Jump to content

[Concept Pool] UDS - Universal Diceroller System


Kurotsune

Recommended Posts

So with the advent of Pyon's Fire Emblem on the Forums game I've realized it was a good time to put into execution an idea that I've been toying with for the better part of this year - An universal system for playing tabletop RPGs on the forums, in a format that is easy to learn, easy to administer, and simple to customize, thus giving both DMs-to-be and players both new and old a grasp on the system with a simple glance.

The idea of this system works on the concept mix-and-matching two sets of "keywords" that create an unique class. These keywords would be "class name" and "modifier". For example, let's say I'm working with an elemental affinity system with the elements -

Fire - Red

Water - Blue

Wind - Green

Earth - Brown

Light - White

Darkness - Black

And the classes -

Warrior

Mage

Cleric

Rogue

Archer

My "modifier" is the correspondant to the element I chose (for fire, red) and the class name is, naturally, the class name.

So, in this example, I'd have six variants of the "archer" class -

Red Archer

Blue Archer

Green Archer

Brown Archer

White Archer

Black Archer

Each individual class + modifier combo alters how skills and stats work, giving each character an unique functionality even if they share classes or elements.

Using generalized fashion, the idea is that the system would work with the idea of five base "classes" -

Melee

Magic

Ranged

Healing

Exploration

With six generalized modifiers -

Attack/DPS

Defense/DPS

Speed/DPS

Attack/AoE

Defense/AoE

Speed/AoE

That doesn't mean a "healer" class has to be "defense" or "speed" - since each class concept works individually with their modifier, an "attack/aoe healing" class would be focused on single-target heal and single-target damage, boasting high values for both but having low defense, whereas a "defense/aoe healing" class would see lower heal numbers in exchange for higher resistances and AoE healing.

The idea of creating a system like this is creating a class system that works with any game - The names are generalized so that you can change class names at will to fit anything from medieval to sci-fi roleplaying games, with the added benefit of being able to use a reliable and estabilished set of rules that focus on the main idea of being easy and simple to learn.

The main idea is using skills, stats and traits to balance and shape out how each conceptual archetype works, and having modifiers work by making each skill work differently for each archetype.

Using our "archer" example above, let's say I give the "archer" tree this skill -

True Shot ( Attack Elemental modifier) - Deals (Weapon) + 1d4 damage to enemy. Bypasses defense.

"Elemental modifier" lets the player and DM both know this skill works differently dependant on player element - So let's say I'm using a Red Archer, and I have the hypothetical modifiers below:

Attack Elemental Modifiers:

Fire - + 1d4 damage

Water - + 10 to hit chance

Air - + 2 crit chance

Earth - + 1d2 splash damage

Light - + 5 hit chance to nearby allies for 2 turns

Dark - + 1 crit chance to nearby allies for 2 turns

So in that system, the "true shot" skill used by a red archer would deal "Weapon damage" + 2d4 of damage thanks to its elemental modifier. While a "White Archer" would buff her nearby allies by using the same skill.

That way, each playstyle acts and feels unique, with each character concept being able to full execution, no matter which concept that is, by mix-and-matching these modifiers and classes.

This system is also made in several different fashions by simply changing a few ways things work.

For example, in system A we have the five base classes -

Riot Shield

Grenadier

Sniper

Field Medic

Scout

In this system I've decided that classes learn skills by leveling up, so each player will just choose a starter class and progressively grow stronger within that one branch line.

In this other system, I've decided to go with a prestige system -

Swordsman -> Fencer -> Duelist

-> Knight -> Templar

Mage -> Wizard -> Magus

-> Combat Mage -> Spellthief

Archer -> Hunter -> Beastmaster

-> Crossbowman -> Sniper

Cleric -> Acolyte -> Priest

-> Apostate -> Abomination

Thief -> Rogue -> Bandit

-> Thug -> Assassin

So this time characters grow stronger by branching through classes as they level up, creating a more specialized class system.

In both scenarios this same system is applicable, the difference being how the game master will create and balance skills.

So I initially planned on doing this all on my lonesome as I usually do, but upon realizing that may be other experienced tapletop players here who'd be interested in this system, I've decided to throw the idea out to see both who'd like this to exist and who'd like to help with it existing. The biggest issue with this system is clearly balancing it so all modifiers feel equally powerful, as well making sure the system is easy to customize without being complicated to understand.

So yeah! Who's interested?

Link to comment
Share on other sites

I've brought up the idea of a customisable RP system for this forum several times before, so naturally I'm in support of this idea. The last time I brought it up, the main issue, I believe, was that it would require a lot more work on the part of the host. Still, if you can create a system that's simple enough to manage while being reasonably flexible in execution, it would definitely be a good thing.

One major issue I think the system would need to iron out is positioning - you need some way to fairly position PCs, or you run into situations like archers being attacked by warriors immediately, losing the range advantage, as well as situations like multiple-actor combat. You need some way to determine each player's position relative to every other actor in the scene. FEF does this perfectly due to the nature of the system, but on any non-grid-based system with codified movement rules, this may be a problem.

Link to comment
Share on other sites

Wow, that's really, really impressive. I'm going to be looking forward to seeing the finished product of this, because if this takes off as a runaway success, even I'd be interested in using something like this, and that's coming from the guy who only has world building skills, not the logistical skills to run stats and such. Good luck, I'll also be cheering you on!

Link to comment
Share on other sites

I've brought up the idea of a customisable RP system for this forum several times before, so naturally I'm in support of this idea. The last time I brought it up, the main issue, I believe, was that it would require a lot more work on the part of the host. Still, if you can create a system that's simple enough to manage while being reasonably flexible in execution, it would definitely be a good thing.

One major issue I think the system would need to iron out is positioning - you need some way to fairly position PCs, or you run into situations like archers being attacked by warriors immediately, losing the range advantage, as well as situations like multiple-actor combat. You need some way to determine each player's position relative to every other actor in the scene. FEF does this perfectly due to the nature of the system, but on any non-grid-based system with codified movement rules, this may be a problem.

The way I see positioning working out is by either just using grid systems and having that be sadly the only requisite the system has (which is "sort-of-okay" in my book since most tabletops DO use grid systems and that's just the best way of doing it) or having the host themselves manage distance by just using meters/measurements

I.E.

"A wind archer can move up to 10m every turn. Their attack range is 50m. In this battle you're 100m away from the nearest enemy - This enemy moves 30m towards you" and so on

that'd take a little more imagination to put the scene together, but it's doable.

Either way, the idea is that the system will have some sort of movement module that deals with that, and that module itself should be adaptable to the same ideology of allowing it to work on any concept.

This system as a whole WILL take some amount of work on the host's part to use, but the idea is that the tools to manage these systems will be made/pointed to alongside the system itself. All in all it's meant to be an "Rp combat care package" sort of deal that will ship out with all the tools and documents you need to host any game on the system

Link to comment
Share on other sites

*Hukuna is a party pooper alarm goes off.*

My only real issue is... I really hate generalized systems personally. The more things it's meant to fit, the less it fits anything and it just becomes a thin layer of paint that you apply all the thematic etc over. I'd not say you lose the ability to tweak it more towards what you're doing but, the basic layer would more or less be there regardless of what you're doing with light theme tweaking. But, it wouldn't feel... strictly fantasy or, sci-fi... etc.

I think that's more or less an issue with generalized systems in the sense that they aren't good at invokin' anything. They don't have the spirit of any genre in particular. I personally despise this as someone who enjoys engaging in systems etc... Because I like when the system invokes and uses it's mechanics to explicitly impart pieces of the genre through game action etc. I think one of the best examples of this I can think of is Saga of the Icelanders, It's a Powered by Apocalypse Game, ((certain system that uses mostly D6 based rolls and is more narratively focused than straight combat etc....)) that certain kinds of characters have different types of rolls entirely. Female characters for example for the most part cannot ever roll to fight. ((unless they take a class that goes outside the typical social norms such as a shield-maiden who can.)) Men also can't talk their way out of problems as if they slight another dude, they are honourbound to fight it out.

Basically, theme'ing for the game is instilled even within the how the rulings work. Of course, this is preference for me I suppose, but I prefer the game be tailored to it's genre, the feelings it means to invoke, and help to invoke the fantasy of what the RP is about.

Now, me being a butt aside, I don't think creating the system is a bad idea, it's just personally I don't think I'd use it, because I'd have to further tailor it to suit the needs of my RP and therefore... really in the end, I'd just prefer to more closely tailor my system at that point. ((shows how well that works out thus far for me as in... not very well, but I tend to be stubborn as shit when it comes to certain things and doing them my way XD>))

Either way, I'd not mind giving my insights etc on it. I still rather like discussing and messing with systems and tailorin' them. I Just rather enjoy that feeling and really playing with it and constructing and deconstructing... I like thinking about how things work, because it keeps me thinking and expanding ideas for my own stuff as well as keepin' me from gettin' rusty lol.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...