Wesnoth paper-based Roleplay

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kshinji
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Post by kshinji »

Let me tell what i was thinking about :-)

Basic (to be discussed)):

Each player can choose one of classes, which would be analogical to Wesnoth units.
Advancing would be in levels, and when you reach special level, you can upgrade to better class (this like in wesnoth).
Everything should be completely d20.
Players should have several random traits.
Fighting should be like Wesnoth but in smaller scale.
Some weapon specialties should become abilities and vice versa.
Items should be highly magical - you dont start as usual man, but as usal hero :-)

Fightning should be like small game, with DM ability to do anything he wish.
Game could look like:

Field is a rectangle, tat have 4 columns, and 6 rows. Players are fighting on the left, enemies on right. !st column is players support field. 2nd column is players fightning field. 3rd is enemies fightning field. 4th is enemies support field.

When you attack, you throw from 1 to 3 dices, depending on number of your blows, and you deal damage multiplied by number of attacks which suceeded.
You may move 1-3 squares on field, to attack different opponent,. Speed allows you to move wider distances.

One character can be attacked by up to 3 other characters.

If enemies stay like this: | - | A | B | C | - | - |, and you stand like | 0 | 1 | 2 | 3 | 4 | 5 |, player 0 can attack A, player 1 -> A, 2 -> B, 3 -> C, 4 -> C, and 5 noone. Its because you cant attack diagonally, if you have enemy in front of oy.u

Some abilities of Wesnoth cannot be simply translated to Wesnoth Paper, fe. skirmisher. So skirmisher can attack diagonally even, if he have opponent i front of him. Slow should completely disable enemies movement. Etc.

The game would then be not very mature, and would not depend on psychology or something, like Ctulhu, but i wanted to make game which would allow players to be heroes of Wesnoth World.

Each battle would have prologue when players decide if its better to defend a castle, or to flee to magical mountain. Etc. Etc.

What do you think?
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Maeglin Dubh
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Post by Maeglin Dubh »

Avoid d20 (the dice itself, not the system, but the system too) at all costs. It is the bane of expanding RPG's in that most normal people do not have them lying about. D6 is practical in that -everyone- has a D6 or twelve lying around somewhere. I'm a gamer myself all I have is D6's.
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irrevenant
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Post by irrevenant »

Ah, then to be fair I should mention that FUDGE requires special FUDGE-specific dice. You can simulate with D6, but it's awkward.

They're nifty dice though D6 with two '+'s, two '-'s and two blanks. Useful in any game where you want a bit of random fluctuation...
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Post by Cuyo Quiz »

I want to be able to do simple hex fights if a big/tactical conflict presents (no tables or fixed modifiers to remember/use, at least not many).
I want to be able to use skills in a very open way most of the time. Wheter it be in political, combative or emotional situations. If my politic is to menace people physically, i want to be able to use Brawl vs. their Influence to do so (a la Risus Cajun Cooking).
I want some sort of pushing mechanic, for i feel it adds desperation and excitement.

Personally i would take:
:arrow: Synthesis' Trait and dice/conflict mechanic (allows for more flavor than combat-skill based conflicts, and is consistent with Fudge/Fate).
:arrow: Maybe AdvantageDice bonus mechanic if spice feels needed (basically, you enumerate your advantages and get a number of dice equal to them, which forces you to get "in" the situation, mentally)
:arrow: Add FUDGE's Fudge/Fate points, their modifiers mechanic (for more solid advantages in conflicts instead of the variable Synthesis'/AdvantageDice dice bonus), and Gifts/Faults (for tuning).
:arrow: Maybe take a damage mechanic sorta Risus/AdvantageDice-like, where if your wound traits/levels surpass the dice you can use (or Self), you fall hopeless (wether be physical, mental or emotional defeat, may be important to differentiate in relevant cases).

And as i can't stop myself, things would look a little like:

Minister Elmond
Struggle- Vengeful destruction of the Undead; Protection of commonfolk
Self 4
Belief- The Great Light 5
Culture- Islefolk 4
Undead Hate 4; Righteous 3; Healing 3; Diplomacy 3; Light Magic 3; Scholar 2
Gift: Illumination- In conflict, allies with the same culture or less belief in The Great Light get additional dice equal to the difference of their Self with Edmond, as he reassures them in their mission.
Notes: I specially marked The Great Light and Islefolk with their types just because they are relevant to the Gift.
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Tomsik
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Post by Tomsik »

I agree with Maeglin, it would be better to base on d6 dices.
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Post by kshinji »

Hm... i dont like it to be based on D6 - if more and more systems use D20, all players will certainly have 2-3 D20 at home, and DM would have even more, so it would stop being a problem.

Could everybody tell me if you are willing to work, are just came passing by?

I dont think we should start brainstrom, not having yet dev-group.
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Tomsik
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Post by Tomsik »

kshinji wrote:all players will certainly have 2-3 D20 at home
And what if it's guy that is new to RPGs?
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Post by Jester »

Tomsik wrote:
kshinji wrote:all players will certainly have 2-3 D20 at home
And what if it's guy that is new to RPGs?
D20's aren't that hard to find? And what do they cost? like a euro for three of them or something?
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Post by Cuyo Quiz »

D20 looks cool, yes, but i feel that the numerical approach needed to use them gives too much randomness (at least more than necessary). For this i would prefer the use of D6 (adding small numerical traits you get enough variation IMO).

For a FUDGE alternative, you can always use 2D6, one negative and one positive, which would give you a range from -5 to +5 (expand the given ladder some steps up and one more down, so you can actually have heroic figures, and i think that would be enough).

For those that do not know FATE, which is based on FUDGE, a link (don't worry, not as long):

http://www.faterpg.com/dl/FATE2fe.pdf

EDIT: Who is in for enumerating d6-based systems or even simple d20 ones?. Remember, we want something that can be bend to our whims, not something we must adapt into (AFAIK).
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bery
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Post by bery »

I am not sure about most of your comments.

Do you want to have table version of Wesnoth or make your own RPG game?
I think that wesnoth it self is like a great table game taken and put into the computer version.
Only thing we should think about is ho to put all the features into the table version without changing its original atmosphere.

My opinion is
use the same ruler except:
-every unit should have its own figure(paper one should be OK)
-premade paper map on hex grid
-unit should have its own PlayCard with its name attributes and 2 bars, hp and XP. these bars could be used with some rollers or something to show the actual state on the bars.
-leveling is quite difficult to invent, one opinion is to make more cards and paper figures for every unit, for every level

I would like to hear your opinions :roll:
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Post by irrevenant »

Cuyo Quiz wrote:For a FUDGE alternative, you can always use 2D6, one negative and one positive, which would give you a range from -5 to +5 (expand the given ladder some steps up and one more down, so you can actually have heroic figures, and i think that would be enough).
Unfortunately, this loses the beauty of using FUDGE dice. FUDGE dice are designed to give a nice probability curve. Using 4DF will give you a +4 (or -4) around 1% of the time and a +0 about 23% of the time. Using 1d6-1d6 will give you +5 around 3% of the time and a +0 around 17% of the time.
More dice = a more rounded probability curve.

Honestly, FUDGE really works best using FUDGE dice. If you don't want to use them (which is a good call for availability reasons) you'd be better off coming up with a whole new system. 3d6 is not a bad way to go. The dice are universally available and it gives you an interesting probability curve.

If you use D20 you're stuck with linear probability which just isn't as exciting.

[EDIT] ASIDE: One interesting quasi-standard variant of FUDGE dice is if you get a +4 or a -4 you can choose to reroll. But since the probability curve is centred on zero your results could easily end up worse rather than better.
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Post by Slayer »

Acually IM making a D&D based Wesnoth game. Not thebest, but I wil play it with the members of my family that like D&D. Id show you the character sheet but I dont have one of dem scanner things for my printer.
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ancestral
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How about something like this?

Post by ancestral »

One of the reasons I like Wesnoth is it is damn simple. So if you make a board game, make it even simpler.

Like how about 6 units: Scout, Fighter, Archer, Cavalry, Mage and Special. Every faction has these units, and each faction has a special unit unique to them. So maybe the Dwarves have the Berserker, or the Trolls have a regenerating warrior, for example.

Each village on the map held would count as 2 gold and any unit on the village can heal 1 health per turn, and units would be something like:

Code: Select all

                      Mêlée  Ranged
Unit     Gold  Moves  dice   dice
Scout     1      5      1      1
Fighter   1      3      2      1
Archer    1      4      1      2
Cavalry   2      6      3      0
Mage      2      2      0      3
Special   3     (depends on unit)
Each unit has 2 health. If a unit gets hit once, he is at 1 health (note this on the guy somehow). At 0 health he dies.


So when a unit attacks an enemy unit, the player who starts the attack chooses mêlée or ranged. If it's mêlée, players use their mêlée dice. If it's ranged, players use their ranged dice. There is always one defense die.

Players roll their attack and defense dice. Compare each player's attack dice with the opponent's defense dice. If the attack die is greater than the defense die, the unit hits. (Much like Risk, but if multiple dice are greater, you deal more damage!)


Example: A fighter attacks an archer. The player with the fighter chooses mêlée. Both players roll their unit's mêlée dice and a defense die each - the fighter will have two attack dice, the archer only one.

Code: Select all

1.  Fighter            Archer
    attacking          defending

    +---+  +---+       +---+
    | 3 |  | 6 |  vs.  | 3 |   Fighter's  3  =  3 , so Fighter misses
    +---+  +---+       +---+   Fighter's  6  >  3 , so Fighter hits for 1


2.  Archer             Fighter
    attacking          defending

    +---+              +---+
    | 2 |         vs.  | 5 |   Archer's  2  <  5 , so Archer misses
    +---+              +---+
  1. The player with the fighter rolls a 3 and a 6 on his attack dice. The archer has a 3 on his defense dice. The attacker's 3 is not greater, so it misses. However, the 6 is greater, so the fighter damages the archer once.
  2. The archer has a 2 on his attack die. The fighter has a 5 on his defense die. Since the attack is less than the defense, the archer misses the fighter.
  • If there are more defense dice than attack dice, only compare the highest defense dice.
  • Each unit costs 1 upkeep.
  • Mages can heal 1 health to any adjacent unit before a player moves their units.
COMPLETELY UNTESTED but I think this kind of idea would work.
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Maeglin Dubh
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Post by Maeglin Dubh »

So, should we split this thread? One for the RPG, one for the boardgame?
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kshinji
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Post by kshinji »

I guess so =D

But i have some problems in real life, so you cant count on me.
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