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imported_Rasyr

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Ideas for Options
« on: November 27, 2012, 09:49:16 PM »
I figured that I would share a few ideas that I have had for options for Novus (i.e. to be published in issues of Libram Novus eventually), and you can also feel free to submit your own ideas (however, a word of warning, by submitting an idea in this thread, you are granting Firehawk Games the right to use that idea in any fashion it wishes, including completely changing how it works, without any expectation of compensation of any form).

Note that these are just rough outlines of ideas and all need further development before being ready to be published.


hits equal another type of pain, use Boon Points to equal "real damage" with each Boon Point equaling 1 point of damage to Con. When Con reaches zero, character is dead, when hits reach zero, character is unconscious....



20 (maybe 30) points per round, init (2d10+) figures starting point, count down from there. Actions have TAP cost which is modified by Quickness Stat Bonus. Allows for much more tactical system....

Max of 30 TAP, actual amount is determined by init roll (anything over 30 equals 30), start at highest iTAP (initial TAP) and declare actions, subtract the TAPc from iTap and that becomes the new TAP. Actions are resolved at the new TAP point (thus allowing others to declare/take actions that may resolve before the initially declared action takes place).



Characters do not have a static DEF score. Instead, they roll against the incoming attack, and if the attack roll is higher, it does damage as normal. There are 2 types of rolls -- Avoid & Deflect -- still need to determine base bonuses for these - should NOT be level based!! perhaps a +1 to them for every 3 ranks in best melee based skill?)



3 Classes - Combat, Skill-based, or Magic-based Classes with options that allow for customizing each...

This needs LOTS and LOTS of development before it could be ready.. Perhaps give each of the 3 classes xx points to spend on a specific list of potential choices, but if I did this, I would likely have more than 3 Classes, perhaps 4-5 Classes that allow for various archetypes (i.e. Warrior, Rogue, Mage, Outdoorsman, Disciple (i.e. Martial Artist types), etc..).



Earn extra Fate points when starting a group -- gain 1 extra Fate Point when doing char gen by providing links from your character to another character which helps explain why you are willing to adventure together. No more than 2 extra Fate Points for this, and inexperienced players should be allowed to use the obverse of the same event to hook back to the originating player.

Got this idea from a thread on rpg.net talking about how some other games handle things (but usually giving skills or xp -- I thought Fate Points would be better).



Can save Boon Points for later rolls if desired. BPs kept separate by type (skill, combat, magic). Must declare that will be using 1 or more Boon Points before making a roll, and declare how many will be used (but not what they will be used for). Any Boon Points earned in such a roll may be used or Saved. Player may also treat up to 2 Boon Points as if they were a Fate Point and use them to make sure the roll is successful if need be..

imported_Rasyr

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Ideas for Options
« Reply #1 on: November 28, 2012, 05:45:51 PM »
I put the ideas into Spoiler tags for those who might not want to see the raw ideas in advance. Feel free to discuss them openly in other posts. And, as always, feedback is always welcome!!!

Offline Fidoric

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Ideas for Options
« Reply #2 on: November 29, 2012, 12:33:38 PM »
Some great ideas there.
Especially the Defense roll. I was thinking about that lately. That way, if you roll high enough above the attack, you may even gain defensive boon points to use against the attacker (something similar to how Legend handles combat)

imported_Rasyr

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Ideas for Options
« Reply #3 on: November 29, 2012, 04:05:05 PM »
When I first wrote those notes regarding the Defense Roll, I had not fully thought things out. I mention both an Avoidance and a Deflection Roll. Thinking about it a little bit more, the Deflection roll is essentially the same as a Basic Block (and Parry and Block/Riposte combo, etc), and as you suggested the defender could always earn Boon Points for it (and enough Boon Points for combat would allow for making a free attack as well).

As for the Avoidance roll, I see 2 possible ways of handling that. The first is a Speed Save, with an additional modifier of +1 for every 5 ranks in their best melee skill (the same sort of bonus that characters get normally for their DEF), the second option would be to use the Acrobatics skill. This would be similar to the Dive For Cover/Dancing Dodge type of Combat Moves (slightly different mechanics due to DEF being a roll instead of a static number, but still close enough to be based upon those... (and then allowing those Moves to grant bonuses as well...)


Offline Fidoric

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« Reply #4 on: November 30, 2012, 09:31:16 AM »
I think using a speed save would be better than using acrobatics skill. Adding a bonus related to melee skill is very good because the first step of most melee training is avoiding to be hurt. Using speed saves is also a good incentive to increase this save. Avoidance boon points could result in tactical advantages (gaining positional bonuses), disarm attempt, trip attack...

Regarding the deflection roll (and to increase the tactical aspect of combat), it should be good to wait after the attack roll before investing any AB into DEF.
The reason behind this is that, when you are engaged in a fight, your priority is to avoid being hurt.
So :
1. the guy who has the initiative (meaning: the guy who choose the course of action) attacks (with how much AB as desired) or elects to wait (preparing a riposte for example).
2. the guy who has not the initiative (the guy who reacts to the first one action) is likely to invest as much AB as needed to deflect the blow (at least to avoid any heavy blow with boon points).
3. the guy who has not the initiative could now attack if he has any AB remaining.

This is a rough guideline. I remember someone has submitted such a combat system some years ago on ICE forum (i will try to find it).
Such a system stresses the importance of initiative but could also make any difference in AB more significant.

I will try to think about that next WE to submit some ideas to you.

imported_Rasyr

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Ideas for Options
« Reply #5 on: November 30, 2012, 02:08:09 PM »
Avoidance -- Actually, Acrobatics would be useful in certain situations (such as the "Dive For Cover" type of thing.

Deflection -- What you describe there sort of goes against the whole point of  declaring actions BEFORE rolling for initiative. (which included setting how much you were going to Fight Defensively....

Now, one idea that just occurred to me that might work better would be to change the formula for figuring DEF from "(15 + Spd) + Other Mods" to "Spd Save (5 + Spd) + Other Mods"

Then this newly defined DEF is the basis used for making Defense rolls for BOTH Avoidance and Deflection. It will automatically increase as you gain skill in melee Combat (and can be increased by increasing Spd Save altogether), plus it would allow you to Fight Defensively as you normally do, and would only require minimal adjustments to the Combat Moves (i.e. performing a Dodge or a Parry still effectively works as normal, but you have to roll and add the 2d10 to the DEF as well).


imported_Rasyr

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Ideas for Options
« Reply #6 on: December 28, 2012, 07:06:09 PM »
Anybody else have any other ideas for options to be written up for Libram Novus issues?


For example, I was recently thinking about how to implement psionics in Novus. I have some ideas involving the creation of Major/Minor Disciplines (Major would be like full powersets of multiple powers around a given theme, while Minor are simply individual abilities). Each Discipline would be a specific skill. Each would take up a specific number of psi-slots (i.e. if a psion has 15 psi-slots, maintaining a light telekenetic shield requires using 1 Ps to keep bugs/rain off him, but would require being upped to 3 or more slots to provide a bonus to defense). The number of Psi-slots (Ps) would be based upon the Will stat of the character, and so long as a given power is up and running, any Ps used by it are unavailable. Once Ps have been released/used (in the case of attacks that use Ps for a single round only), it take 1 round to recover 1 Ps back to the pool (thus using 10 Ps to make an attack, would mean taking 10 rounds to get them all back). Unlike Spell Points, Ps would be essentially a static pool, increasing only when the stat increases or through the acquisition of certain Talents.

I still need to figure out a lot of this stuff before it is ready for use....


Offline Sunwolf

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« Reply #7 on: December 29, 2012, 03:47:14 AM »
I think Psionics would be a great potential addition.  That might very well convince me to buy the system (still looking it over right now but the mechanics seem pretty good) as Psionics are one of the things I really like.  Also still looking for a good system to run Julian May's Pliocene Exile Saga and Galactic Mileau in.

Offline Fidoric

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« Reply #8 on: January 02, 2013, 09:37:18 PM »
Here's a link to the combat system I was speaking about some posts earlier. It is named SPAR. I remember being excited when I first read it, but I never had a chance to test it. I think it has great potential for an alternate combat system.

Any comment ?

http://www.guildcompanion.com/scrolls/2008/mar/sparforharp.html

imported_Rasyr

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Ideas for Options
« Reply #9 on: January 02, 2013, 11:24:46 PM »
Another idea I have had, for an option, was to create "Action Cards", where each card contained one Combat Move, or possible action that a player could declare. If the character wanted to perform multiple actions, he would use multiple cards.

At the beginning of the round, the player would select his actions and place them face down in front of him. Determine initiative normally (or even have everybody turn over their top card simultaneously if you want, and then the GM just resolves each sub-group (i.e. player and specific foe) at a time, with all actions at this point being considered simultaneous)), and once that first card is resolved, everybody turns over the next card, and so forth, until all cards have been resolved.

There are some inherent issues with this idea that still need working out, but it is something I tinker with from time to time...

Offline Fidoric

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« Reply #10 on: January 03, 2013, 09:19:00 PM »
That's good news. Usually, when you begin tinkering, something great happens. 

Offline Sunwolf

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« Reply #11 on: January 08, 2013, 05:18:28 PM »
I have a suggestion for an Option.
How about some rules for building new Races and balancing them against existing ones.
On initial scan of the rules and Librams didn't see this option, if I have just missed please point me in the right direction.

imported_Rasyr

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Ideas for Options
« Reply #12 on: January 08, 2013, 06:04:18 PM »

I have a suggestion for an Option.
How about some rules for building new Races and balancing them against existing ones.
On initial scan of the rules and Librams didn't see this option, if I have just missed please point me in the right direction.




That is actually the focus of the issue of Lirbam Novus that I am currently working on (race creation rules).

Offline Sunwolf

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« Reply #13 on: January 09, 2013, 01:02:19 PM »


I have a suggestion for an Option.
How about some rules for building new Races and balancing them against existing ones.
On initial scan of the rules and Librams didn't see this option, if I have just missed please point me in the right direction.


That is actually the focus of the issue of Lirbam Novus that I am currently working on (race creation rules).



Excellent.  Looking forward to seeing it.