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Made in us
Sneaky Lictor





I've had this thought bouncing around for awhile after frustrations with 40k 's AP system.

Basically your model has 5 stats: (maybe more)

Strength - Modifies how much damage the model does in melee.
Dexterity - Modifies how much damage the model does with Ranged weapons.
Intellect - Modifies how much damage the model does with spells.
Armor Class - How high you have to roll to do damage to the model.
Hit Points - How much damage the model can take before it dies.

Every weapon has 3 stats:

Range - How far the model can fire the weapon.
Strength - How much damage the weapon does.
Armor Penatration - Modifies the defenders Armor Class.

So basically, every attack hit, then you roll a die to see if the attack penatrated the target armor / natural hide, then you roll a die to see how much damage you do.

Any questions or comments I'd be happy to answer. I'd like to know if this has a chance for community backing.

Tyranids 3000 points
Dark Angels 500 points
 
   
Made in us
Nigel Stillman





Austin, TX

broodstar wrote:I've had this thought bouncing around for awhile after frustrations with 40k 's AP system.

Basically your model has 5 stats: (maybe more)

Strength - Modifies how much damage the model does in melee.
Dexterity - Modifies how much damage the model does with Ranged weapons.
Intellect - Modifies how much damage the model does with spells.
Armor Class - How high you have to roll to do damage to the model.
Hit Points - How much damage the model can take before it dies.

Every weapon has 3 stats:

Range - How far the model can fire the weapon.
Strength - How much damage the weapon does.
Armor Penatration - Modifies the defenders Armor Class.

So basically, every attack hit, then you roll a die to see if the attack penatrated the target armor / natural hide, then you roll a die to see how much damage you do.

Any questions or comments I'd be happy to answer. I'd like to know if this has a chance for community backing.


Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of 40k. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!
   
Made in us
Sneaky Lictor





Vladsimpaler wrote:
Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of 40k. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!


Yeah, the D&D PandP RPG uses the d20 system. I like the idea that a weapon could modify your defense but couldn't remove it completely. I hate the 40k "because I have an AP-5 weapon and you're armour 6+ there is nothing you can do about it"

Tyranids 3000 points
Dark Angels 500 points
 
   
Made in us
Nigel Stillman





Austin, TX

broodstar wrote:
Vladsimpaler wrote:
Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of 40k. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!


Yeah, the D&D PandP RPG uses the d20 system. I like the idea that a weapon could modify your defense but couldn't remove it completely. I hate the 40k "because I have an AP-5 weapon and you're armour 6+ there is nothing you can do about it"


Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong.

But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.
   
Made in us
Fixture of Dakka






Akron, OH

That's basically how Brushfire works, just based off D10s rather then D20s.

Might - Melee
Grace - Range
Vitality - HP
WS - Dodge/Armor Save
KE - Initiative / Tactical Abilities
CM - Fear Resistance / Heroic Abilities

Models can then take Armor which gives them a flat damage reduction, and weapons will have a flat damage amount and AP Amount that reduces Armor.

-Emily Whitehouse| On The Lamb Games
 
   
Made in us
Sneaky Lictor





Vladsimpaler wrote:
Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong.

But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.


That was another thing I had problems with. You mean to tell me that with this gigantic cannon the guy I shot didn't only survived, but no damage was done to him.

Another one was, I'm a highly train Marine Corps Sniper with a scope, and if I roll a 2 or less we basically say "He can't shoot for gak". I don't know the average accuracy rate for a real Sniper, but I'm betting it's pretty damn high! If there is a real Sniper reading this could you please give me an estmate of your hits ratio? I'm going to guess that you don't miss 33% of the time.

This message was edited 1 time. Last update was at 2012/08/16 07:48:52


Tyranids 3000 points
Dark Angels 500 points
 
   
Made in us
Myrmidon Officer





NC

It's also basically how Infinity works.

Strength = CC
Dexterity = BS
Intellect = WIP
Armor Class = ARM
Hit Points = W

There are also additional stats PH (physique) for climb/jump checks and BTS (biotechnological shield) which is essentially a fortitude save.

---

As for weapons:

Range = Infinity weapons have 4 range intervals
Strength = Damage
Armor Penetration = Part of the special ammuntion

There are also additional stats for Burst (number of shots per action), susceptibility to EMP damage, ability to use in CC, and area of effect.
   
Made in us
Sneaky Lictor





Absolutionis wrote:It's also basically how Infinity works.


You know, I haven't looked at Infinity, I may have too.

I don't like Warmachine for the simple fact that OMG there is an aweful lot to keep track of.

Tyranids 3000 points
Dark Angels 500 points
 
   
Made in gb
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

broodstar wrote:
Vladsimpaler wrote:
Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong.

But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.


That was another thing I had problems with. You mean to tell me that with this gigantic cannon the guy I shot didn't only survived, but no damage was done to him.

Another one was, I'm a highly train Marine Corps Sniper with a scope, and if I roll a 2 or less we basically say "He can't shoot for gak". I don't know the average accuracy rate for a real Sniper, but I'm betting it's pretty damn high! If there is a real Sniper reading this could you please give me an estmate of your hits ratio? I'm going to guess that you don't miss 33% of the time.


As much as we might imagine it no to be the case even good snipers are not necessarily one shot one kill as a FPS might have us believe. This is particularly true at long and extreme ranges or why else have a spotter - if not to spot where rounds land (as well as direct fire).

I actually though the introduction of the AP system stream lined that part of 40k nicely and along with cover rules established (and us the term advisedly) a little more realism to the system in a way that Save modifiers never could.

Battle games based upon the d20 system have been about for some time and while I can see the attraction to d&ders the system didn't lend itself to large battles. I mean imagine having to roll 60d20 for a unit of orks on th charge, you'd be chasing dice off the table all day.

Don't get me wrong their merit in trying to do a new system but I think you will need to put your own stamp on it. I would also suggest hunting down a copy of Advanced Heroquest, that was similar and used d10/d12; but you might find some ideas there too.

How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " 
   
Made in us
Sneaky Lictor





notprop wrote:
As much as we might imagine it no to be the case even good snipers are not necessarily one shot one kill as a FPS might have us believe. This is particularly true at long and extreme ranges or why else have a spotter - if not to spot where rounds land (as well as direct fire).


It maybe a bit of propagana but the military shows I watch show them to be vary accurate, and alot of the time the spotter is like you said directing fire or doing math. I'm not saying they cold bore it every single time but I'm sure they don't miss that often. Of course, the only way to get a real answer is to talk to the real thing.

Tyranids 3000 points
Dark Angels 500 points
 
   
Made in us
Zealous Sin-Eater



Chico, CA

Absolutionis wrote:It's also basically how Infinity works.

Strength = CC
Dexterity = BS
Intellect = WIP
Armor Class = ARM
Hit Points = W

There are also additional stats PH (physique) for climb/jump checks and BTS (biotechnological shield) which is essentially a fortitude save.

---

As for weapons:

Range = Infinity weapons have 4 range intervals
Strength = Damage
Armor Penetration = Part of the special ammuntion

There are also additional stats for Burst (number of shots per action), susceptibility to EMP damage, ability to use in CC, and area of effect.


Was going to write the same thing.

Plus, the new book comes out in 2 months. Then we will have 16 missions, and a campaign that links 14 of the mission.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
 
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