The Game of Houses (HB System) - Comments Wanted
Jun 7, 2012 21:08:43 GMT -8
Post by G.I. Joe on Jun 7, 2012 21:08:43 GMT -8
Hello Forums, G.I.Joe here.
I was playing Medieval II: Total War (R) while listening to the Wheel of Time (c) on audio book, and I had a cool idea for a new system. Any and all comments would be helpful. This is work in progress, and I do not think it will be that good if I write it alone. This is just an overview of the system as a whole, there are no set in stone rules yet.
System Overview:
It would be a system where the PCs are either Lords; Ladies; or siblings or retainers of a Lord or Lady. The "GM" would be the person who moderates the game and uses randomly generated personalities to play the NPC nobles and rulers. He would also be an actual player, and every player can have "GM responsibilities" outside of their character's. I'm thinking that all rolls will be with d% (2d10s).
This system would be able to be used for both social intrigue and combat. I want there to be a good deal of strategy in both the social intrigue and the combat. The system would not have to be set in the Wheel of Time (c) setting; it could be in any setting with noble houses, although something either set in or based around the Middle Ages, would be best. The players would randomly roll their position within a certain country, and maybe what country they are. Also randomized by the GM would be any disasters or benefits that befall different regions, the calling of a Crusade (setting dependent), the relations between different countries (also the inter-country NPC relations), some of the combat (see Combat Rules section), and many of the other things that the GM usually has to create and come up with.
Dice Mechanics Overview:
As mentioned all rolls are done with a d%. The result will be added to the percent of mastery of the skill being used, or other modifier depending on the situation) and that combined number is the percentage of success (%oS) (maximum of 100), which represents how successful the action was. I will eventually come up with more specifics for what happens in different intervals of %oS.
Character Overview: NOTE: I still need to work out the system of modifying characters (i.e. a point based system)
Abilities: Every character would have numbers that represents the physical and mental limits of them. These qualities would be broken up into primary qualities and secondary qualities, which rely on the primary. I have yet to work out what these qualities are, but I know that they will be the maximum %oS that a skill tied to the ability.
Skills: What your character is good at. anyone can perform any skill, but untrained skills are between -25% (for easy skills) and -75% (for hard skills)
Reputation: Reputation in this system is very important and it is broken down into a few categories, not just one single number. those categories are: Command (for battle and just making people follow your orders), Chivalry or Dread (How you are perceived by opposing forces and other nobles), Loyalty (the apparent loyalty to ruler), Management (how good you are at managing a town), and Justice (how the peasants view you)
Traits: Characters would also have traits, which would modify reputation, skills, or abilities. These could be positive, negative, or have elements of both.
Social Intrigue Overview:
I want it so that PCs are attempting to manipulate each other and NPC nobles so that the PCs can accomplish their goals. There would also be arranged marriages, inter-noble dealings, and tributes to the ruler. The NPC nobles would have a randomly generated set of goals based on their personality traits. They would work to pursue these goals , again, depending on the personality traits.
Combat Overview:
There would be three types of mass combat: No PCs Present, Leading From the Back, and finally Leading From the Front. Instead of it being the size of the army that matters, it is what units the army fields (i.e cavalry, spear-men, archers), the skill of the units, the terrain, and the command of the general in charge.
No PCs Present: [In the works]
Leading From the Back: Able to tell troops where to go and how to form up. Roll d% (+-modifiers) to see how effective order was if it involves attacking or defending.
Leading Form the Front: Have to actually fight, and cannot see how the battle is going, only when messengers come, or a successful check of perception (or whatever is closest to it [have not decided]), also, messengers sent to other units can be killed.
Fighting: Want it to be more than just the "ok you hit, roll for damage." I'm thinking of having different forms (i.e. sword forms) actually having something to do with combat, although for time's sake, I may make this only for duels.
All these overviews will have more added to them. Thanks for your comments and help.
I was playing Medieval II: Total War (R) while listening to the Wheel of Time (c) on audio book, and I had a cool idea for a new system. Any and all comments would be helpful. This is work in progress, and I do not think it will be that good if I write it alone. This is just an overview of the system as a whole, there are no set in stone rules yet.
System Overview:
It would be a system where the PCs are either Lords; Ladies; or siblings or retainers of a Lord or Lady. The "GM" would be the person who moderates the game and uses randomly generated personalities to play the NPC nobles and rulers. He would also be an actual player, and every player can have "GM responsibilities" outside of their character's. I'm thinking that all rolls will be with d% (2d10s).
This system would be able to be used for both social intrigue and combat. I want there to be a good deal of strategy in both the social intrigue and the combat. The system would not have to be set in the Wheel of Time (c) setting; it could be in any setting with noble houses, although something either set in or based around the Middle Ages, would be best. The players would randomly roll their position within a certain country, and maybe what country they are. Also randomized by the GM would be any disasters or benefits that befall different regions, the calling of a Crusade (setting dependent), the relations between different countries (also the inter-country NPC relations), some of the combat (see Combat Rules section), and many of the other things that the GM usually has to create and come up with.
Dice Mechanics Overview:
As mentioned all rolls are done with a d%. The result will be added to the percent of mastery of the skill being used, or other modifier depending on the situation) and that combined number is the percentage of success (%oS) (maximum of 100), which represents how successful the action was. I will eventually come up with more specifics for what happens in different intervals of %oS.
Character Overview: NOTE: I still need to work out the system of modifying characters (i.e. a point based system)
Abilities: Every character would have numbers that represents the physical and mental limits of them. These qualities would be broken up into primary qualities and secondary qualities, which rely on the primary. I have yet to work out what these qualities are, but I know that they will be the maximum %oS that a skill tied to the ability.
Skills: What your character is good at. anyone can perform any skill, but untrained skills are between -25% (for easy skills) and -75% (for hard skills)
Reputation: Reputation in this system is very important and it is broken down into a few categories, not just one single number. those categories are: Command (for battle and just making people follow your orders), Chivalry or Dread (How you are perceived by opposing forces and other nobles), Loyalty (the apparent loyalty to ruler), Management (how good you are at managing a town), and Justice (how the peasants view you)
Traits: Characters would also have traits, which would modify reputation, skills, or abilities. These could be positive, negative, or have elements of both.
Social Intrigue Overview:
I want it so that PCs are attempting to manipulate each other and NPC nobles so that the PCs can accomplish their goals. There would also be arranged marriages, inter-noble dealings, and tributes to the ruler. The NPC nobles would have a randomly generated set of goals based on their personality traits. They would work to pursue these goals , again, depending on the personality traits.
Combat Overview:
There would be three types of mass combat: No PCs Present, Leading From the Back, and finally Leading From the Front. Instead of it being the size of the army that matters, it is what units the army fields (i.e cavalry, spear-men, archers), the skill of the units, the terrain, and the command of the general in charge.
No PCs Present: [In the works]
Leading From the Back: Able to tell troops where to go and how to form up. Roll d% (+-modifiers) to see how effective order was if it involves attacking or defending.
Leading Form the Front: Have to actually fight, and cannot see how the battle is going, only when messengers come, or a successful check of perception (or whatever is closest to it [have not decided]), also, messengers sent to other units can be killed.
Fighting: Want it to be more than just the "ok you hit, roll for damage." I'm thinking of having different forms (i.e. sword forms) actually having something to do with combat, although for time's sake, I may make this only for duels.
All these overviews will have more added to them. Thanks for your comments and help.