Tuesday, September 25, 2012

Pentagonal Rock-Paper-Scissors

Consider the above chart. It represents a rock-paper-scissors style social interaction system.

Whenever a PC wants to interact with an NPC, they each roll 2d6. In general, the higher roller will get what they want. However, there are modifiers to the rolls, based on the method each character is using to get what they want. The GM chooses the NPC's method, the PC chooses theirs (both in secret), then rolls are made, and modifiers added. The five methods are Intensity, Leverage, Earnestness, Subtlety, and Misleading.

A green arrow pointing from one method to another indicates that the former receives a +2 bonus to their roll when opposed to the latter. A red arrow indicates a +1 bonus.

Intensity: This is the character using their force of personality, appearance, accoutrements, etc., in order to force submission. Raw intimidation, in whatever form you like.

Leverage: Blackmail, seduction, bribery, and other carrot-and-stick methods fit in this category. This requires that you actually have what you claim to have.

Earnestness: This is persuading with real arguments based on real beliefs. You just want to win them over, and have them see it your way!

Subtlety: This method relies on rank, etiquette, wordplay, mindgames, and other such tricks to convince your opponent that they want what you want! Veiled threats also have a place in this category.

Misleading: Lying, distorting the truth, and avoiding the subject are the main ways to use this category.

PCs may start the game skilled in exactly one of these methods (you don't get access to all five!). Every point of charisma bonus grants access to one more. If you attempt to use a method you are unskilled in, you have a -2 penalty to your roll (but you might get lucky!).

A character may attempt to learn more of them as the game goes on. If a PC uses a method they are unskilled in and roll 2 sixes on their 2d6, they have gained access to that method, and may use it without penalty for the rest of time.

Make sure the NPC has a goal in these conflicts as well, since if they win, they achieve their goal. PCs are bound by the social game just as much as NPCs are, so be careful!

Use situational modifiers as needed. If someone's job and/or family depends on their standing their ground, throw in a +1 or +2. If the PC is a reedy wizard with charisma 8 and strength 6, maybe an additional penalty on Intensity rolls. Be smart about things.

Finally, the use of the method has to make sense! No choosing Earnestness then working in a carefully constructed lie. The methods are what they are.

I have yet to playtest this, though I shall soon. Let me know what you think of it!

Further Reading: Everything Alexis of Tao of D&D has written on IMech (interaction/intelligence mechanic). His solution is far more complex and meaningful than mine, but as mine is simple and requires little workload, perhaps you will find some use in it.

Monday, September 24, 2012

NPC Personality Generation

This is a table I use to quickly make interesting, goal-oriented NPCs. Personality only, you understand. I've found it quite effective at giving depth to interactions and introducing sudden plot-hooks. Roll on all three tables for each NPC.

Table 1: NPC's Temperament (d20)
01 - grouchy
02 - too friendly
03 - generous
04 - racist and roll again
05 - excitable
06 - naive
07 - cynical
08 - melancholy
09 - touchy-feely
10 - slick
11 - jovial
12 - easily angered
13 - really sensitive
14 - idealistic
15 - annoyingly clingy
16 - sarcastic
17 - lazy
18 - perverted
19 - dominating
20 - exasperated

Table 2: NPC's Motivation
01 - family
02 - money
03 - fame
04 - happiness
05 - violence
06 - power
07 - justice
08 - sadism
09 - altruism
10 - sex
11 - fun
12 - travel
13 - weird collecting habit
14 - learning
15 - revenge
16 - craft
17 - beauty
18 - meeting people
19 - addiction
20 - nationalism

Table 3: NPC's Insecurity
01 - weight
02 - cuckoldry
03 - economic class
04 - literacy
05 - failed bloodline
06 - craft skill
07 - physicality
08 - idiot child/family member
09 - sexual impotency
10 - debt
11 - failed important task
12 - appearance
13 - stutter
14 - intelligence
15 - allergies
16 - religion
17 - social ineptitude
18 - cowardice
19 - age
20 - lack of respectability

Add more to it! Let me know.

Sunday, September 23, 2012

Increasing the Metallicity of Warriors

Combat Skills:
 - Cleave
 - Disarm
 - Feint
 - Grapple
 - Block
 - Shove/Throw
 - Trip
 - Unarmed

Each of these starts at 1/6 skill for all characters. Classes with fighter attack tables may increase one of them by 1/6 each level. If you have 1/6, you succeed when a 1 is rolled on a d6. With 2/6, you succeed on a 1 or a 2, 3/6 succeeds on 1, 2, or 3, and so on. If you have a 6/6, roll 2d6; you only fail on double sixes.

Cleave: after killing an enemy, roll a d6. On a success, you get a free attack on an adjacent foe. If your strength is 13 or higher, increase skill level by 1.

Disarm: as a move action, you may roll a d6. On a success, the defender's weapon is knocked to the floor, a number of squares away equal to the d6 roll. If your dexterity AND intelligence are 13 or higher, increase skill level by 1.

Feint: as a move action, you may roll a d6. On a success, the defender loses his dexterity and parry bonus to AC until the end of your next turn. If your charisma AND dexterity are 13 or higher, increase skill level by 1.

Grapple: as a move action, you may roll a d6 (you must have at least one hand free). On a success, your opponent cannot move and is "grappled". Both of you receive a -5 penalty to attacks with weapons larger than knives. Both of you lose your dexterity modifier and parry bonus to AC. If the grapple is held for a number of rounds equal than 6 minus your grapple skill, your opponent is knocked unconscious. If your strength is 13 or higher, increase grapple skill by 1.
Breaking the Grapple: if you are dealt damage, your must re-roll or lose the grapple. During their turn, your opponent can choose to Compete your grapple: you each roll a d6, adding grapple skill. If they win, you are thrown to the ground and the grapple is broken. If you win, the time to unconsciousness decreases by 1. On a tie, nothing changes.

Block: block works differently then the other skills, as it is passive, not active. The starting 1/6 skill grants you the +5 block bonus to AC that I discussed in the last post. Each additional skill point increases your block bonus by 1. You lose this extra bonus when in heavy armor.

Shove/Throw: as a move action, you may roll a d6. On a success, your opponent is pushed back 1 hex (or square, or 5 feet). If you succeed with a 3 or higher, they are also thrown to the ground. If your strength is 13 or higher, increase skill level by 1.

Trip: as a move action, you may roll a d6. On a success, your opponent is on the ground, in the same hex they were. If your dexterity is 13 or higher, increase skill level by 1. Decrease skill level by 1 against opponents with more than two legs.

Unarmed: This determines how much damage your strike without a weapon deals. 1/6: d3, 2-3/6: d4, 4-5/6: d6, 6/6: d8. Increase by 1 if Strength is 13 or higher.

Further Reading: this system is based off of James Raggi's skill system from Lamentations of the Flame Princess Grindhouse Edition. Rules are free at that link.

Saturday, September 22, 2012

A Swing at Armor Class

Armor Class option:

Melee AC = size modifier + parry modifier + dexterity bonus + armor bonus + shield bonus

This replaces the third edition version:

AC = 10 + dexterity modifier + armor bonus + shield bonus

Explanation time:

Size modifiers:
 - fine = 8
 - tiny = 7
 - small = 6
 - medium = 5
 - large = 4
 - huge = 3
 - gargantuan = 2
 - colossal = 1

(This means base AC for an unarmed human is 5, rather than 10)

Parry modifier: if you are holding a weapon, you get a free +5 bonus to AC, representing your ability to BLOCK with said weapon. You may increase your parry modifier over time if you are a fighting class (see the post following this one).

All the above is only for melee AC, since you are able to block a melee attack. Ranged weapons are unblockable (with some exceptions), but it is harder to hit someone in general. Therefore:

Ranged AC = size modifier x 2 + dexterity modifier + armor bonus + shield bonus

(this means base AC for a human is 10, as in the standard rules)

Unarmed people should be easier to hit with a sword than armed people.

Further Reading: Propositions for Circumstances Regarding the Contact Between an Attacker's Weapon and a Defender's Weapon, Shield or Armor, by Alexis at Tao of D&D

Friday, September 21, 2012

Introductions

Hi, folks. I have a lot of ideas about Dungeons and Dragons and role-playing games in general, and I'd like to share them, and get to know all you fine people. Don't mind the goblin theme. Let's get started.