Tuesday, January 21, 2025

SoA: Development Log 4

 

I would like to take a minute and talk about what almost was. Ideas I had about the core resolution mechanic and some aspects of the secret rule book that almost made into the final version but ended up on the cutting room floor for various reasons.

It is important to remember and what a lot of people fail to realize is that Original Dungeons and Dragons, Blackmoor, Barons of Braunstein, Bunnies and Burrows, and Tekumel were just Gygax, Arneson, Wesely, Barker, and Dr. Robinson/Dr. Sustare's house rules. Thus, the Secrets of Arn's included Secret Rule Book and Procedures are my house rules. 

*Puts soapbox away nonchalantly.*

 Core Mechanic

I originally had my heart set on using an attribute based roll under d% system. There would have been 6 attributes and you would define your attributes by rolling a pair of d10s (percentage dice) of different color. One color would represent the tens place and the other color would represent the ones place. Attributes would be determined by rolling the d% dice six times and the results would be your score. If any result was under 25%, then the player could bump up that attribute to 25%. 

If a character wanted to accomplish something where the dice needed to hit the table, they would need to roll the d% dice and be looking for the results of equal to or lower then their attribute score. 

For combat, there would be side based initiative and the characters would react to their opponents actions which would require the players to make an appropriate attribute roll to avoid their opponents action. This makes the game player facing. 

Boons would increase the range by 10% and setbacks would decrease the range by 10%. Boons and Setbacks do not stack and they cancel each other out.

If a character ever possesses a score 100% or over, the player would still roll and if doubles appeared, the action or attempt would fail. 

Tags and Skills

This design idea was before I revamped character creation and personal advancement was even a thought. Though, thinking about it know I would handle it like this. If a player can bring a tag or skill to into relevance in a situation they would be allow a re-roll if the player did not like the initial result if the Referee agreed. If a tag and skill was relevant for the same task, then a second re-roll would be allowed.

Hit Points & Damage

Characters would have had a fixed amount of hit points and damage would follow this paradigm:

  • Light Weapons: Roll 2d6 and choose the lowest
  • Medium Weapons: 1d6
  • Heavy Weapons: Roll 2d6 and choose the highest 
  • Two Weapon Fighting: Allows attacks to be made with a Boon

Armor

Armor would provide temporary hit points and would need to be repaired or replaced. 

Meta Currency

Historically I have had great experience with meta currency in its various forms and I personally enjoy it a lot. Though, I decided that it is against the design philosophy for this game and it was the most recent (this week) thing to end up on the cutting room floor.



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