I'm at the stage where I need to make some fundamental decisions on my rules set I am devising, and I want to know what's more popular/sensible/balanceable/froody.
My pet idea is for characters to have "defences" 4e style, for Fortitude (affects health type effects), Reflex (dodging, and touch attacks), Will (mental attacks), and Armour (broadly equivalent to AC). Classes also gain attack bonuses in three different areas (melee, missile, and magic). Attack and defence bonuses vary in each area depending on class and level, and multi-classing is free, subject to RP/campaign expectations.
All attacks, including spells, are resolved as (relevant attack bonus) + (relevant ability score bonus) + (relevant misc. bonuses) + 1d20 vs (relevant defence).
For example, a basic melee attack is (melee + Str) vs (armour). A hit does damage, a missed does nothing.
A fireball spell would be (magic + Int) vs (reflex); a hit does full damage, a miss does half damage.
Magic missile would be (magic + Int + 10) vs (reflex); a hit does full damage, a miss does nothing. The additional +10 noted in there reflects the extremely accurate nature of the original version of the spell.
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Other stuff that probably needs deciding on sooner or later:
save or die/suck: My favourite idea I've seen so far is ongoing damage against an appropriate ability score until either the ability score is at zero or a certain number of attack rolls fail. Status conditions may also appear (such as slowed or immobilised for flesh to stone) after a certain number of attack rolls succeed.
Multiple attacks: Rather than having 9000 attack rolls in a round for an optimised character, I'm thinking to limit it to one attack with the primary weapon, and one with an off-hand weapon. Add a damage bonus equal to your melee attack bonus instead of multiple attacks. It's less damage overall, but feels more believable for a 6-second round.
I'll try to give you some useful feedback here.
First - have you seen Mutants and Masterminds? I think they do what you want to do in terms of different types of saves, simplifying rolls, and limited number of attacks per round. Give it a look - a great game.
Second - there are a few things to consider when designing a game, but I'd suggest you start at the end instead of the beginning:
- How does my rule set encourage people to make cool characters or character classes. Things that make people go "ooh".
- What type of game do you want it to be? :
http://en.wikipedia.org/wiki/GNS_Theory- How are the fields of battle different.
Right now, you are focusing on this last question, saying that your game has "magical combat", "ranged combat", "melee combat". The stereotypical shadowrun game has gun combat, melee combat, magical combat, spirit combat, internet combat.
The number of different types of conflicts you want to create rules for doesn't matter as long as you spell it out, but, my preference is that each rule set have it's own flavor (if you are only encouraging a few specific type of conflict). If you want to allow for a game that is all about any type of conflict (think Everway) then you want a more generic rule set.
Example 1: I want a game about melee, missile, and magic. I don't encourage other detailed conflict, and I want each to have it's own character
- There is a BAB for each
- Melee combat is about mobility, and people spend skill points to learn cool tricks
- Magic is about rare power and stays the same system
- Archery is about spending feats for tactical-like tricks, Archery classes give bonus feats for archery.
In short, each type of conflict has a slightly different rule set, and different resourcing.
Example 2: I want a game about melee, missile and magic, but it is a generic ruleset which could also cover diplomatic conflict as well.
- There is a Primary Bab, and a secondary Bab.
- The player decides what arena the primary Bab applies to (for example, Magic).
- The secondary bab applies to anything else.
- Saves are mental or physical
- In melee, I make an attack, the person makes a physical save.
- In missile, I make an attack, the person makes a physical save.
- In magic, I make an attack, the person makes a mental save.
- In diplomacy, I make an attaack, the person makes a mental save.
- If you lose the save, you suffer a minor setback (physical if melee or missile, mental if diplomacy, depends if magic).
Summary:
- Decide what arena's you want to focus on
- Decide if you want them to be different, or the same
- Describe the rules
- Make sure that the rules encourage coolness.
---You can do this through cool examples
---Cool class abilities / feats
---Generic guidelines that build in complication, etc.
Also, take a look at Mutants and Masterminds (a lot of what you're talking about), Everway (generic approach to conflict) and shadowrun (specialized approach to conflict).
Best,
David