Monday, January 19, 2015

As an update for Tabijin/Wanderer System, I'll let you all know that I've worked up a system for creating enemies, hazards and NPCs in a single roll, with a few more optional systems for increased depth. Enemy moves, trap success and NPC actions are dependent on your rolls. This is going to give an experience very much like a gamebook's combat system, but it only requires you to roll for yourself.

4 comments:

  1. Brief synopsis: You 2D6 to determine Challenge Value (CV), which is sort of a combination of HP and Threat Level. You also roll 1D8 to determine their type, although if the CV is high enough they get multiple types.

    Right now types are all labeled elementally, though there's nothing saying you have to describe them that way to your players. It's currently Dark, Fire, Light, Metal, Stone, Thunder, Water and Wind.

    Each type has three associated abilities, although this system is expandable. For each type the monster has, say Dark, Metal and Thunder, it randomly gets one ability from each type's set. It's possible for a 3-type monster to get one type two or three times, such as Dark, Metal and Metal, in which case it gets one Dark ability and two Metal abilities.

    In combat you roll 1 White D6 and 1 Black D6. Hoping for 8+. If the White D6 is a 1 (or higher depending on the enemy's CV), then the enemy hits you for one damage and activates one of their abilities. On a Black 6 good things happen to you.

    Hazards are traps and puzzles, which also have CVs. They're generally one-off obstacles that you roll 8+ to avoid.

    Hazards have the same type selection as enemies, although the abilities granted are different. Their abilities trigger on White 1 or higher, depending on CV.

    Social NPC encounters can be anything from wandering merchants to spies, stray animals or doctors. Essentially you run into another person who wants something or wants to give you something, or perhaps just a chat.

    During character generation you choose a default emotional disposition for your character. Each NPC has an emotional disposition, too. If you're compatible then you have higher chances of friendly interaction.

    NPC encounters can result in you getting good or bad advice, gaining a sub-quest, an ally, having them run off to join the main enemy and harm you later, turn into a combat or many more things.

    NPCs have a CV that indicates how canny they are, as well as how useful or harmful they can be to you.

    NPCs have types and abilities, with bad things on White 1 and good things for you on Black 6.

    CV is important for solo play, since your quest will call for you to overcome a set amount of CV before the story progresses.

    Say the quest calls for you to accumulate a total CV equal to the amount of Assets you have times 5. Assets are kind of like a combination of Fate's Aspects, plot currency, your HP and XP (although you don't lose them when spent).

    Anyway, the quest requires a set amount of CV. You travel a bit, roll for encounters or other events, overcome anything that comes your way and check to see if you have enough CV for the next phase of the quest. If you don't, travel some more. If you do, then read the quest type's story bit, maybe make a choice and keep going. Once you have enough to finish the quest there's a final encounter and then you win or lose.

    ReplyDelete