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Core rules, ideas, etc.

As you are all aware, I’m easily seduced by new systems and the like. White Wolf greatly improved their die system in the New World of Darkness; amazing what happens when you let someone who understands statistics look at it. The core of system is the same. Roll Stat+Skill dice vs. a TN [target number] […]

As you are all aware, I’m easily seduced by new systems and the like. White Wolf greatly improved their die system in the New World of Darkness; amazing what happens when you let someone who understands statistics look at it.

The core of system is the same. Roll Stat+Skill dice vs. a TN [target number] Each success means a more impressive effect.

There are changes. One success is always enough to have an effect. (IE, you’ll never hear “you need three successes to do X.) Combat is no longer an opposed roll. Botches happen only if you’re unqualified or desperate.


Here’s how it works. Remember how there used to be effects that altered the target number? (Say, TN=4 for a point blank shot, TN=7 for a normal shot, and TN=9 for a long range shot.) Now the number of dice you roll is affected, but your target is always an 8.

Combat is streamlined; you have a defense score (derived from stats) that subtracts dice from the attack roll. Splitting your die-pool is gone, along with the confusion that came with it.

That’s the core of the change. It’ll shake down to several specific things, but that’s the big difference. Many things that added or subtracted from the TN before will now add or subtract dice from your pool.

Coming up next: The magic system and paradigm.
Future topics:
Worldbuilding discussion: How many mages in the world?
Examples of paradigm and effects.
Juicing personal stories.
Hubris? Paradox? Sanity/Quiet? What happens to mages who indulge in magic? Does that vary by paradigm? [ie: Does paradigm control why/how paradox occurs, if we use paradox?]

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