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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

So wasn't sure where to post this topic but figured this was the best place if not so sorry.

So as the post name suggests I'm designing a new gaming system around the D12 dice. The system will incorprate the ability to allow players to play 3 different game types with the same models.

The first gamr type is an RPG type campaign game where you are in the shoes of the Force Commander and you can build up a small merc type force of your own over several missions each time you earn money and expand you force and buy upgrades. This game type also includes a card based system for treasures random events etc.

The second is a Skirmish type gaming model this to represent a Platoon VS Platoon sized battles with small supporting elements. This will NOT include any options for Transports, Med-Heavy Tanks, Aircraft, Large Monsters. All squads will be classed as indivdual models for gaming purposes and will focus on foot battles I will include rules for Light-Med walkers and vehicles but there will be limits to the amount that can be taken in a force.

The Third is a Battle type gaming model this will represent a Company+ sized battle. It will include everything from Aircraft, Heavy Tanks, Transport Vehicles the works.

Each model will three types of Attack Modes there is
Casting (Cst) A model may have stat like this for Casting 7/1 the first it the models ability to cast a spell. In order to cast a spell this model will need to roll equal to or below the first number. The second number is the models Defence. This model has Casting Defence of 1 which means that if an opposing model wants to cast a spell on this model they will need subtract the models Defence before rolling to hit. For example if a Model with a Cst of 9/2 was to attack a model with a Cst of 6/1 they would need to subtract 1 from 9. The result is 8 so in order cast the spell the model would need to roll an 8 or lower on the D12. A models defence can never be lower than 4 or highr than 12 & a roll of 12 will always fail.

The other two attack types are Ranged and Melee for Ranged Attacks the model will have a Marksmanship Ability (Mk) & a Combat Ability (CA) to hit with either works the same as Casting. A model in cover gains a bonus to defence from Ranged Attacks. And models with Sheilds, Parrying weapons or higher CA gain Defence Bonuses in Melee.

In order kill another model you will need to roll to hit as described above. The model will then roll an Armour Save which can be reduced by negative pericing values and if the save is failed the Attacker then can proceed to roll to kill or wound the model. This based on a Strength minus Resistance roll which is similar to the roll to hit as described above only for infantry models resistance will range from 1-5 & heavyer monsters and light vehicles ranging from resistance 6-8 & the heavist models being resistance 9-10. The Strength value can range from 5-20 with a roll of a 12 always being a fail. Some small arms fire may not be able to damage heavier vehicles or monsters. Eg a Weapon with a Strength of 7 can't hurt a vehicle with a resistance of 8 as 7-8 = -1 & you obviously can't roll a -1 on a D12.

There is so much more to this game than described above but this will be a good starting point to get feed back from. Any questions I will answer in time if this seems like it could gain interest I will post some more rules some fuff and some of the races. I currenly have 3 races rule near completion and several more in the pipline. Did I mention this game works in centermetres not inches.

This message was edited 1 time. Last update was at 2013/03/07 05:09:02


 
   
Made in fi
Longtime Dakkanaut




I've been toying with the idea of D12 system myself (though substantially different to yours), my reason for disliking D20 systems is very mundane - most D20 dice on the market are very poorly manufactured and produce uneven results

Mr Vetock, give back my Multi-tracker! 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I agree I have not yet found a well made D20 dice. I also think that 20 sides just gives too many vairables. What I like about the D12 is it gives a larger field a values than a D6 & it can be divided evenly into, 2, 3, 4, 6 & 12 parts giving a wider range of possibilities than the D6's 3 or 6 parts & it looks so fricken cool as well.
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

The problem with a d12 system is that it occupies an awkward space in terms of odds per facing (8.333% per facing). That means it's less than 2% difference from a d10 which is more appealing to humans as we tend to like multiples of 5 and 10. While being very close in terms of probability to a d10, it's not as open as a d20 and it's not as deep as a 2d6 system. So it comes down to a matter of what is the point of a d12?


EDIT: reread what I was quoting after posting and then it finally sunk in.

This message was edited 1 time. Last update was at 2013/02/12 12:05:33


(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I was actually considering using a D10 only it was going to count as a D9 with the 10th facing representing 0. The 0 would always be a fail. After some toying around with some Ideas I discovered that the D12 suited my mechanic much better. So that then brings up the question why not a 2D6 system. Well some models or units have weapons which may fire multipul shots and its far less time consuming to simply roll 3 D12's and discard the failed hits then roll 2D6 3 times. In the Battle type game mentioned above there might be a unit of 10 men double tap a unit with their rifles giving them 20 shots. Instead of rolling 2D6 20 times you can roll 20 D12's once for the same result only faster. Not to mention 2D6 gives you odds out of 11 not 12.

The game has been designed in way so in the Adventure type game you will need no more than 6 D12's, in the Skirmish no more than 12 D12's and in the Battle type game no more than 24 D12's are required. I will eventually get around to posting more info about the game but there is so much it will take forever to post it all in one hit.

This message was edited 1 time. Last update was at 2013/02/12 12:57:52


 
   
Made in ae
Frenzied Berserker Terminator






But with a 2D6, you've got different chances for results whilst with a D12 you have a 1 in 12 chance of getting different results.
   
Made in us
Brigadier General






Chicago

Interesting. Your logic for going with a d12 sounds quite sound, and it will help to set your game apart from the rest, which is a good thing. The casting mechanic seems pretty sound also.

However, I'm a bit skeptical of the idea of one ruleset that can do all 3 game scopes (RPG, platoon combat, mass battle) well. Many have tried, but I've yet to see one that was successful. However if they are split into different games that share a some mechanics, but are well tailored to the scope of the game, it's worth a try.

That said Ganesha games is doing something like this with their Song of Blades and Heroes game though they have separated the games into different books. They have RPG, Warband Skirmish and mass battle (coming soon) games that share the same signature activation mechanic, but are sold separately and each is well tailored to it's own scope.

This message was edited 1 time. Last update was at 2013/02/12 14:16:02


Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
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My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

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Made in gb
Multispectral Nisse




Luton, UK

Sinji wrote:
Instead of rolling 2D6 20 times you can roll 20 D12's once for the same result only faster. Not to mention 2D6 gives you odds out of 11 not 12..


I really think you need to get a stronger handle on probabilities before embarking on games design. 2d6 definitely does not equal d12, and not just because it's missing the 1!


Automatically Appended Next Post:
I used a d12 system for a game once, it worked quite well. It was originally a d20 concept but I found the spread of potential results too great to work through so dropped it down a touch. I never tested the game at d10 so I don't know how different it would have felt from that.

I do remember that I was about to undertake changing the whole system to a 2d6 one when I moved onto other projects though. Bear in mind that this game never used multiple dice so 2+ lots of 2d6 was never a problem.

This message was edited 1 time. Last update was at 2013/02/12 14:41:02


“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.” 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

1 problem, or more specifically, three:

Different game modes.

In my opinion, it's all well and good having different variations of the same game. However, having all of these based around the set of models will be very confusing and awkward. You'll essentially end up with three different sets of models, as they may not be practical for each idea. Do you have a way to actually make the different modes interface well? That is very important.

Stop and think for a moment; which is most important to you? Make that first as a standalone game. A dedicated ruleset will be a lot more refined and enjoyable then a jack-of-all-trades will. There's a reason no game of that sort has ever reached any of our attention.

And finally, I feel it'd be very good for you to flesh it out a bit more and post it up as a PDF. In it's current state, it just seems a bit rushed, no offense intended. All you've done is describe a very basic idea of what you want, and a few modifiers and stats.

Don't take what I'm saying as a personal attack; I love the fact that so many people are so interested and are willing to make these games, but more often than not, they either end due to a lack of interest or the lack of planning.

Please, feel free to ask me any further questions via PM or check out my own project by clicking the banner in my sig.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

D12 is the standard dice used in the naval game General Quarters 3.

I think a scaling system could work, whatever the dice. It would depend on commonality of concepts of various other rules mechanisms. Gates of Antares is supposed to be a three level scaling system. I don't have a worked out concept though I have the core of an idea of how things might work.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The core mechanic for the games when it comes to how to move, attack, pass test etc is the same for all games sets as is a models characteristics. What makes them different is the way models move around on the board and operate in each game set. The Core mechanic and characteristic set is the same but the rest of rules for each type of game is very different. The Adventure RPG game is the most complex and includes a lot more elements that would slow down the other two games if included. If I was to make the game 2D6 based the Adventure RPG would be the only game it would make sence in because your only ever moving around single models.

I'll quickly run through the characteristics of a unit. I chose this unit as there stats are pretty much the same across the board. They are the basic human type stat line
Royal Marine Rifle Section
. Sp Cst CA Mk St/Res Ag WP HP Arm Cmd Mana Cost
Corpral 15/21 7/- 7/- 7/- 7/3 7 8 2 4 1 1 20
Marine 15/21 7/- 7/- 7/- 7/3 7 7 1 4 - - 12

Squad Configuration:
Adventure: 1 Marine
Skrmish: 1x Corpral (NCO), 2-3 Marines
Battle: 1x Corpral (NCO), 4-9 Marines
Equipment: Charge Rifle, Charge Pistol, Short Sword, 2x Powder Bombs per Marine.
Attachments:
RPG: None
Skirmish: if the unit is four strong it may include a Gunner chosen from the attachments section of the rule book
Battle: The unit may include a Gunner chosen from the attachments section of the rule book. If the Unit is 10 strong it may include a Gun Number from the attachment section of the rule book.
Special Commands:
Hold Ground: The Corpral may commad his Unit to hold ground for the remainder of the turn the Unit has the No Fear Special Rule until is next activation.
Options:
- The Corpral may exchange his short sword for a Flamming Halbred at 5pts or a Long Sword for 5 pts
- The entire Unit including the Corpral may exchange their Charge Rifles for Long Rifles at 2pts per model

For the RPG game the model will go through a promotional type tree which over time may allow the model to gain better equipment, characteristics and promotions

Under characteristics
Sp= speed, the first distance is how far the model can move normally. The second is the distance the model can move when charging or running this distance is in cm's
Cst, Mk, CA I have explained in my original post
Str/res= Strength & Resistance, Strength can effect the models ability to wound models in melee it also has a factor when wanting to break down doors or muscle your around in melee. Resistance is the value that help to prevent your model from being killed your resistance is subtracted from the attackers strength in melee
Ag= Agility is you ability to evade diffcult terrian on the table top. It also has a factor when needing to picklocks and repair or reload ranged weapons. In melee agility can also have many different factors.
WP= Willpower. This effects the models level of will to get certian jobs done there will be various time in a game when you will be required to take a Willpower test. It also has part in which player may activate first.
HP= Hit points. This is how much damage the model can take before being killed.
Arm= this the level of Armour the model has
Cmd= Models which are NCO's, Jr Commanders or Commanders may issu commands during a game this is a page of info in itself so sill not go into it just yet
Mana= this is how much mana the model has. Over the game the mana will increase each trun and can be used to cast or dispell spells this is also a lot of explaining so I will come back this later.

As I am running out of time I will not go into weapon stats but I will come back. Also sorry if this has bad grammer I haven't proof read.

This message was edited 2 times. Last update was at 2013/02/13 05:55:40


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

What's so unique about the movement?

Also, one little point is spelling and such. It's by no means the worst I have seen, for certain. It's actually very competent. There's just a few little rough patches, i.e missing letters and full stops. Most browsers have a built in spellchecker.

Anyway, yes, nobody has real problems with D12s. Online, they're half a pound each.

So, is this a modern military game?

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

I would like to see anything non d6 system.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Its a Sci-fi fantasy game. I will include some fluff input later today as I am strapped for time right now. Thanks for the current input.
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Just remember, keep your ideals realistic. Make sure you don't go too far and try to make a major success of it; be happy with what you make!

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Douglas Bader






One important question: what does your game offer that no other game on the market offers? So far everything you've posted seems incredibly generic, and outside of a weird love of D12s it doesn't seem like you have any reason for making a new game besides "I can make a new game". You need to answer this question and come up with a compelling reason to be interested in your game before you start worrying about the specific details of game mechanics.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Regular Dakkanaut




Precinct Omega has two d12 based games in their One Pound Wargame line (they cost 1 GBP each). Basically the mechanic is to roll one or more d12s, adding them, adding in your shooting score and try to beat the target's defense plus the actual range in inches between the firer and the target, so it builds in range modifiers as well
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Ok on to weapon stats I'll put in a few different ones to show some differences.

Weapon= Weapon Name
Type= Weapon type. Certian weapon types can be effected by Commands and can also have penelties if moving etc
SR LR= Short Range/ Long Range. Some Commands can effect the Damage delt at short or long range or the amount of shots also certian weapons can only fire at their short range if moving
ROA/F= Rate of Attack/Fire. This is how many dice are rolled by the weapon whsn rolling to hit.
CH/F= Critical Hit/Fail. When rolling to hit if you roll equal to or below the first number you score a critical hit. If you roll equal to or above the second number you suffer a critical fail. On a critical hit you get certian bonuses which I will mention later. If you get a critical fail you cannot use that weapon until has been repaired but more on that later as well
DO= Damage Output. This is the amount of damage the weapon deals when rolling to wound.
Pr= Pericing value. Subtract this number from the models Armour Value before rolling a save.
SR= Special Rule. If the weapon has any additional special rules they are mentioned here

Ranged Weapons
Weapon Type SR LR ROA/F CH/F DO Pr Sp
Charge Rifle Rifle 30 60 1 -/- 9 - -
Rapier Pistol Side-Arm 15 35 1 -/- 11 1 -
Slayer LSW Automatic 35 75 3/5 -/12 12 2 Suppression
AT-91 Sniper 40 85 1 4/- 12 3 Suppression

Melee Weapons
Weapon Type SR LR ROA/F CH/F DO Pr Sp
Short Sword Blade M - 2 -/- Str 1 Bleeding
Long Sword Blade M 3 2 -/- Str 1 Bleeding
Battle Axe Axe M - 3 -/- Str+3 2 -
Saxammar Axe, Pike M 3 2 -/- Str+5 5 -

Weapon Meanings
Rifle: Can be fired before or after shooting. If given the command to double tap the weapons ROA is increased by 1
Side-Arm: This is a secondary weapon that is fired when the model preforms a move action instead of a Ranged Action
Automatic: This weapon can fire in two modes burst and full automatic the first ROA/F is the burst value the second is the Full Automatic value it can only fire on Full Automatic if it is given a Command. There is also a weapon type called Semi-Auto that can fire this way when given the Same Command. Full Automatic weapons cannot fire on the move
Sniper: This weapon cannot be fired if the model moves and costs two action points to use as the concentration required to fire it is great. It may however roll 2D12 & choose the lowest when rolling to hit
Suppression Weapons: If a model/unit is fired on by a Supression Weapon that unit must pass a WP test before carring out an Actions. The unit takes a neg1 Modifier for each additional Suppression Weapon that fires upon them a roll of 1 will always pass.
Blade: Blade weapons allow the weilder to parry melee attacks. If the Unit/Model recieves an order to parry both player roll a D12 and add ths highest Agility in the Unit. If the attacker rolls the highest they have won and melee attacks hit as normal. If the defender is the winner any successful hits are ignored on a successful Agility test.
Axe: Axe Weapons can have a chance to Break Sheilds or Split Armour. If the Unit/Model is given a Command all successful hits against a unit of 3 or less will automatic bypass the Enemys Armour and go straigh on to try and wound.
Pike: If a unit charges into your unit you can give a Command to brace. All models in the charging unit must pass an Agility test or suffer an Automatic Hit that bipasses Armour. If the charging unit is also a mounted unit its Agility test must be taken at negative 3
Bleeding: Models that suffer from bleeding must pass a Strength test in the End Turn Phase or suffer from an addition wound.

This message was edited 1 time. Last update was at 2013/02/13 08:30:33


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

So this is really a very in-depth tactical wargame, I guess?

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

OK all as promised here is some fluff for you. This fluff is for one of Factions knowen as the Realm of Septer. I hope you all like it its the first time I actually explained them in this mich detail before. As always. C&C is more than welcome.

The Realm of Septre

The Relm of Septre is made up hundreds of Planetary Provences. Each of the Provences may have one or more Warlords comnanding over them. The Relm of Septre is a harsh place to live and the majority of if population is made up of peasents. There few laws within Septre but the one law that cannont be broken is the law of Pledge.

At the age of 16 any peasent may make a 5 year pledge to there ruling warlord. The rules of the pledge are simple. A person who makes a pledge must hand over there lives and all of there right for 5 years of their life. For every day served alive that person or their familys will be given 2 days worth of payment in either food, gold or protection. When under a contract a pledge must always complete the duty given to them or suffer death as a result even if that duty may very well lead them to theirs deaths. Most pledges don't survive the firt year as most are thrown in the arenas to fight to the death or thrown into battle by the warlord. Some pledges are forced into slave labour or sent to work in brothals. Once a contract has been completed a Pledge is given two option they can either go back to theirs home or,commit to the double pledge.

The Double Pledge. After the 5 pledge has been complete a peasent may earn their citizenship commiting to a double pledge. A double pledge must commit another 5 year contract the terms of this contract include the pledge being required to undertake mandatory education training as no citizen of the realm can be seen as uncivilized or barbaric. The secondary term of the contract is to under go mentoring for new pledges. It is the job of a double pledge to ensure a new pledge has the training to survive their first 5 years. Often a lot of double pledges are given more important jobs a lot of which involve higher levels of risk such as working as Gladaitors or body guards to Citizens and Nobals. Upon completion of their contracts a double pledge is made a citizen of the realm which can only accomplished by completing a contract or by birth. As a Citizen you have the right own propertys & businesses and you can furthur your edcuation to become Surguons or Casters. Citizens still live in poverty but there standard of living is much high. Most Citizens long for a peaceful life and live out their lives in ignorance to everything else where as other aspire to become Nobels and even one day Command their own house.

All citizens of the realm have the right to serve one of the Nobal Houses. Those that offer their services are inducted into one of the Houses Legions. It not uncommon for a single House to command dozens of Legions and it is even more common for two rival Houses to go to battle against one another for the right to rule over a provence. Often Citizens can rise in the Ranks of a Legion and earn the right to be a Nobal themselves but often a Citizen will instead choose other pathes to serve the Realm. Citizens can study in the path of Surgery where they will often work on the battle field mending the wounded. They skills do not just involve tending to the living often a skilled Surgon will purchase the bodies of dead Pledges that have yet to fulfil a contract owing. These corpses are used for parts in the surgons Hospitals to re-animate the dead to be used as shock troops or cheap labour. Often a single Re-Pledge as they are commonly called could consist of several different corpses. Other Citizens may take the path of the Demi-Caster. Demi-Casters are usually very devoted to the four horseman and their spells will usually show this. Demi-Casters will regulary been seen aiding Surgons in the heat of battle bolstering the undead and raising corpses to fight in the name of their devoted House. It is not common practice for Demi-Caster or Surgons to rise to the rank of a Nobal but quite talented individuals can accend to those ranks.

Even though citizens can accend to the rank of a Nobal most nobels are born into nobalhood. From birth a Nobals life revolves around education. It is almost common place for nobal children to have several pledges working for them at a time often for only short times though as most pledges are sent to fight in the arenas for the Nobals entertainment. Not all Nobals aspire to command their own Legions most simply enjoy living the high life. Nobals are netorious for visiting Brothels, Over eating at fine Banquets or Gambling more in a single bet at an Arena than a pledge would earn over their entire 5 year contract. Nobals will usually be behind the designs and layout of a citys and constructions but most all a Nobal must always be loyal and faithful to the four horseman. The Nobals hold the secrets of Septers advanced technology and it grand design for the galexy.

The Four Horseman were the originals that drove Septer forwards after the great apocalpse. Some say that they are Immortal and are in hiding waiting for the right time to come forth and re-take the Galexy. Other say they never exisited in the first place were manifested by Septer as a control mesure to keep loyalties amoungst its upper class. But the truth to the real Four Horseman is unknowen the only proof is within is own population where Death, Famine, Pestilance and War all run as think as blood.

So this is it sorry for all the text and if my grammer or spelling is poor I will fix it up eventually. Basicly for the Adventure RPG you will start as a Citizen and have a few pledges as you play a few games the Citizen may work his way up to a Warlord and if the original Pledges survive they may even become Citizens themselves or even Demi-Casters, Surgons, Gladitors etc.


Automatically Appended Next Post:
Forgot to mention that in the Skirmish and Battle Missions you are in the shoes of Nobal who Commands his/her own House which can have its own coat of arm, colours and special fluff and background that you get make up for yourself.

This message was edited 1 time. Last update was at 2013/02/14 09:23:35


 
   
Made in us
Douglas Bader






Honestly it all sounds pretty generic. You might want to spend some more time thinking about how to make it something other than the average generic medieval fantasy world.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Uhh...

I don't really like the fluff that much.

I thought that you were aiming for a modern post-modern realistic wargame...

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Speed Drybrushing






Chicago, Illinois

I really don't think there's any point to billing this as a "d12-based system" as the *type* of die is entirely irrelevant when it comes to any sort of system. What matters are how each die roll is used or modified and, most importantly *how many* of the given dice are being rolled for a single action.

Whether you are using a d6, d10, d12, d20, d100... the basis of the system is the same: you are generating a random number from a pool of number which all have the same chance of happening. In this respect, the d20 system and WH40K are *identical*: there might be a wider spread of possible results on the die, but the probability curve for each result within the game is flat. In such a system, the die rolls are almost entirely random, and this does not change just because you decide to use a weird die shape.

Where a given system can begin to actually be different is by using different numbers of dice for each given roll. Rolling 2d6 gives a "bell curve" distribution, where the results in the middle are more likely to occur than the ones at the edges. This allows a designer to create a system built around differences in probability rather than just mere randomness, and can result in a MUCH more robust system. This is a reason that D&D used to use 3d6 for stat generation: the most common results fell within a range that would create relatively similar characters while still allowing for the rarer, more powerful/weaker stats to show up.

This difference is evident just within 40K: the single-die rolls are flatly random, and while the nature of the system gives the illusion of different probabilities (between BS3 and BS4 for instance) *each given die result* is just as likely. When rolling for charge distances, however, some knowledge of probability becomes useful and allows for truly tactical decision-making: the "most common" results fall between 5-9" rather than being wildly spread.

In the end, calling it a "d12 system" isn't really all that useful: it's still just a "flat probability" system. You will likely be better served talking about the ways that it is different from what has come before rather than "it uses a different die".

This message was edited 1 time. Last update was at 2013/02/14 20:16:54


Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
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Made in us
Dark Angels Librarian with Book of Secrets






d12? Really? Look up BattleStorm, another failed mini system that decided uniqueness was better than usefulness.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I understand what you mean about Bell Curves. But wouldn't a weapon which rolled four dice to hit still have a type of Bell Curve for instance. Even though each of the dice is rolling for a single goal the group of dice should have an average that falls within the Bell Curve. Eg
4 D12 dice need 6 or less to have a success this is a perfect 50/50 chance of success however when you roll those 4 dice your not always going to have 2 out of 4 hit. Sometimes you may hit will 3 or 4 dice and other time you might miss with all of them. This is how that Bell Curve effect comes into play with this kind of gaming system. Generally most of the time you will probley get 2 hits but there will be instances where you get more.

This game doesn't just have a flat system like you complaining about but yes for mass attacks made by groups via shooting, spells or melee the system does in fact roll a single dice aimimg for the lowest result.

Other models which may have single attacks or which may roll for an effect collectivly can have modifiers such as re-rolls of dice or being made to roll 2-4 dice choosing the best or worst result or in other situations you may even have to roll for a test on 2D12. Heres an example of how sniper rifles work.

Snipers are a weapon carried only by Specialist type units and so will operate alone or in small of units of no more than 2 models. If they move they can only fire normally and if they are stationary they get all the bonuses a sniper rifle gets. They are designed to take out Command elements or specialty units and for that reason Commanders, Jr Commanders and NCO's recieve no Defence Bonus when within a certian range of of their team mates. When rolling to hit with Snipers you roll 2D12 & choose which dice roll to apply. Sniper rifles also have a greater chance to cause critical hits. A critical hit allows the user to either increase the weapons piercing value, give re-rolls to wound or add a Strength bonus to the weapon. The firer gets to choose.

Obviously there will be flaws as I'm not perfect hence why I have started this thread. So far I'm liking the feed back keep it comming
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I'm finding this very confusing...

You're slipping down the slippery slope that many people come to where they start posting snippets of rules out of context.

It's not terrible. But it does need some context. You're talking about what these things will do from a ruleset we know nothing about with no real explanation.

Don't take this the wrong way, but you are just throwing out little bits of info.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

You are correct. I will post more information after I finish work. If there are is anything that anyone wants to know more about in the mean time please post it here and they will be the first questions I will address.
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Just write it up in a word doc and convert to PDF, then upload it. It's a far better format for large amounts of text. And trust me, to explain stuff, you'll need quite a bit of text. I might be able to play over Vassal next week with you if you want.

Don't let it discourage though, my first draft was written in about 4 hours. You just get into a flow.

Have you got any idea of a name? Currently, the name isn't really unique or enticing. Even just putting "[name undecided] thread - whatever type of wargame it is - help needed!" will be helpful...

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Cool as. At the moment most of the rules are spread over 5 or six word documents and a ton of its done with pen & paper. I will compile it together over the weekend and get something downloadable to post on this thread. It might not be 100% complete but it will be close.

The game is called 7 sins. Named after the Galexy it takes place in which has 7 Sectors all named after a one of the Deadly Sins
   
Made in us
Nigel Stillman





Austin, TX

The stats in particular sound almost exactly like a system that I made a while ago. Interesting.

:edit:
Removed link because I'm paranoid
In fact, very interesting

>uses primarily D12
>Roll under mechanic
>Uses stat-minus other stat for target roll
>Uses Short/Long Range, RoF, Damage, Special Rules for weaponry
>Uses Speed, Arm, CMD, etc. Names are very similar

This message was edited 4 times. Last update was at 2013/02/15 02:07:43


 
   
 
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