Story Time System Discussion.   Posted by Veritas.Group: 0
Ralph Burke
 player, 10 posts
Tue 30 Aug 2016
at 23:34
Story Time System Discussion
I was wondering is there something for lack of a better term untrained rolls?  Like jumping across a chasm without strength or a form of athletics or acrobatics. Would it be the 2d6 that an average person would have?
Churchill
 player, 8 posts
 Sure I can fix it.
 Hand me that screwdriver.
Wed 31 Aug 2016
at 00:19
Story Time System Discussion
I think you are right, that's where the 2d6 for average/ordinary people would apply.
Veritas
 GM, 21 posts
 Story Teller
 System Creator
Wed 31 Aug 2016
at 00:43
Story Time System Discussion
That is correct.
Churchill
 player, 9 posts
 Sure I can fix it.
 Hand me that screwdriver.
Wed 31 Aug 2016
at 00:59
Re: Story Time System Discussion
Veritas:
That is correct.

YES - I feel so smart right now!
Veritas
 GM, 23 posts
 Story Teller
 System Creator
Wed 31 Aug 2016
at 02:02
Re: Story Time System Discussion
Miniya:
Maybe on the GM side of things label characters as Strong, Moderate or Weak. All based on what their dice sets are.

As an example: I have 10 dice in Butler, 10 dice in Jack-of-all-trades and 10 dice in High Society.

That doesn't make me "Strong" even though I've used 30 dice. It just means I've made Alfred Pennyworth from batman. In fact I'm just about as "weak" as can be despite having 30 dice used. In fact, I'd say Alfred would be built using more dice than batman. Think of all his different, varied skillsets in service of the caped crusader. He basically has all the knowledge batman does, but no combat capability, instead his strengths are elsewhere because look at how many different hats the poor man has to wear.

But when we label the two with those 3 GM descriptors, you'd probably end up Stamping batman as "Strong" and alfred as "Weak".

I guess what I'm saying is that the dice pool doesn't matter so much as what they are being applied to.

Also: It is 3am, I just woke up and I'm probably rambling through text.



Well actually you wouldn't need 30 dice in that example, and here's why. Just take Butler and boom now you can say you're a jack of all trades(a stretch but let's roll with it) and know high society "procedures". Its your character concept, the same way a thief doesn't need to put dice in "stealing", "dexterity", and "running", because well, thieves are generally good at stealing, running, and have good dexterity so all you need to do is take thief at (n)d6 to show that you can do that stuff.

what determines how strong a character is not their combat skills, but rather how good they are at what they do, since not all games are focused on combat. So yes, you're right if the game was focused on combat Alfred would be weak, but if the game was focused on high society events suddenly Alfred would be the stronger hero, or if the game was balanced between the two butler would be stronger because he has 30 DP and is therefore better at what he does.
Alazne
 player, 17 posts
Thu 8 Sep 2016
at 01:58
Re: Story Time System Discussion
Ok, so if my understanding of the system is correct, a single success is just as good as a bunch of them. So, how do we know how much of the ship is fixed from Alazne's attempt to repair the hull with magic?
Churchill
 player, 34 posts
 Sure I can fix it.
 Hand me that screwdriver.
Thu 8 Sep 2016
at 02:35
Re: Story Time System Discussion
Good question. And how could Churchill, with his knack for fixing things (it's kind of his main ability) help? Would he simply make one all or nothing roll to "fix ship" or maybe a smaller list of sub-tasks:
1) identify issue
2) repair issue
3) but wait, there's another issue
4) repair other issue
5) and so on...

I presume that there may be penalties due to technology unfamiliar to Churchill, too, but that's up to the ST. Will be interested to see how it works.
Veritas
 GM, 30 posts
 Story Teller
 System Creator
Thu 8 Sep 2016
at 03:20
Re: Story Time System Discussion
Hhmm...good question! I'll come up with an answer:)

It'll likely depend on the situation.
Alazne
 player, 20 posts
Thu 8 Sep 2016
at 03:22
Re: Story Time System Discussion
I figured in this case 1 success would be fine, since she was not going big. However, if she were trying to say, take metal from nearby and completely fix the entire ship. That would be a different story.
Miniya
 player, 25 posts
 Psychic Warrior
 Cat Ears and Tail
Thu 8 Sep 2016
at 13:03
Re: Story Time System Discussion
I'd say its more of a duration based collaborative effort. After all, what does Alazne know of starships? Can she tell the difference between a hole for an exhaust port or a hole in the hull or what sensors can be covered and which can't be?  (I'm assuming Alazne directs the magic what to do, and not that she tells it what needs to be done and it goes and does it)
Alazne
 player, 21 posts
Thu 8 Sep 2016
at 13:16
Re: Story Time System Discussion
She hails from a modern world, so her knowledge would be limited to what she has seen in movies, and her magic does require her to have knowledge of what she is doing. If she knows what to patch she can fix it, but without directions, her magic could very well screw something up.

EDIT: She hailed from a Kingdom Hearts based game, so I suppose she has ridden in a couple to get between worlds. But I doubt she would take the time to learn anything major about them.

This message was last edited by the player at 16:49, Thu 08 Sept 2016.

Churchill
 player, 39 posts
 Sure I can fix it.
 Hand me that screwdriver.
Fri 9 Sep 2016
at 15:50
Story Time System Discussion
Churchill:
Nonetheless, the canine-fixit-man was undaunted and called confidently over his shoulder. "Think I've almost got it. Do you have a schematic for the comm system?"


Not sure if I should make a roll for adding an outdoor speaker/microphone to Misty's ship or what - let me know.

Also, Misty, my apologies for tearing into your ship. Yes, that's awfully rude of Churchill. You're more than welcome to give him a piece of your mind.
Alazne
 player, 31 posts
Fri 9 Sep 2016
at 17:23
Story Time System Discussion
In reply to Churchill (msg # 30):

I expected to be chewed out for accidentally messing up something as well. *relieved sigh*
Veritas
 GM, 31 posts
 Story Teller
 System Creator
Sat 10 Sep 2016
at 00:43
Story Time System Discussion
I'm thinking of making additional success equal like critical successes or whatever. Thoughts?
Misty
 player, 38 posts
Sat 10 Sep 2016
at 01:03
Story Time System Discussion
Well, if you have more successes, it could be that you do it quicker, better or something.
Alazne
 player, 32 posts
Sat 10 Sep 2016
at 01:08
Story Time System Discussion
That is the way I looked at it. Like how a single success would allow a small action. The idea reminds me of CWod rules. But I think that was flat out contested or role a minimum number of successes wasn't it?
Miniya
 player, 28 posts
 Psychic Warrior
 Cat Ears and Tail
Sat 10 Sep 2016
at 20:37
Story Time System Discussion
Maybe treat it as descriptors. Each extra success allows you to add a descriptor to the success.
Alazne
 player, 33 posts
Sat 10 Sep 2016
at 22:33
Story Time System Discussion
Hehehe, That sounds like the System Alazne came from. For each 3 points over the target role, you would get a boost. These boosts could be used for varying things like extra range, more oomph to the attack, or even lowering the amount of fatigue the spell took to caste.
Garry Wilmin
 player, 36 posts
 Alchemist
 Cigar Smoker
Sun 11 Sep 2016
at 00:28
Story Time System Discussion
Wouldn't changing it so additional successes equal a critical or give bonuses just encourage people to use more dice when they make their character?
Alazne
 player, 34 posts
Sun 11 Sep 2016
at 01:05
Story Time System Discussion
Yeah, the bonuses for extra success make more sense in a game with limited dice pools.
Churchill
 player, 44 posts
 Sure I can fix it.
 Hand me that screwdriver.
Wed 14 Sep 2016
at 06:20
Story Time System Discussion
Now I know it isn't exactly critical to the game whether or not Churchill and Alazne's tag-team experiment on the comm systems works, but we should at least agree on how we decide whether or not we're successful.

I propose we both roll, Alazne for metal "nesting" and Churchill for "fixit". If we both succeed, it works. If Alazne fails, either the comm systems gets smashed or it falls out of the hole. If Churchill fails, either the comm system just doesn't work (maybe can't transmit through the hull), or is so garbled you can't understand it.

Thoughts?
Veritas
 GM, 33 posts
 Story Teller
 System Creator
Sun 18 Sep 2016
at 16:43
Story Time System Discussion
Yea I like that Churchill.

Gary makes a really good point...

So should I establish a limited number of DP or say one success means you are completely successful and leave the you're partially successful for the clutch move?
Veritas
 GM, 37 posts
 Story Teller
 System Creator
Thu 6 Oct 2016
at 05:01
Story Time System Discussion
So I've been fiddling with the system some more, and I just...it's not what I wanted exactly. I like the dice pool part of it, but I feel like it's to...generic. And not generic in terms of like not setting specific I mean generic like creating a character is to open ended and boring. I know when I go through something to build a character I like to have vast choices and little skills and special moves and that GURPS, Traveller, style customization. Where I can get really unique. I think in my attempt to allow for any possibility and creativity I actually made it bland by not providing options. I am now considering re working the system and changing a lot of things.

I want character creation to be exciting with lots of diverse choices and skills and "classes" and such with people able to create unique characters not because they can slap any name on a skillset, but because they have a vast amount of choices.

I also now want to limit the DP. I think this won't detract from creating the character you want, but rather help players. If you want to make a badass with a higher DP, that's between the GM and players. So a low level could have 7 DP, a mid level 15 DP, and a high level could have 30 DP.

The equipment system needs better attention, I like the descriptors but I want more weight to it. A car and a tank shouldn't cost the same point wise.

I'd like to add descriptors to players, like "strong", "fast", etc.

Finally, I want to include faction building stuff, as I personally love faction building in my games.

All of this inspiration came from working on a sci fi apocalypse sandbox game, so yea. I want my system to have the customization of GURPS and Traveller(I love travellers life path mechanics), the narrative aspects of FATE, and the speed and ease of play of Savage Worlds.
Elyria Seraphine Luminari
 player, 19 posts
 Paladin, Ascendent Divine
 of Blades, Beauty & Glory
Fri 7 Oct 2016
at 18:22
Story Time System Discussion
Hmm, if you want to make character creation more dynamic, might I suggest splitting the dice into several different categories? Such as the following?

Attributes
Race (0 Dice meaning human)
Classes
Skills
Powers
Alazne
 player, 45 posts
Fri 7 Oct 2016
at 18:38
Story Time System Discussion
Splitting skill and class would, well, defeat the idea, except for skills that are not covered by class, for example, a warrior would probably need dice in book smarts, unless they have a background that covered it.