Seth Dresari |
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Greetings, programs!
I am working on a roleplaying game that I am currently calling Processors and Programs, which is supposed to be a fanmade roleplaying game on running on a reasonably modified version of Pathfinder's refined D20 system (built using more dice, like the D30, as well as to encourage things like multiclassing), based in a variant of the TRON setting.
I started this project a few months ago, but so far I have not had much luck actually making the game; I am still yet to have even basic stats and classes available for anything, much less having a functional prototype to present to my local GM for playtesting.
For reference, I have no plans to make any money off of this, especially not as long as there is a large company ready to either steal my idea, sue me, or both, should I even try to squeeze a dime of profit out of this. As such, this will entirely be at my own expense, entirely non-profit. Mr. Flynn would want it that way.
So far, all I have decided on is... Well, not a lot to be honest. I do have a Google Drive document and a completely inactive Skype group, but that is about it right now. If anybody is willing to help me make classes and to help me crunch numbers, that would be much appreciated.
You will have to private message me if you want a link to the document, and if want to make changes, then you'll have to give me your email address to. I promise I will not use your email address to contact you for anything that is not related to the project, unless you specifically request otherwise.
Remember, this thread is as much a call for help as it is a place for discussion and development, so I want you to post frequently, and if you have a Skype then I may invite you to my chat room.
End of Line.
EileenProphetofIstus |
1 person marked this as a favorite. |
I've been writing my own RPG for the past several years as well. I know it can be a daunting task. I come and go in creative streaks which last for a few weeks to a few months, then development slows down for while. Typically life gets in the way.
Its a huger task but well worth it if you love to design games/mechanics. I've finally reached the point of real play testing and making changes accordingly.
I can't help you write your game design because I'm not familiar with PF rules though I am with D&D 1st, 2nd, and 3.5, editions as well as Top Secret S.I. I'm also over burdened with my own game design, a full time job and relationship. I would be happy to discuss game mechanic issues your having or any other aspects of the game that you need to hammer down better by talking. I recommend Skype.
If this interests you go ahead and send me a pm with your address or leave it here for me, whichever your more comfortable with.
Seth Dresari |
1 person marked this as a favorite. |
So, just a teaser for anyone who happens to be reading this, I have made a list of a few things I am going to introduce;
Instead of Squares, Hexagons will be used, but these aren't your Beta's hexagons! Each hexagon will be broken into parallelograms, the main hexagon being represented with thick solid lines and the smaller shapes with thin dotted lines. This allows you to move in more than just six directions, as well as to make smaller movements. It also helps with larger miniatures.
Because Familiars don't exist in a computer system. A Bit functions like a cross between a Familiar and an Animal companion, except can level independently of its program, turning into more complex companions such as Tetrades, Bytes, Words, etc.
Your weapon can later be upgraded into an Advanced Weapon, which has an integer bonus to attack (just like a magic weapon), but you can exchange that bonus for Primitives, the equivalent of enchantments. Unlike a magic weapon in PF, an Advanced Weapon in Processors and Programs can be reconfigured for a small fee; do you want an Identity Disc with a +3 attack bonus, or do you want an Identity Disc that has 3 points worth of primitives? You can spend more AM (Allocated Memory) to acquire an Advanced Weapon with a higher capacity, but if you are impatient or short on income then you can deliberately introduce bugs (the equivalent of curses) to add more room for Primitives or higher attack bonuses.
Seth Dresari |
Anybody know how I could get Lightcycle mechanics working? Vehicles don't seem to have very well-defined rules in D20 mechanics as far as direction and cornering go, not to mention that the speeds at which most vehicles move in relation to people on foot would require either much larger maps or much larger scales on a tabletop.
I am experiencing a similar problem with converting Shadowrun to Pathfinder's rules.
Seth Dresari |
Here is a link to an ancient Google Drive document from when I started the project:
Ancient, crappy and incomplete Processors and Programs document
Seth Dresari |
I am wondering; should I draw inspiration from D&D 5.0 and PF Unchained to simplify the mechanics any, or should I draw inspiration from D20 Modern and Mutants & Masterminds to expand on the mechanics? Would it be possible to do both without it all ending in disaster?
Finally, I have ultimately decided that the grid will be Half-Inch triangles. For aesthetic's sake, there will still be hexagons overlayed on top of the triangles, with 6 triangles to a hexagon. I will need help deciding on the Base sizes, though. What I have below is just a rough estimation.
Tiny/Dimunitive: Occupies 1 triangle?
Small: Occupies 2 triangles?
Medium: Occupies 4 triangles?
Large: Occupies a full 6 triangles, or one Hexagon?
Huge: 9 or so?
Etc.
- - - -
Also, if you would like to edit the Processors and Programs document, or to help me make a new one, send me a PM with your email address, and if you would like to join the group chat then also send me your Skype name (if you have one). I am still looking for playtesters and number-crunchers.
End of Line.
Seth Dresari |
1 person marked this as a favorite. |
So, because this game is just a prototype right now, I am going to post some generic classes. None of these are finalized, these are just the bare essentials to make playtesting possible.
- - - -
ICP (Intrusion Countermeasure Program)
This is the fighter class for the Processors and Programs Alpha build. It hits hard, tanks harder and gets multiple attacks per round as it levels up.
System Monitor (also just called Monitor)
This class is all about Stealth and High Mobility. Moves quickly and is difficult to hit, can hide in plain sight and can easily get the drop on an unsuspecting target. Also great at tracking and determining threats.
ModWare (Modification Software)
Your generic, Jack-of-all-Trades spellcaster. Buffs and heals friendlies, debuffs foes, can dish out damage for self-defense, etc. Functions like a cross between a Sorcerer and a Cleric.
- - - -
When the game gets closer to completion, I will expand and rebalance all of these classes. I would like to give a shout out to Nic Carlo for helping me come up with these. Thanks a lot, Nic!
Goodnight, all-powerful users. End of Line, fellow programs. I will see you all again tomorrow.
Seth Dresari |
A couple changes to the rules from Pathfinder, regarding Feats, Traits and Flaws.
Feats:
- There will be a workaround for the "Feat Tax," in which you will be able to choose a couple of bonus feats from the "Tax List" from Character Creation.
- You will now gain two feats at odd-numbered intervals, as well as an Mythic Feat at Level 10 and again at Level 20 (without the normal requirement of being a Mythic character)
- Feats that have a chain of advancement (like TWF and Improved TWF) will advance on their own depending on your Character Level without requiring you to spend additional Feat Slots.
- If you already have proficiency with a certain weapon, then any class that gives you that Weapon Proficiency a second time will instead give you Weapon Focus for a single weapon of your choice with which you are already proficient.
Traits:
- Each Trait will have an associated cost, and on character creation you have a limited budget (enough for two strong Traits, or for several underpowered traits). You will gain additional points for purchasing Traits depending on your choice of Flaws.
Flaws:
- Flaws will have an associated value, and while each flaw will guarantee you an additional Feat slot the associated value will add to your Trait budget. This insures the particularly debilitating Flaws will always give you your money's worth and keep your character relatively balanced.
Drawbacks:
- Because of the mosification to the Flaw system, Drawbacks are no longer necessary and are now categorized as Flaws.
Seth Dresari |
Since I did not notice it in time to make an edit, I would like to apologize to everybody for my typo above; I meant to say "modification" under the Drawbacks section rather than "Mosification."
However, I try not to post on this thread unless I have something to contribute, so here is a link to some unique feats that I came up with to help take advantage of the legendary D30.
End of Line.
Seth Dresari |
Since Multi-Classing is an important part of Processors and Programs (even though there aren't that many classes at the moment), Variant Multiclassing and Gestalting are part of the standard rules. However, for characters that choose not to Gestalt or take a VMC, they will gain extra feat slots to help keep them relatively balanced.
Normal:
- You gain a single feat slot every level, not including bonus feats, feat slots provided by Flaws, or the Tax Feats at character creation. At Level 10 and Level 20, you will also gain a Mythic Feat, even if you do not have a Mythic Tier.
Gestalts:
- For every level where you do not Gestalt, you gain an extra feat slot, even with a VMC at an even-numbered level.
- There are some class archetypes that cannot be taken when you Gestalt, such as Dual-API ModWares (similar to a Crossblooded sorcerer, but without the downsides) or Hard-ICPs (which have a heavier hit die, gain DR every few levels, and a few other benefits)
Variant Multi-Classing:
- If you take a VMC, then you will only gain feats at odd-numbered levels, not including bonus feats from normal classes or feat slots gained from Flaws. You will still gain Mythic Feats at Levels 10 and 20.
Seth Dresari |
So, I decided to make use of a few of the Variant Rules from the D20 SRD, as well as various Pathfinder Supplements.
Alignment:
A numerical alignment system will be used as in Ultimate Campaign, with a good GM providing plenty of moral challenges to the players. However, the alignment system will have a few additional layers to it; Loyalties from Pathfinder Unchained will make an appearance, not in place of Alignments as they were initially written but in edition to, since some characters might have loyalties that you would not normally expect for their alignment and others might have loyalties because their alignment is too vague in a particular area.
Honor and Reputation:
It is easy for a character to eventually build a reputation for themselves (for better or for worse), be it a result of particular events or a result of simply gaining power. As such, the Reputation variant rules from Arcana Unearthed will come into effect (both Level-based and Event-based). Following that, we have an Honor system, which uses the already established rules for Mechanical Honor (minus that different alignments start with different amounts, since not only is it bull, but also potentially unbalanced).
Taint and Sanity:
The Sanity rules and the Taint rules from Arcana Unearthed will both come into effect, mainly in the form of Corruption (be it from viruses as Taint, or from other sources like CLU's insanity).
Hex Grid and Combat Facing:
I have decided that my custom grid system was too complicated, so I am sticking with a regular Hex Grid; unlike in the material world, the architecture of the digital world is not restricted to 90-and-45-degree angles, and as such the same mapping dilemmas are less likely to arise for GMs. As for combat facing, it will frequently be mentioned in the book and a majority of the content will be designed with those rules in mind, but they are not required. The GM's screen will include a cheat-sheet for Combat Facing on a hexagonal grid.
Revised Action Economy:
Processors and Programs will use the Action Economy rules from Pathfinder Unchained, meaning that the players will have more tactical options than before.
Defense Bonuses:
Not all classes can use armor, and armor is not always desirable in some situations (nor is it always available). As such, each class will gain a Defense Bonus which will add to their AC even when they are not wearing armor; if they still decide to wear armor, then the Armor Bonus and Defense Bonus will not stack (you will use whichever is higher for total AC, and Defense Bonus for Touch AC).
Armor Damage Conversion:
So that armor is not immediately obsolete however, when you wear Armor you will get a special type of Damage Reduction, called Damage Conversion; if your Armor Bonus is 8, then whenever you take damage up to 8 points will be converted to Non-Lethal Damage. If you take 24 points of damage while wearing Armor with a +6 bonus, then you will take 18 points of Lethal Damage and 6 points of Non-Lethal Damage. Again, this ensures that even with a separate Defense Score, wearing armor will still provide plenty of merit.
[u]Defense Formula:[/u]
Full AC: Use Armor Bonus or Defense Bonus, whichever is higher
Touch AC: Use Defense Bonus
Lethal-to-Non-Lethal Damage Conversion: Use Armor Bonus
Reserve Health:
To improve a party's survivability in classic, combat-heavy Dungeon-Crawl-style sessions, the Reserve Points variant rule from Arcana Unearthed will be used. This reserve health will only be useful over the course of multiple engagements, but will do nothing to benefit you in a single fight.
Seth Dresari |
We now have a Logo, created by Phear over on TRON: Gridlines. If you are reading this, thank you very much for the logo.
Lycanphoenix |
I am actually going to be giving this project a complete reboot. I will disable all of the House/Variant Rules for the time being, except for the Hex Grid. That will stay.
I am also moving all development over to my Gridlines thread.