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Sendal
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PostPosted: Wed Nov 12, 12008 1:58 pm    Post subject: Sendal's Play by Post System Reply with quote


THE RULES
I have tried to keep these as simple as possible.

CARDS

Every character has cards, numbered 1 to 10 they have 1 of each, and 3 extra 1s When a character does something, they play a card, and use the value on the card to determine how well they do. Once a card is played, it can only be regained after all your cards have been spent. They then return after the current chalenge is completed (eg after a battle). Resource points are an exception. You can always choose not to play a card, and score a 3.

SKILLS

Every character has some things they are good at. If you can argue that one of your character's skills applies to the current situation, you can add that skill to your card. (Only one skill can be added per card) See character creation for assigning skills.

RESOURCE POINTS

Every character starts with one resource point. This can be spent at any time to recover all of your cards, but they are hard to come by. You only recieve more resource points when you accomplish story goals, These represent many things that turn the tide of battle. Maybe you pull out your secret weapon, maybe only now you get serious, or maybe you just realise that you can't afford to lose.

COMBAT

Sometimes, problems inevitably decend into violence. These are the rules for resolving combat if it happens.

In a combat round, everyone attacks at once. You must play cards to give yourself attack and deffence values, and declare which enemy(s) you are going to engage. If your attack beats the deffence of one or more of your enemies, you score a hit. If the combined attack of all the enemies you engage defeats your deffence, you will be injured (see INJURY below) You can kill multiple enemies in one round if you beat their combined deffence. You can also help each other, ie add your deffence value to your friend's and try to beat both your and your frend's enemie's attack score.

Any enemies left over that nobody engaged will choose who they attack, and don't need to defend. This is dangerous, because you can't up your deffence when you realise that three extra guys try and attack you. They act as reenforcements for any guys attacking that character, adding their attack to the existing attack.

There are three levels of enemy you may encounter:

Mooks
your average soldier, way below the level of the characters. Only a threat if they outnumber you. Mooks have a set attack and deffence number. Always die in one hit.

Boss
Your average enemy comander/raging monster etc, more of a chalenge even individualy. His attack and deffence values will change every round, but other than that you fight him the same as mooks.

BBEG (big bad evil guy)
Very powerful enemies. The dragon at the end of the treasure map, the evil vampire pulling the strings behind the scenes. This is slightly different, as the order of play is reversed, you assign your attack and deffence, then the BBEG decides what numbers he assigns.

INJURY

when you character fails to adequatly deffend themself in a combat round, or some other situation (eg badly fails to climb a cliff) they may be injured. If your character has a toughness skill (see CHARACTER CREATION) He/She can shrug off that many hits per combat without injury. Otherwise, a penalty will be applied to a skill apropriate to the injury sustained. (eg stabbed in the leg, -2 to sprinting) note this is not necisarily a skill the character has, it is usualy an entirely new skill with a negative value. Injuries can be healed with proper medical care and some time.

upon injury a character must play a card and exceed the number of injuries he now has or die. He may add his toughness skill if any.


CHARACTER CREATION

First think of the concept of the character. Personality, appearence etc. then assign skills according to the rules below to describe his/her abilities:

you have 12 points to spend on skills. Higher bonuses cost more points:

+1 = 1 point
+2 = 3 points
+3 = 6 points
+4 = 12 points

You can also have "general" skills. General skills cost double, but apply to more situations. Here are some examples of general skills and some of the specific skills they might encompass:

General skill.....................................................Specific skills

thievery.........................................lock picking, pick pocketing, disarm trap etc
Fencing...........................................rapier attack, rapier parry, disarm
fast talker........................................lieing, persuade, mislead, cop-out
destructive magic................................. fireball, lightning storm
psionics.................................................. mind control, telekinesis

Finaly there a "Toughness skill" It doesn't have to be called that, but you have to make it obvious that that is what the skill is (eg mark it with a ***) A toughness skill costs double, like a general skill. It determines how many hits you can shake off in combat. It is important for anyone who wants to be effective in combat without incurring lots of injuries.


Example character:

Deen is a lizard man from a swamp in the wet wood. In imposing character in any situation, he can however be quite agreeable when you get to know him.

+2 Thick scales*** (toughness skill, 6 points)
+1 Sharp claws (General skill, 2 points)
+2 Swim (specific skill, 2 points)
+1 unarmed deffence (specific skill, 1 point)
+1 intimidating presence (specific skill, 1 point)


Be creative with your skill selection. Almost anything is allowed, so long as you pay for it. (I reserve the right to raise the cost of any skill I deem covers too many situations.)

THE GAME

Think of the cards as an excuse to do things. If I say the difficulty to achieve a task is 5 and you score an 8, you have every right to achieve it in a particulatly flashy way.

The advantage of the system is that usualy when I set an obstical, I will state the difficulty so you can determine yourself whether you succeed and how well. This should help the game move much faster than D&D did.

The game will be set in a broadly fantasy world. I'll let you decide what that means by your character design.


Last edited by Sendal on Wed Dec 09, 12009 10:41 pm; edited 2 times in total
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PostPosted: Wed Dec 09, 12009 4:26 am    Post subject: Reply with quote


This is rather cool. I see you got no responses on it which is too bad.

It almost seems too open ended and a small point pool with which to develop your character. It seems like it would be hard to build a mage, though I am thinking about it as I write this, lol.

I presume that you play a card with the full knowledge of which card you are playing vs random?

Also, are the cards virtual?


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PostPosted: Wed Dec 09, 12009 4:42 am    Post subject: Reply with quote


Its quite a general system. The idea is that you could create a mage with the specific power "Fireball" and be able to burn anyone who stands in your path with a sizable bonus, or the general power "Forces of Darkness" or even "Magic" (but thats just unimaginative) to be able to do most anything you can justify with a small bonus.

If your a specialist your more powerful doing your thing, but you can't use it for anything other than the specific case.

I invented the system after the first fight in the DnD thread, which proved to be rather long and drawn out. In some ways DnD doesn't realy lend itself to play by post games. I have mitigated this by changing the encounters to involve less combatants, but this system would alow bigger fights to resolve much more elegantly.


The cards would be virtual. The DM would post reminders of who still has what. the target number is revealed before hand, and you play cards to meet it ot exceed it. There is no randomness as such, just a tactical decision. Do I burn my good cards early and hope to get it overwith and leave myself open to a counterattack if my oponent survives? or if he has friends?

The advantage of this is that when you declare what card you are playing, You know if your going to suceed or fail. You need to use those 1s up at some point, or you will never refill, so sometimes you need to choose to fail. In the DnD thread, I usualy end up describing all the action because only I know who suceeds and who fails. I think this detracts somewhat from the player's desire to acomplish something in the style of their character. Sure you win the round's fight, but how do you finnish your opponent? brute strength? skillful swordsmanship? blind dumb luck? its your choice as a player.

Actualy, I reffined the system somewhat since I posted this. I'll just edit it. New stuff is in blue...
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PostPosted: Wed Dec 09, 12009 5:29 am    Post subject: Reply with quote


I like it. I played rpg's on a forum up to real recently that adopted a simplistic form very close to this one.

3 "1"s? Ouchies, lol.

Toughness, like all other "attributes" has to be specified to a type that you are tough against? Like I notice that your example of Deen w/ his tough scales can protect against alot of different things. I presume that the general and double point cost makes that not too strong. Would one be able to say "Physical Damage" as a toughness and would it be general?

If one were to take skills like "Rend Flesh" and "Mend Flesh," could one accomplish a fare ammount of physical injury and healing and keeping it pretty specific?

"Lightning:" I would presume that falls pretty specific like like "Fireball." You then have liberties with how you make that lightning work.

I have a radical proposition. Maybe we should discuss simplifying our characters to incoorporate this system in the D&D thread? Of course, it is merely a suggestion and if Ronin is keen on keeping this D&D, than thats okay too Wink
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PostPosted: Wed Dec 09, 12009 5:54 am    Post subject: Reply with quote


that was a posible direction to take the DnD thread. As I say I developed the system in response to DnD being a bit unwieldy. I also had an idea for a new campaign, that is still floating around.

The general/specific choice is a licence to be creaive. If you take a specific skill, its to do one thing, such as electrocute someone. It has the same utility as "stab someone with sword".

If you want to be alowed to "take liberties" with how its used, make it a general skill. Thats what they are for.

Toughness is a special skill. It applies to all injuries, and isn't generaly useful for much else. The name is purely to individualise it. In a way its treated as a specific skill, in that you can't be too imaginative in how you apply it, but it costs as much as a general because its so useful to be able to shrug off damage.

Rend and mend is possible, two specific skills. You could have +3 in each (scoring a 6 without having to spend a card) indeed you can kill someone effectively and heal someone effectively, but what about defence? Getting those high numbers comes at a cost.
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PostPosted: Wed Dec 09, 12009 7:24 am    Post subject: Reply with quote


why did i never notice this...
Seems cool
Will read all in detail when i'm awake Laughing
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PostPosted: Wed Dec 09, 12009 10:40 pm    Post subject: Reply with quote


dont realy get the card system if wat i think is corect u use a normal deck of cards? :s
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PostPosted: Wed Dec 09, 12009 10:42 pm    Post subject: Reply with quote


I still didn't read it through yet Embarassed

But this seems fun, even to play with a bunch of friends! (As in, not online Razz)
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PostPosted: Wed Dec 09, 12009 10:45 pm    Post subject: Reply with quote


Balrog, you have virtual cards that you and Sendal will keep track of. Does your stack of cards regen after each battle or merely when you have depleted them all?
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PostPosted: Wed Dec 09, 12009 10:47 pm    Post subject: Reply with quote


apostlyte wrote:
Balrog, you have virtual cards that you and Sendal will keep track of. Does your stack of cards regen after each battle or merely when you have depleted them all?


after theire depleded i gues my character is a strong mele figther but he cant fight for long periods unles he he stops using runeweaponry and uses a normal sword but then he can only do a normal atack
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PostPosted: Wed Dec 09, 12009 11:04 pm    Post subject: Reply with quote


The cards are just a way of thinking of the 13 resources you have to spend. Every time you do something you use 1 card, and then that card is gone.

You have the numbers 1,1,1,1,2,3,4,5,6,7,8,9,10

You can play any one you like to do one task. eg force a door.
If you have an apropriate skill (eg "Brute Strength +2") then you can add that to the number you choose.

There is no randomness, You always choose what number you play. As the game goes on, your hand of cards will run low, and you will have less options. At any time you can choose to not play any number, which is exactly the same as playing a 3.

At some point you have to play a 1 though, or you will never get your good cards back.

An example Post, with a few example responses:

DM wrote:
A door stands in your path, A solid wooden construction with a large iron key hole. It is locked.

(Difficulty 7)


Sneaky McNinja wrote:
I take out my bag of tools and expertly pick the lock

(Play 5 using skill "A tool for every task, +2")


Edgar the Unskilled wrote:
I Bang my fists on the door, shouting for someone to open it.

(Play 1, fail)


The Hulk wrote:
"HULK SMASH!!!" I run into the door exploding it into a million tiny splinters

Play 10, using skill "HULK SMASH!!! +4"


Archmage Magicus wrote:
I teleport the group to the other side of the door

Play 7


Shrinking Violet wrote:
I shrink to the size of an ant and walk through the gap under the door

Play no card for 3, and add "shrink+4"


Last edited by Sendal on Wed Dec 09, 12009 11:08 pm; edited 1 time in total
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PostPosted: Wed Dec 09, 12009 11:06 pm    Post subject: Reply with quote


ok thx i get it now^^
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PostPosted: Wed Dec 09, 12009 11:07 pm    Post subject: Reply with quote


Quote:
I take out my bag of tools and expertly pick the lock

(Play 5 using skill "A tool for every task, +2")


So he uses 5, and a skill, right?
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PostPosted: Wed Dec 09, 12009 11:08 pm    Post subject: Reply with quote


yeah i think so
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PostPosted: Wed Dec 09, 12009 11:09 pm    Post subject: Reply with quote


exactly, thus reaching the target of 7 and succeeding.
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PostPosted: Wed Dec 09, 12009 11:23 pm    Post subject: Reply with quote


ALlright! This will probably start with some trial and error, but sounds exciting! I still have a little trouble with skills though... So general is just a bonus to which you give a name and setting (e.g hulk smash or sharp claws?)
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PostPosted: Wed Dec 09, 12009 11:37 pm    Post subject: Reply with quote


General/Specific/Toughness is the type of skill it is.

Specific skills are cheap, but can only be applied if they are obviously aplicable to only a few situations. General skills cost more, but you can be more creative with their aplication.

eg:, to get past the door:


tenuous solution wrote:
Using my skills as an experienced animal trainer, I take a moment to train a nearby ant to crawl inside the lock and pull the levers into line, opening the door

play 5 + skill animal husbandry +2


This would be disalowed if the skill was bought as a specific skill, but might be alowed if it was bought as a general. Creative solutions such as this may only be used once. Next time, you need to come up with a new one.

As you can see, the tone of the game will be very dependant upon the skills the players choose and how they choose to apply them.


If you bought "sharp claws" as a specific skill, you could use it for one thing, like causing bodily harm to someone else. If you bought it as a general, you could use it for anything having sharp claws might help with. Things like climbing, cutting firewood, intimidation, digging etc can all gain bonuses from them if you can work them into your description of how you acomplish the action.
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PostPosted: Wed Dec 09, 12009 11:39 pm    Post subject: Reply with quote


Okay, lets put Jon up on the block for examination and see where that puts us:

I want him to be a monk still and retain his characteristics, so here is my best shot.

*** Dodge: +1 [2 pt]
Quarter Staff Master: +2 [3 pt]
Parry, Quarter Staff: +2 [3 pt]
Thrown object: +1 [1 pt]
General Knowledge: +1 [2 pt]
Sense Deception: +1 [1 pt]

It has thusly been edited.

Parry will be able to deflect an incoming and allow me to thump my opponent, right? I figure it is a great back up for dodge.


Last edited by apostlyte on Thu Dec 10, 12009 12:26 am; edited 1 time in total
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PostPosted: Wed Dec 09, 12009 11:53 pm    Post subject: Reply with quote


That is a perfectly legal construction. Dodge will indeed allow you to avoid one injury per encounter from any source, be it magic or arrow or whatever. It will also help you also survive a little more easily every time you are injured.

I notice you haven't gone for any general skills. Thats fine, but I also notice you have some specific skills that are closely related. For instance, if I were making the character I would Have a single general skill called something like "educated" to cover both spheres of knowledge, and many others besides. Of course, its your choice.

Besides that, you have all the main areas covered.
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PostPosted: Wed Dec 09, 12009 11:54 pm    Post subject: Reply with quote


going to go a difretn way with the character

-general skil 1+ bone sumoning 3pts "even with bone splinters he can sumon a bug made of bonefragments or other stuff like that
-sword mastery 2+ 3pts atack overal
-wisdom 2+ 3pts living a 105 years made him smarter in puzles and dealing with people
-necromancer 1+ 1pts necromancers ar stil feared interogating / scaring people goes better if he does it (is added to the sumoning skill if he tries to scare people with it if he uses this skil directly its only a 1+ bonus)
-natural melee and magic defence 1+ 1pts (ranged are piercing wounds and may hit vital organs bandon does not wear armor so is very vurneble to them)
-dodge 1+ 1pts alows him to dodge incoming arows ore other projectiles or big moving things

this better?
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