trait/Skill Dice and Ranks
Players roll dice of various sizes for their their Traits and Skills. The higher the rank in each Trait and Skill, the higher the dice used for that specific Trait or Skill. For example, a character with Strength 3, Martial 2 would roll a D8 (for Strength Trait), and a D6 (for Martial Skill).

Rank 1 - D4
Rank 2 - D6
Rank 3 - D8
Rank 4 - D10
Rank 5 - D12

A character can never have more than 5 ranks in any Trait or Skill.

TRAITS
Traits represent a character's raw potential to perform tasks. These Traits are:

STRENGTH (Str)
AGILITY (Agl)
ENDURANCE (End)
INTELLECT (Int)
PERCEPTION (Per)
CHARISMA (Cha)

SKILLS
Skills represent a character's experience and learning in a broad sense, not in any specific area. These Skills are:

MARTIAL (Mar) [Strength]: Athletic and heavy melee skills.
PRECISION (Prs) [Agility]: Acrobatic, criminal, light melee and stealth skills.
STAMINA (Sta) [Endurance]: Resistance and recovery skills
KNOWLEDGE (Knw) [Intellect]: Research, study, and understanding skills
SENSE (Sen) [Perception]: Intuition, insight, spotting and tracking skills.
PERSONALITY (Psn) [Charisma]: Conviction, diplomacy, and empathy skills.

PURCHASING TRAITS AND SKILLS
At character creation, each character has 1 Rank in each Trait, representing the adult human average. They can improve these to heroic levels by purchasing Trait ranks using Character Points. Each Trait costs is rank in Character Points; so a 2nd Level Rank costs 2 CP, 3rd Level costs 3 CP, and so forth. So to upgrade a character from Rank 1 to Rank 5 would cost 14 CP total. (2 + 3 + 4 + 5)

Skills on the other hand start at Rank 0. Like Traits, they are purchased using Character Points, using the same costs as for Traits (with the first Rank costing 1 CP).

ABILITIES
Abilities are a modifer that represent a character's level of competency. Unlike Traits or Skills, each rank in an Ability grants a +1 bonus that is apply to all rolls that utilize that Ability. For example, a character with Power 3 would apply a +3 bonus to any Strength + Martial roll.

Abilities cannot be purchased. An Ability's rank is always equal to the lowest rank of its associated Trait/Skill. So a character with Strength 3, Martial 2 would have a Power of 2. A character with Percepiton 4 and Sense 4 would have an Initiative of 4, etc.

The Abilities are:

POWER (Pwr): Strength + Martial
DEXTERITY (Dex): Agility + Precision
FORTITUDE (For): Endurance + Stamina
CUNNING (Cng): Intellect + Knowledge
INITIATIVE (Ini): Perception + Sense
WILLPOWER (Wil): Charisma + Personality

PROFICIENCIES
Proficiencies are modifiers that unlike Abilities only apply to specific situations, such as performing a Strength + Martial test to swing a two-handed axe, or rolling Agility + Precision to pick a mechanical lock. A Proficiency bonus can make a character a master of specific tasks.

Proficiency ranks are earned in a variety of ways. A character's Class, Race, Perks, and Feats can provide a variety of Proficiency bonuses, and temporary Proficiency bonuses (or penalties) can be earned by equipping certain items and weapons, having certain status effects, being in certain environments, etc. Unlike Ability modifiers, Proficiencies have no limit and with clever character building can make a character an undisputed master in certain tasks.