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EP Ruleset Mod

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Teh_Az Teh_Az's picture
EP Ruleset Mod
This is a gross simplification of the EP rulesystem. I thought of doing this to optimize the game for online play-by-post and hopefully make it more conducive for narrative heavy gaming. I'm all for crunch, but when crunch starts to get in the way, I like to mess it around a little. I'm going to be borrowing ideas from the [url=http://www.creativelizard.nl/TGSwiki/index.php/Main_Page]TGS[/url] for this one and since both are copy-left intellectual properties this shouldn't be much of a problem. I credit them for a lot of the ideas I'll be incorporating on this project. I hope to use this very soon in a persistent game I'm planning. For starters, I'll limit character creation significantly to reflect a player's greenness when joining the play-by-post and thereby increase the value of interaction and character development. This would mean limiting the cp to 800 for every character when creation begins. [b]Dice Mechanic[/b] Dice usage is reduced to rolling a singular d10 rather than two. This makes a lot of things not only even more dangerous, but also easier. I'm not so sure of my latter claims though. Someone is welcome to correct me on that. [b]Character Creation[/b] Of course, everyone starts with those seven aptitudes. My idea is to reduce their values to signle digit numerical ratings and increase the cost of [i]given[/i] aptitude points to 10 points for every rating. This would mean an aptitude of 1 would cost ten points; 2 would cost twenty; 3 would cost thirty; and so on and so forth. Each new character gets 100 free aptitude points to allot and must have a minimum rating of 1 for each aptitude. Aptitude Points are not Customization Points. [b]Aptitudes and Skills[/b] Aptitudes and Skills are reduced to single digit numerical ratings. Aptitudes may not rise beyond the base number of 3. [b]Customization Points[/b] Aptitude and Skill costs compound for every numerical increase. Increasing 1 to 2 costs twenty; 2 to 3 costs thirty; 3 to 4 costs forty; and so on and so forth. Specializations cost five CP; Moxie costs 20 CP; etc. [b]Combat[/b] Damage is always divided by ten. There are no rolls for initiative, only opposed reflex contests. What this means for play-by-post gaming is that anyone could act first, and I mean anyone, and for every post that is a reaction to its predecessor, they roll opposed reflex contests. Characters behind cover must roll willpower tests when under continuous fire, failing which pins them behind cover. Diving for cover as a reaction to anything is a Fray test against a terrain difficulty test. The moderator makes all of the rolls, players suggest skills used under ooc tags. [b]Campaign Rewards[/b] Players can moderate scenarios in exchange for rez points and rep points which they themselves have earned. These are treated as rewards for players who take on this scenario or errand for him, among the many other things which could possibly be earned by a player. Players may not receive help from players above their rep point. The admins should monitor these games as they would logically include objectives that benefit the moderator IC. Difficulty should always reflect the rewards--to be fair, obviously. Players may not offer more than of their own rep points. [b]Rep Points[/b] ...are also reduced to single digit numerical ratings. [b]Training Packages[/b] My next project is to replace skills with a profession system to better streamline growth and bookkeeping.
Jay Dugger Jay Dugger's picture
Re: EP Ruleset Mod
Why not use the FATE variation of the EP rules? Regardless, keep up the good work. I play exclusively over VOIP, so simplified rules matter very much to me.
Sometimes the delete key serves best.
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
You have a point there, I guess I just forgot they were making a Fate Conversion. Well, the thing is, I actually like the percentile system. I'd just like to see it simplified for easier book keeping for an online game.
mack2028 mack2028's picture
Re: EP Ruleset Mod
I would suggest changing the "associated skill" bonus to be simply half that skill because this is still an important mechanic for having "professional" characters not seem incompetent.
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
Ah, I think I'll need you to refresh my memory with associated skills. I'm not too sure I know what halving it is for and what it's actually for.
mack2028 mack2028's picture
Re: EP Ruleset Mod
rule: an associated skill (like science:nanotech on a programing:nanotech roll) adds a percentage based on your skill level 1-30 +10 31-60 +20 61+ +30 this prevents competent characters from appearing ludicrously underpowered because of the percentile system. example: if jim is a baker he can have a max baking skill of 70 makeing him the best baker in the system. Every time he bakes a cake there is a 30% chance for him to fail. If he has say interest:fruit or science:chemistry at 61 this drops to 0.
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
I don't see why not. This seems terribly useful if I should say so myself. Consider it integrated.
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
I firmly believe that rolling for initiative is meant for tabletop and not for play-by-post. My experience in play-by-post is significantly freeform so I just couldn't comfortably reconcile initiative with narrative at all. Something design for tabletop should remain in tabletop. Thus, non-initiative combat should be enough to not only make the crunch useful but also keep the narrative flowing. As the moderator, I'll be making all the OOC rolls anyway so just keep your posts IC and if you have skill suggestions concerning certain actions just hide them behind OOC tags or code. This is how it works: essentially all of your posts are just reactions to situations anyway. Generally, these reactions are caused by situations I throw your way if not actions thrown against each other. So, I'll just have everything occur in real time, with all of your actions beginning simultaneously; just post your reaction as you would your character. Don't worry about turns, there are no turns. When ambushed, just react; when attacked, just react; when faced with a problem, just react. I'll take care of the rest. Keep this in mind, it's the situation you're reacting to, not necessarily the people acting against you. This should set the theme for all of your posts. Breakdown: I post the situation. You post your reactions. I make the reflex rolls, fray rolls, skill rolls, etc. I post again; this time with the consequence of your reactions and the resulting situation borne from it. Crunchy rules: The number of actions you can do in your post is equal to your speed. If you can do more than one action, every succeeding action taken within that moment renders you a penalty. How much? Just in increments of ten, compounded for every succeeding action.
mack2028 mack2028's picture
Re: EP Ruleset Mod
I was thinking about how you could change the skill limit to simplify book keeping and i realized something. In a base 10 system there is a 1 point difference between the best and worst at anything. Also there are no more 5 percent bonuses which the system is rife with. so I propose that the simplified version goes from base 10 to 20, all the 5 point bonuses are 1 point bonuses 10 becomes 2 the stat cap is 6 and the skill cap is 8 (or 14 total IE 70% success rate). that is 21 points in starting apps(cap 6) 80 in active skills and 60 in knowledge skills(cap 8) skills cost 5 points apps cost 50 rep is 2 for 1 and all the other values stay the same.
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
Oooh, so what your're saying is, we should change the graduation from ten levels to twenty levels?
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
Oooh, so what your're saying is, we should change the graduation from ten levels to twenty levels?
mack2028 mack2028's picture
Re: EP Ruleset Mod
yes exactly
Teh_Az Teh_Az's picture
Re: EP Ruleset Mod
Done.