The Return of Niz

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nizkateth nizkateth's picture
The Return of Niz

d20?

Given that pretty much everything stat/skill wise is a multiple of 5, has anyone tried just dividing by 5 and using a d20 instead of d100?

So a Menton, for instance, would have +2 COG, +1 int/will/one other.

SOM/10 for melee weapons would be SOM/2, I think.

Spending moxie to 'reverse' could just turn the result to (21 - the roll).

Can't figure out how to incorporate criticals though.

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nizkateth nizkateth's picture
The Return of Niz

Vague musing on my own Savage Eclipse Phase:
Morphs as equipment (in essence), with stat bonuses (or, rarely, penalties) represented as modifiers to stat and skill rolls of 1/5 the EP bonus. As in, +5 REF and/or COO would be +1 Agility; which would mean +1 to rolls for agility, and all skills based on agility. DUR above 30 would add Toughness at the same rate. SAV adds Charisma.
For example - Olympian morph would grant +1 Agility, +2 Strength, +2 Toughness.

Reapers: Do Not Taunt Happy Fun Ball.
My watch also has a minute hand, millenium hand, and an eon hand.

nizkateth nizkateth's picture
The Return of Niz

Morph Bonuses:
Agility +(better, or average, of Coordination and Reflexes / 5)
Smarts +(better, or average, of Cognition and Intuition / 5)
Spirit +(Willpower / 5)
Strength +(Somatics / 5)
Vigor +((Durability-30) / 5), also add directly to Toughness (not 1/2)
Charisma +(Savvy / 5)

Reapers: Do Not Taunt Happy Fun Ball.
My watch also has a minute hand, millenium hand, and an eon hand.

nizkateth nizkateth's picture
The Return of Niz

Wondering how well this could convert to the Cypher system...
"I am a [background] [faction] who wears a [morph]" perhaps?

Reapers: Do Not Taunt Happy Fun Ball.
My watch also has a minute hand, millenium hand, and an eon hand.

CodexofRome CodexofRome's picture
Or there this.....

I'm curious why you'd want to hack another system to use? The EP system seems to work just fine as it is. No complaints from anyone in my games.

nizkateth nizkateth's picture
The Return of Niz

I'm not saying there is anything wrong with it. I just like tinkering and crossing over stuff and whatnot.
^_^

Reapers: Do Not Taunt Happy Fun Ball.
My watch also has a minute hand, millenium hand, and an eon hand.

TheGrue TheGrue's picture
Related

On a related note, I was recently rolling up a bunch of characters and considered whether I should be allocating skills in increments of 11 - in order to maximize the chances of scoring a critical success with the minimum expenditure of CP.

Haven't actually done the math, but intuitively this seems like it would be the "optimal" way to build skills. Am I wrong?

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kindalas kindalas's picture
TheGrue wrote:On a related

TheGrue wrote:
On a related note, I was recently rolling up a bunch of characters and considered whether I should be allocating skills in increments of 11 - in order to maximize the chances of scoring a critical success with the minimum expenditure of CP.

Haven't actually done the math, but intuitively this seems like it would be the "optimal" way to build skills. Am I wrong?

Depends on weather or not your GM gives a lot of bonuses on rolls.

I know when I run games it is more common for bonuses and penalties to cancel one another out then it is for me to just allow for a roll to be made.

So in theory it is good but in practise it just makes for more different math.

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Erulastant Erulastant's picture
kindalas wrote:TheGrue wrote

kindalas wrote:
TheGrue wrote:
On a related note, I was recently rolling up a bunch of characters and considered whether I should be allocating skills in increments of 11 - in order to maximize the chances of scoring a critical success with the minimum expenditure of CP.

Haven't actually done the math, but intuitively this seems like it would be the "optimal" way to build skills. Am I wrong?

Depends on weather or not your GM gives a lot of bonuses on rolls.

I know when I run games it is more common for bonuses and penalties to cancel one another out then it is for me to just allow for a roll to be made.

So in theory it is good but in practise it just makes for more different math.

I'm pretty sure it's optimal, since bonuses and penalties tend to come in multiples of 10. If you have a net penalty or net zero bonus on a roll, you're getting that extra 1% critical chance (And -1% critical fail chance). If you expect to get net bonuses frequently, add an extra couple of points. 67 or 68 instead of 66, for example.

If I'm building a more optimized character, I do it with multiples of 10 then add or subtract to get a multiple of 11 (Add for the skills you want to be greedy on). Especially for skills above 66, you can save a decent number of CP with pretty minor tradeoffs.

You, too, were made by humans. The methods used were just cruder, imprecise. I guess that explains a lot.