Showing posts with label YDIN - Rules and system. Show all posts
Showing posts with label YDIN - Rules and system. Show all posts

Thursday, November 24, 2011

Planning FARP. Using YDIN. Planning char gen

In roolipelit.net forum people were asking for gamemaster to run forum roleplaying game. I thought I could possibly run one. But first I have to be sure I can commit on it.

Started planning game. Setting will be fictite victorian England. Started planning from the basics. Character creation.

YDIN has six attributes for characters ranging 1 to 6. I restrict buying 6th level in the beginning though as it basically is human limits. There will be two options to determine attributes.
1. Place numbers 4, 4, 3, 3, 3, 2 where you like.
2. Share 19 points between attributes one point equals one value.

Second is skills. First I made a skills list looking like this:
Shadower, riding horse, driving cart, lockpicking, sleigh of hand, acrobatics, athletics, first aid, crafts+, intimidation, empathy, leadership, subterfuge, animal handling, charming, streetwise, expertise+, science+*, speak language+*, read/write language+*, medicine, legends and mysteries, finance, survival nature, brawl, weaponry, firearms, dodge, parry.

Skills with + contain sub categories. For example craft wood or speak language latin.
Skills with * cannot be used skilless.

There are 30 points to share to skills (generally points to share equal number of available skills). Skill point cost is 1 point for level 1, 2 points for level 2 and 4 points for level 3 which is maximum. With experience you can get skill level up to 4 though.

Mother language starts with 2 and 1 to read/write.

Gifts you get 3 points to share and they are:
Charismatic - 1 point
Athletic - 1 point
Alcohol resistance - 1 points
Confident - 1 points
Street person - 1 points
Good dark vision - 1 points
Special - 3 points (get value 5 attribute to 6)
Hawkeye - 1 points
Lithe - 1 points
Military background - 2 points
Wealthy - 2 points
Lucky - 2 points
Beautiful/handsome - 2 points
Extremely good sense - 2 points choose one
Medium (to supernatural) - 2 points
Talented - 3 points (+5 points to skills)

I think many of those are self explaining but for the game I will detail them. They both add aspects to roleplaying and game mechanics. I might also write more gifts.

And naturally there are 3 points for hobbies what are skills out from skill list like chess playing, playing an instrument, poetry, cooking etc.

I am quite happy with the skills list. I think it will cover victorian game. Of course there could be skill for mechanical devices but I think it goes under science and is relatively rare.

Wednesday, January 12, 2011

YDIN - Basic damage and weapon/armor statistics

Different type of attacks deal different damage. These are the core rules for damage.

Exploding Dice

In damage dice are exploding. When rolled highest possible result of a damage die, roll it again and add on previous result to get total damage.

Unarmed Damage

Unarmed combat deals 1D4 damage, additional damage comes from strength as following

STRENGTH DAMAGE BONUS:
  • Strength 1-2 = +0
  • Strength 3-4 = +2
  • Strength 5 = +3
  • Strength 6 = +4
  • Every Strength beyond 6 deals additional +1 damage.
Unarmed attacks don't decrease wound points even if wound is exceeded.

Melee Damage

Melee damage is determined by weapon's damage with strength damage bonus. Different melee weapons have different damage dice depending on their lethality.
Melee weapons come in two different category: piercing/slashing and pludgeoning. Piercing/slashing weapons have a sharp point or blade and bludgeoning are blunt. Only piercing/slashing can pierce character if wound level is exceeded by 2.

Projectile Damage

Projectile weapons are arrows, bolts, thrown daggers and spears, slings etc. Depending on weapon's type it can or cannot pierce.
Strength damage bonus is applied.

Ammo Damage

Ammo damage is dealt by modern guns and is similar to projectile damage. Only piercing needs only to exceed wound once.
Some weapons can be fired more than one time per turn. These are triple, burst or auto.
Triple is a maximum of three individual shots fired on a turn. After each shot accuracy is lost. First shot has no modifiers, second two negative modifiers and third three negative modifiers.
Burst is a three round burst from an automatic gun. Burst suffers two negative modifier, but basic damage is tripled.
Auto is full automatic shot where the clip is emptied. Roll combat task and multiply damage with 10% of clip size rounded up. You can divide this damage on several opponents.

Weapon Statistics

Weapon statistics are as following:

WEAPON NAME
Type: Pludgeoning, piercing/slashing or ammo
Damage: Die/dice used to determine damage and possible bonus
Critical: Multiplier for critical success damage
Rate: How many shots one can take in a single turn. Modes are single, triple or burst.
Range: Effective range of weapon. There are two ranges. Normal and extreme. Distance over normal but below extreme suffers one negative modifier to combat task
Capacity: How many ammo weapon holds and ammo container type
Malfunction: How many catastrophic failures are needed before gun breaks up. Repairing weapon decreases gained malfunction.

Repairing Gun With Malfunction

Dexterity + Mechanics one negative modifier except if character has hobby gunsmith when Dexterity + Gunsmith is used without modifier.
Success decreases two malfunction points.
Critical success completely nullifies malfunction points.
Failure doesn't affect weapon.
Critical failure adds two malfunction points.

Armor

Armor has one value, armor value what determines how much damage is decreased.

Shield

Shields have one value, durability. Shield takes damage instead of character, but when damage is dealt more than shield's durability it is unusable. Durability is tracked like healthpoints.

Wednesday, October 27, 2010

YDIN - Basic combat phases

Combat is in rounds and turns. Round is time what takes all participants to make their actions, turn is one individual's action. Time of one turn or round can vary greatly. In fast phased gunshooting one turn can take few seconds to fire a gun, but in space combat one turn can take several minutes to manouver the spacecraft.

Initiative

Initiative determines the order in which participants act. Usually player characters roll individual initiative, but gamemaster can roll single initiative roll for every NPC/monster with same basic initiative value.
Initiative can be re-rolled after every round, or first initiative can be used through whole combat. Highest initiative score gets to act first, second highest gets to act second and lowest gets to act last.
Character can also delay his action from his turn and act in any initiative turn he wants.

Basic Initiative

Basic initiative is character's Dexterity + Perception.


Rolling Initiative

Add result of D6 to basic initiative to determine each combatants phase to act in combat round. If you score result 6 with D6, roll again. Second roll is another action's turn in one combat round.

Examples:
Character's Dexterity is 3 and Perception 4, so basic initiative is 7. Result of D6 roll is 3, so character's turn in combat round is 7.
Character's Dexterity is 3 and Perception 4, so basic initiative is 7. Result of D6 roll is 6, so player gets to roll D6 again to score 3. Character gets to act in turns 13 and 3. With exploding die he gets to act two times in combat round.
These extra actions don't suffer negative modifiers.

More Than One Action In Turn

Character can take more than one action in a single turn. Every additional action adds one negative modifier to every roll. Three actions is maximum to perform.

Two actions in one turns is 2 negative modifier for both acts.
Three actions in one turn is 3 negative modifier for each acts.
In each extra action from exploding initiative die you can perform more than one action, but each extra turn is dealed individually.
Example:
Character takes three actions in his combat turn. He rolls his every act with three negative modifiers.

Friday, October 22, 2010

YDIN - Basic character advancement and experience

Characters have two values to indicate their experience and advancement.

  • Rank tells your character's current power level.
  • Steps indicate amount to gain to advance a rank.
Characters have ten steps. After every game session gamemaster values how well character did different tasks and how well his character handled the adventure and/or gaming session.
After gaining tenth step, character advances one rank. Advancing a rank character gains benefices; skill points to distribute on new skills or to raise current, attribute points to advance in attributes, new gifts etc.

Gaining Steps

After each session gamemaster values character's actions and achievements. Gamemaster then gives steps according to this:

  • 1 step for achieving a minor goal
  • 2 steps for achieving a major goal
  • 1 steps for each combat and or action involved situation
  • 2 steps for each victorous combat and or action involved situation
  • 1 step for gaining new knowledge
  • 2 steps for resolve minor adventure what lasted several gaming sessions (three or more)
  • 3 steps for resolving major adventure what lasted several gaming sessions (three or more)
Gaining A New Rank

When character has ten steps full, he advances a rank.

After each new rank character gains 2 skill points to distribute as in character creation. New skills cost 3 skill points. Skill points obtained in new rank can be saved for further use. Skill points can be used aswell to advance in hobbies or buy new hobbies.

After each fifth rank character gains 1 new gift point. Gifts are bought like in character creation. Gift points obtained in a new rank can be saved for further use.

After each tenth rank character gains 1 new attribute point. Attribute points are distributed as like in character creation. Attribute points obtained in a new rank can be saved for further use.

Starting A Character With Higher Rank

With gamemaster's will or permission starting character might start with higher rank than first. Usually characters start at first rank though, but in some campaigns gamemaster might want characters to be a higher rank from the beginning.
Creating a higher rank character: Create character as in character creation rules. After character is done, add ranks and benefices of each rank. Note, that additional ranks to starting characters affect to equipments only if gamemaster decides so.

Rank Table

1st Rank: Character creation
2nd Rank: +2 skill points
3rd Rank: +2 skill points
4th Rank: +2 skill points
5th Rank: +2 skill points, +1 gift point
6th Rank: +2 skill points
7th Rank: +2 skill points
8th Rank: +2 skill points
9th Rank: +2 skill points
10th Rank: +2 skill points, +1 gift point, +1 attribute point
11th Rank: +2 skill points
and so on...

Special Setting Rules For Steps And Ranks

Basically steps and ranks work similarly in every setting. There might be some additional benefices in every fifth and tenth rank though. Those are explained in settings in question.

Tuesday, October 19, 2010

YDIN - Modern setting skills list

This skill list is example for a modern setting.

Combat Skills:

FIREARMS+ (Dexterity)
+ Pistols
+ Rifles
+ Machine guns
Pistols to shotguns to sub-machine guns.

EXPLOSIVES (Intelligence)
Explosives and bombs.

HEAVY WEAPONS (Strength)
Bazookas, rocket lounchers and granade lounchers. Also heavy military artllery.

THROWN WEAPONS (Dexterity)
Thrown knives, shooting stars, axes, darts.

THROW (Strength)
Grenades, rocks.

 MELEE WEAPONS+ (Dexterity or Strength)
+ Slashing/Piercing  (Dexterity)
+ Pludgeoning (Strength)

HAND-TO-HAND COMBAT (Dexterity OR Melee)
Different martial arts or styles have more specific rules. Hand-to-hand combat is basically for swinging punches.

DODGE (Defence)
Succesful dodge means that attack missed. Critical success means that you both dodge the attack and get extra action. Catastrophic failure means you take the damage and opponent gains an extra action.

PARRY (Defence)
Success means you parry an attack and no damage is dealt. Critical succes means you disarm your opponent. Catastrophic failure means you are disarmed.
Unarmed parry only works against hand-to-hand attacks. In that case with success you gain an extra action. Critical success means you can have either an extra action or grab your opponent. Catastrophic failure means your opponent gains an extra action or you are grabbed in opponents will.

Other Skills (In alphabetical order):

AEROPLANES* (Intelligence or Dexterity)
Flying an aeroplane usually is paired with Intelligence, but Dexterity is used in special manouvers.

ACADEMICS*+ (Intelligence)
+ Sub categories could be chemistry, biology, history etc.
Your general book knowledge and education.

ACROBATICS (Dexterity)
Physical manouvers to climb fences, to leap cracks and to run away a pursuer.

ANIMAL HANDLING+ (Charisma or Dexterity)
+ Riding
+ Animal knowledge
Ability to understand, train or mount animals.

ARTIST+ (Attribute varies)
Choose one field you can do arts. It could be for example painting, sculpting, dancing, playing an instrument etc.

BURGLARY (Dexterity or Intelligence)
Skill to know how to break and enter, disable alarms and open safes.

COMMON KNOWLEDGES (Intelligence)
Knowledges of basic things that are learned in school, news or basic common sense.


COMPUTERS (Intelligence)
Skill to use computers, operating systems and internet.


ELECTRONICS (Intelligence or Dexterity)
Your knowledge about electronical devices, how they work, how to use them and how to repair them.

EMPATHY (Charisma)
To comfort another in need, know another's needs and to help scared or socked person. Or just convince another to be silent in stressful and dangerous situation when you need to shut up.


FAST-TONGUE (Charisma)
Skill to quickly come up with explanation or outright lying.


FINANCE* (Intelligence)
Stocks, banking, investement, echonomy

FIRST-AID (Intelligence or Dexterity
Skill to give first-aid for a victim. Succesfull first aid test stops bleeding, shock or other effect on target. Critical success gives D6 health points to target. Catastrophic failure deals D6 additional damage to target.

LANGUAGE+* (Intelligence)
Every different language learned is handled as it's own skill. In Gamemaster's will some similar languages can be understood or talked with one negative modifier. Untrained you cannot write language. Language skill is all speaking, understanding and writing.
Mother togue is not a skill, it is natural.
Languages might also be sign language or gang language.

LEADERSHIP (Charisma or Intelligence)
Your ability to convince the crowd, lead your squad or arrange and organize things. Paired with Charisma also convincing and manipulating others.

MECHANICS (Intelligence or Strength)
You know how mechanical things work, how to maintain, operate and repair them.

MYSTICISM (Intelligence)
Knowledge of occult and mystics.

PERFORMING (Charisma)
You know how to give your point out and how to speak or act in public.

PHYSIC+* (Intelligence or Dexterity)
Physics is knowledge of medicine and also skill to perform medical tasks. Different fields of physics (ie. surgery and dental care are separate skills, but you know basics of every field with skill physics).

SEARCH (Perception)
General skill to finding and spotting things hidden or hid in purpose.


SNEAKING (Dexterity)
Your ability to move unnoticed and silently, or hide in the shadows or behind objects.

SURVIVAL+ (Stamina or Intelligence)
+Nature
+Urban
Skill both to survive in urban enviroment during night or finding water in desert.

VEHICLES+ (Dexterity)
+ Light and medium vehicles (motorcycles, cars, light trucks)
+ Heavy vehicles (trucks, semi-trucks, special vehicles)
+ Military vehicles* (tanks)

WATERCRAFTS (Dexterity)
Skill to manouver boats of different types and to navigate.

YDIN - Skills in general

Skills have five ranks from untrained 0 to master 4. Some skills cannot be used untrained, they are marked with *.

Skill levels 1 and 2 cost points equal to skill level, 3rd skill level costs additional 2 points (4 points total). 4th skill level costs 8 points.

Skill lists are given in different settings. You can add skills if you feel like it. Another method is to take excisting roleplaying game and take skill list from it.

It is your choice do you want skills to be extra specific or more wide. Generally in YDIN skills are in wider area but there are few of more specific also.

Some skills have subcategories. You can use subcatogories with the main skill in one negative modifier, or buy them separately as you choose to ignore the negative modifier. Skill's subcategories are marked with a +.

When attempting a skill task, skill is always paired with an attribute. Attribute might vary depending on a situation though. Skills aren't linked specifically on one attribute, but some skills usually use one particular attribute.

Hobbies are treated like general skills.

YDIN - Basic character creation

Basic character creation is used most oftenly. It might vary in different power levels or races of a character (from elf to android). But these are a rule of thumb:

Determining Attributes

Divide points. You have 18 points to distribute to attributes. One point spent to attributes equals to one point of attribute. Value 6 in attribute costs one extra point.

Roll the dice. Roll 6D6 and put the results in attributes as you please.

Roll and divide. Add roll 3D6 to 9 and divide total result to attributes.

Determine Secondary Attributes

Health points = Strength + Stamina x4
Wound points = Strength + Stamina
Wounds = Strength + Stamina /2
Defence = Stamina + Dexterity /2
Mental points = Stamina + Intelligence x4

Buying Skills

Spend 20 points to settings skills. Third skill level costs one additional point. Starting characters cannot obtain 4th skill level at the beginning of the game. It must be earned via experience.


Buying Hobbies

Spend 5 points to buy skills out from the skill list. Thid skill level costs one additional point.

Buying Gifts

Gifts are special abilities of characters. You have 3 points to buy gifts what vary in cost.

Buying Equipment

Determine starting equipment from skills. Every skill level of 2 is one skill related minor equipment. Every skill level of 3 is one skill related major equipment or two minor equipments.
If equipment is minor or major is determined by setting or Gamemaster.
Character's starting wealth is intelligence + D6 x5. You can use them to buy more equipment or convert to cash determined by the setting.

YDIN - Basic rules - How to roll

YDIN uses simple basic rules presented here.

Attributes And Skills

Characters have 6 attributes:
  • Strength - Physical strength and power
  • Dexterity - Physical agility and mobility
  • Stamina - Physical constitution and toughness
  • Intelligence - Mental wit and education
  • Perception - Mental noticing and awareness
  • Charisma - Outlooks and personality
Attributes range from 1 to 6, where 6 is highest and 1 is lowest. Usually character's average is 3, where 4 is a slightly higher than average, 5  way above average and 6 at human limits. Also 2 is a bit below average and 1 is really poor.

Skills are listed in setting, and they are in range 0 to 1, where 0 stands for untrained, 1 is green, 2 is trained, 3 is pro and 4 is master. You can use untrained skills (everything you haven't bought) unless they are marked with * to be learned. You cannot for example do brain surgery without a skill. Skill scores are skill levels.

Attempting A Task

When your character tries to do something, you add relevant attribute and skill bonus. Skill bonuses are as following:
  • Skill level 0 - 1D6 - One negative modifier (will be discussed later)
  • Skill level 1 - 1D6 - +0
  • Skill level 2 - 1D8 - +2
  • Skill level 3 - 1D10 - +4
  • Skill level 4 - 1D12 - +6
Skill level tells both what die you are rolling to perform a task and modifier to your attribute. Basically you use your attribute as a target number and skill level to determine modifier to your target number and what die you are using against the target number.

(Thanks for blog reader Vanphil for these alternative modifiers. Really appreciate it).

Rolling Under Or Over

There are two ways to attempt a task. You can choose to roll over or to roll under. There are few differences.

Rolling under. When rolling under, you try to get with a die same result or under as your attribute + skill level modifier to success.
Example: Attribute 4 + Skill level modifier +2 = 6. You roll D8 (from your Skill level) and numbers 6 and lower are a success.

Rolling over. You might decide to roll over, where die result of higher is a success. There is a drawback though. Unsuccesful rolls are allways concidered as a catastrophic failure.
Example: Attribute 4 + Skill level modifier +2 = 6. You roll D8 and if you decide to roll over you only success with 2 die results, where other 6 are catastrophic failures.
Example 2: Attribute 3 + Skill modifier +0. Rolling under or higher you have equal changes in success, but if you decide to roll over, your critical failure rate rises dramatically.
Example 3: Attribute 1 + Skill modifier +0. You success with 2,3,4,5,6 but score critical failure 1/6 of the time. This means, with a poor character you still have good changes to success, but you also fail critically more often than a skilled character.

Why is it so, that in my system characteristically poorer character might have better change to success in same situation where better character? Reason is simple. Even if your character is not professional or even good in everything, he has a great change to success. There is no characters who cannot hit their opponents or who are doomed to fail in their jump-tests. Everyone has a good change to success. But if you are poorer character, there is also a greater change to score critical failure.
It is taking a risk. With luck poor character can perform as good or even slightly better than a skilled character, but as an unskilled character, you also fail critically more often. Do you choose to play it safe, or take a risk to loose it all?

Catastrophic Failures

Catastrophic failure is when something ends really bad. It is aftermath of botched skill task.
  • You try to swing your enemy with a sword but end up cutting yourself. (Failure would be only a miss.)
  • Your leap from rooftop to rooftop ends into a deadly fall. (Failure would be just loosing balance after leap).
  • Your gun might jam to unrepaired condition. (Failure would be just missed shot).
Catastrophic failure occurs in two ways:
  • Fail rolling over.
  • When rolling under, if you score highest result of a die, roll again. If result is again the highest number, your failure is catastrophic. If second roll result is anything else than highest number of a die, it's just normal failure without additional bad effects.
Rolling over can provide more successes in some situations or attribute + skill combinations, but also catastrophic failures occure more often.

Critical Success

Critical success is when something really good happens. You deal extra damage as you hit very well or you might get a really good edge in a chase.

Critical success occurs when you roll same or under your skill level. The higher your skill, the better you success more often.

Note, that when rolling over you cannot score critical successes.

Modifiers

Modifiers are added to skill tasks from different situations what affect the task. Modifiers are not calculated, but you roll several dice according to your skill and take the best or worst result of the dice (depending on do you roll higher or lower AND is modifier negative or positive). Modifiers vary from 1 to 3 and can affect each other.
Example: Fight on the rooftop. Rooftop is slick from the rain and hard to maintain balance, but opponent is fallen down. Character gets one positive modifier from fallen opponent as he does get one negative modifier from slick rooftop. Total modifier is /-0 and doesn't affect the roll.

Positive modifiers are when enviroment and or situation is really good. It might be great equipment, really easy task or blow on opponent laying on the ground. Roll dice equal to your positive modifier and take best result for the situation.

Negative modifiers are when enviroment and or situation doesn't favour in a way or another the character. It might be slick rooftop, pitchblack or fallen down. Roll dice equal to your negative modifier and take worst result for the situation.

When trying a task without a skill, character gets one negative modifier to roll.

Attempting A Task With No Skill Involved

Sometimes there are situations there is no suitable skill to use, and task is purely based on attributes. Divide your attribute by half (round down) and use it as you would normally use skill level.
Example: Character is trying to lift a fallen tree over his friend stuck below it. There is no skill to lift things as it uses pure strength. Character's Strength is 4, so he uses half of his strength, number 2, as he would normally use skill level.