RPG: Mechanics

For a long time I’ve been thinking about interesting RPG and game mechanics and ways of changing, adapting and combining them. I’ve also got an interesting setting in my head (at least I think it’s interesting) that I’d love to run an RPG in. I think it’s about time to start writing things down.

Thoughts

Dice

Four twelve sided dice.D12s will be the dice of choice in my game.

Why? Well firstly because they’re an under-used dice. D6s of course are the ‘normal dice’, D20s are for … well D20 Systems and although I love D10s they get far too much attention with the World of Darkness and Roll and Keep systems (not to mention percentage systems).

Secondly I have in mind an initiative system of sorts with each round representing 6 seconds of time (I think that’s a fairly standard length for a round in many RPGs), using a D12 you can then split each round into half-second phases. Perhaps the number 6 (which a D12 works nicely with) will come up elsewhere as well?

Magic

Well it’s a fantasy setting (though less medieval and more swashbuckling) so it needs to have some supernatural elements. I don’t particularly want traditional D&D style mages but I do want magic of a sort, I’m thinking of something more about ritualistic preparation of materials rather than spontaneous flinging of fireballs and lightning bolts.

Wu Xing Interactions - Wood, Fire, Earth, Metal and WaterEach type of magic user will follow a different element (based very loosely on the elements of Wu Xing: Wood, Fire Earth, Metal and Water) and each will work in an entirely different fashion. Those who follow Water will create potions and elixirs while those who follow Wood will focus their powers into wands, rods and staves. There will be a sixth element as well, but that can wait for later.

I think I’m probably going to end up with magic being more of a pseudo-science than an actual supernatural power. Think more alchemy and less Gandalf.

Characteristics and Skills

Characters in role playing games need characteristics to define them; traditional systems use things like Strength, Toughness, Intelligence, Agility and so forth. I want to make my traits a bit more integrated into the setting.

So we’re back to the elements again.

Wood equates to a character’s charisma and social ability.
Fire becomes an equivilent to agility and dexterity.
Earth is effectively a mixture of constitution and willpower.
Metal corresponds to a character’s physical power and strength.
Water represents intelligence and wisdom.

Alongside traits characters obviously need someway to differentiate their skills from other characters. D&D goes with the idea of classes with feats (and a small selection of skills), I however hate the idea of classes – given time and training why should a priest not be able to learn how to pick locks or why can’t a magic user be a skilled swordsman? So the other route is skills.

Using a skill based system lets me dispose of both classes and levels; your skills improve gradually over time (rather than your skill level suddenly increasing in jumps every few adventures) and you can improve whatever you like. Just because you’ve practicing your lock picking doesn’t mean you can’t decide to take up swordsmanship or archery.

I still have to have a think about whether to go with something point based (like GURPS or Legend of the Five Rings) where you gain points which you can spend on anything or something usage based (like Call of Cthulhu or Rune Quest) where skills improve naturally through use – maybe even some combination of the two?

Traits

So what else is there? I’m a big fan of systems that incorporate things like strengths and flaws to further distinguish your character. Even in games that don’t mechanically reward it I think flaws can be great fun and an aide to roleplaying. I’ve seen it done a number of different ways but I like the idea (at least with points based systems) of spending points to gain advantages like ambidexterity and taking handicaps like short sightedness in order to gain extra points.

Depending on whether different species come into the game or not you can even build templates for races using these traits. For example a traditional Tolkeinesk dwarf might have bonuses like Night Vision and Longevity while suffering from a penalty like Short (not that being short is a penalty, but mechanically it may reduce movement or something like that, at this stage it’s just an example).

Money

A partially opened chest showing gold coins within.There are two ways I can see of doing money. The traditional way of counting every penny “I have 343 gold coins, 27 silver coins and 15 copper coins.” as you see in D&D and virtually every other RPG about. Or the more abstract method, as used in the World of Darkness games and Mutants and Masterminds, where you have a Wealth rating; you don’t track individual coins and instead you can either afford things or not based on your wealth.

There are pros and cons to each system. I personally have a fondness for tracking individual coins, jewels and every item of value in my possession – but I may just be a little strange. Alternatively the abstract method requires much less paperwork and is much easier to monitor.

Given the concept I have in my head for the game I think more accurate tracking may be better. Treasure, loot and valuable objects will play a part in things; plus I love the chaos and confusion that can come as a result of different currencies in different countries.

Anyway… That’s about it for now, maybe next time I’ll write up a little about the setting.

2 comments

  1. [...] last post discussed a few vague ideas for game mechanics, this time I thought I’d go a bit more onto the setting itself. In an ideal world the [...]

  2. [...] characters; I’ve made references to stats and skills in my post on mechanics but lets expand it a little more while I have some thoughts in my [...]

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