Game Mechanics.   Posted by Bartender.Group: 0
Bartender
 GM, 1 post
Wed 3 Mar 2021
at 19:47
Game Mechanics
I'm leaning towards a system similar to the Fallout d20 system, which some exceptions.

First, any roll that used to be d20 will instead be 3d6.  This results in tighter clustering, and stronger central tendencies.  As a result, even a +2 to a skill is pretty solid, as opposed to d20, where a +2 gives very little overall influence.

Second, instead of having to balance all players to be equal, you can simply tell me, "I want to be able to sneak attack," or similar, and I'll work that in.  I'll set up a "buffet" of abilities I think would be useable and appropriate for you to look over.  For power balance, some things may be tweaked.  For instance, sneak attack is normally a d6.  But if you pick a ton of abilities, your sneak attack might be d4s.  This way, you maintain the thematic and mechanic components without being OP.

Minions: Finally, over the years, your character has developed a keen eye for who is a genuine threat, vs. who is some nobody with a gun.  These nobodies are called Minions.  Their defenses are typically similar to other threats of their levels, but they deal a fixed amount of damage when they hit, and they go down in a single hit each.  This means attacks that cover a wide range (such as grenades), or that target multiple enemies (such as ranged weapons) have increased value in this game.

You will have support characters, but they will not be as strong as you, so you'll need to pick allies carefully.

How does all this sound?  Any mechanic requests?

This message was last edited by the GM at 22:59, Wed 03 Mar.

Customer
 player, 1 post
Wed 3 Mar 2021
at 23:18
Game Mechanics
In reply to Bartender (msg # 1):

Yea I like the 3D6 system better and the tighter cluster of results. Overall it all sounds good. What do you need from me? How might the estate management look like?
Bartender
 GM, 5 posts
Wed 3 Mar 2021
at 23:33
Game Mechanics
Ability Buffet.  Abiliffet.

Weapon Proficiencies: You get 4 points to distribute between different areas.  All proficiencies start at 0.  You will earn points as you level.

Unarmed - Moderate form of combat that emphasizes self-defense and multi-target attacks.
  0: You attack unarmed for 1d4 damage, with no additional abilities.
  1: +1 to hit, 2d4 damage.
  2: +2 to hit, 2d4 damage, you can target 2 targets in range with a standard action.

Melee Weapons - Combat that focuses on damage dealing and impairing enemies.
  0: Your weapon's damage die is reduce by 2 steps.
  1: +1 to hit, +2 damage.
  2: +1 to hit, +4 damage.  When using an edged weapon, you can inflict bleeding, and when using a bludgeoning weapon, you can sunder armor.

Projectile Weapons - Combat that focuses on silence and stealth.
  0: Your weapon's range is halved.
  1: +1 to hit, +2 to Stealth when sniping.
  2: +2 to hit, +4 to Stealth when sniping.  Any allies within 15 feet use your Stealth rolls.

Firearms - This form of combat is highly dependent on weapons available.  A shotgun may target 2 adjacent targets, or a rifle may have additional damage.
  0: Your weapon's range is halved.
  1: Gun traits are increased.
  2: +1 to hit.  Variable chance depending on clip size that when you reach your last bullet/shell, you miscounted, and there's actually one more.

Thrown - This form of combat is ideal for taking enemies by surprise.
  0: You thrown weapons deal 1 die less of damage.
  1: +1 to hit.  +2 Sleight of hand, doubled for hiding light weapons on body.
  2: +2 to hit.  Bonus sneak attack damage even if you don't have sneak attack.

<Still to come: Defensive Proficiencies, Skills, and Class Abilities.>

This message was last edited by the GM at 23:42, Wed 03 Mar.

Bartender
 GM, 6 posts
Wed 3 Mar 2021
at 23:42
Game Mechanics
As an idea of how these might synergize, here are some suggestions:

Boss killers: Melee weapons and Firearms.

Standard enemy killers: Unarmed is ideal for this, and is passable at both boss and minion killing.

Minion killers: Projectile and thrown.

Projectile and thrown are particularly valuable if you take sneak attack.

This message was last edited by the GM at 23:44, Wed 03 Mar.

Bartender
 GM, 7 posts
Wed 3 Mar 2021
at 23:58
Game Mechanics
Defense Proficiencies: You get 4 points to distribute between different areas.  All proficiencies start at 0.  You will earn points as you level.

Armor: Covers everything from a leather duster to medieval plate mail.  Good for keeping you alive, but may make you stick out or cost you speed.
  0: You can wear any armor.
  1: +1 AC when armored.
  2: +2 AC when armored, reduce speed penalty by 5.

Willpower: Important for everyone to resist outside influence.  More important for characters who take Flaws like Alcoholic, or Curious.
  0: Poor will save progression.
  1: +1 Willpower.
  2: +1 Willpower, Good will save progression.

Fortitude: Helps you resist assaults on your body.
  0: Poor fort save progression.
  1: +1 Fortitude.
  2: +1 Fortitude, Good fort save progression.

Reflex:
  0: Poor reflex save progression.
  1: +1 reflex.
  2: +1 reflex, Good reflex save progression.

Luck:
  0: No luck modifiers
  1: Once per day, reroll a defense check with a +1 bonus.
  2: Twice per day, reroll a check with a +2 bonus.

This message was last edited by the GM at 23:58, Wed 03 Mar.

Bartender
 GM, 8 posts
Thu 4 Mar 2021
at 00:11
Game Mechanics
Skill Proficiencies: You get 4 points to distribute between different areas.  All proficiencies start at 0.  You will earn points as you level.

Skill Ranks: This determines how many ranks per level you can spend.
  0: 2 base.
  1: 4 base.
  2: 6 base.

Physical Skills: Bonuses apply to Acrobatics, Climb, Ride, Swim, and Drive.
  0: No bonuses or penalties.
  1: +1 misc bonus to all associated skills.
  2: +1 misc bonus to all associated skills.  1/day, you may reroll any associated skill.  You must accept the second result, even if it is worse.

Academic Skills: Bonuses apply to Craft. Heal, Knowledge, Linguistics and Spellcraft.
  0: No bonuses or penalties.
  1: +1 misc bonus to all associated skills.
  2: +1 misc bonus to all associated skills.  1/day, you may reroll any associated skill.  You must accept the second result, even if it is worse.

Criminal Skills: Bonuses apply to Appraise, Disable Device, Disguise, Escape Artist, Sleight of Hand, Stealth.
  0: No bonuses or penalties.
  1: +1 misc bonus to all associated skills.
  2: +1 misc bonus to all associated skills.  1/day, you may reroll any associated skill.  You must accept the second result, even if it is worse.

Social Skills: Bonuses apply to Bluff, Diplomacy, Intimidate, Perform, Sense Motive.
  0: No bonuses or penalties.
  1: +1 misc bonus to all associated skills.
  2: +1 misc bonus to all associated skills.  1/day, you may reroll any associated skill.  You must accept the second result, even if it is worse.

This message was last edited by the GM at 00:12, Thu 04 Mar.

Bartender
 GM, 9 posts
Thu 4 Mar 2021
at 00:24
Game Mechanics
Class Abilities: There is no budget here.  You may select as many abilities as you like.  However, if you select enough of them, the payoff will start reducing, so a d6 sneak attack may become a d4 sneak attack.  This allows you to hold on to the playstyle that you enjoy, but keep it mostly balanced.

Classes to check out that have abilities in tune with a detective:
  Ranger - For now, we'll exclude Favored Enemy as an ability: in an almost exclusively human world, that might be a bit of an easy pick.  Unless you want to do Favored Enemy to related to types of people, like mobsters, cultists, etc.

  Rogue - Lots of survival and circumstantial bonuses.

  Monk - Solid abilities for playing without armor.  Synergizes well with unarmed.

  Cavalier - Can provide bonuses to allies.

  Gunslinger - May need to be tweaked, but we could use some Grit abilities.

  Inquisitor - May need to be tweaked, but has many adaptive abilities.

  Swashbuckler - Like a melee version of the gunslinger, this class emphasizes light blades and mobility.
Bartender
 GM, 10 posts
Thu 4 Mar 2021
at 00:48
Game Mechanics
Flaws

By taking Flaws, you can gain additional points for proficiencies or bolstering your budget for abilities.  The number after the name (1) indicates how many points you get for taking the flaw.

Code of Honor (0): This is the only point-neutral ability.  Your character has a code he upholds, for one reason or another.  This consists of:
  1 rule you cannot break, not for any reason.  If you do so, you immediately fall into a deep despair, which may break you.
  3 rules that you cannot break more than once per adventure.  If you do so, you immediately fall into a deep despair, which may break you.
  The benefit of Code of Honor is you can never be compelled magically or otherwise to break your 1 rule.  You gain a +2 bonus to resist breaking your other 3.  Be aware of the limitations when writing your rules.  For instance, "I'll never betray a friend," is a solid choice, but if the entity is capable of altering your perception of who a friend is, there is still vulnerability.

Alcoholic (2): You can't get through a day without the hair of the dog.  You take cumulative penalties when you go without alcohol.  Once/day, the GM can force you to make a bad decision relating to alcohol.  This is rarely dangerous, but may cost you time, money, and dignity.

City Slicker (1): You are ill prepared for the wilds.  Once per adventure, the GM selects one type of item meant to survive in the wilderness.  You forgot to pack $5 worth of that item.

Curious (2): You find yourself unable to resist the temptation of knowing.  1/day, the GM can force your character to pursue his curiosity.  Enter that cave, read that book.  Typically these may be uncomfortable or even dangerous, but will not interfere with time-limited scenarios.  Some may even have a payoff.

Grudge Keeper (2): You struggle to forgive.  1/day, the GM can push you to lash out verbally towards someone who has wronged you.  This will not typically result in direct damage to you, but may result in people being unwilling to help you.

Merciful (1): You struggle to bring yourself to attack someone who doesn't appear to be a threat (hasn't hurt you, no obvious weapons or magical talent).  You take a -2 to hit such enemies, and if you hit them, you take a -1 morale penalty to all skills and attacks for 10 minutes.

Pride of Arms (1): You take pride in well-crafted weapons and your own expertise.  You take a -2 to any improvised weapon, as well as any weapon you don't have at least 1 proficiency point in.
Bartender
 GM, 11 posts
Fri 5 Mar 2021
at 16:09
Game Mechanics
You are level 5.  The default traits of your base class are:

10 HP per level, plus/minus any modifier like Con mod.
3/4 BAB, so currently a +3
You gained 2 feats at level 1, another at level 3, and another at level 5.

You are considered human, so you get all the normal PF human bonuses, including a bonus feat at level 1 (included above).

You have a point buy of 20.
Bartender
 GM, 12 posts
Fri 5 Mar 2021
at 17:35
Game Mechanics
Resource Proficiencies: You get 4 points to distribute between different areas.  All proficiencies start at 0.  You will earn points as you level.

Missions have differing amounts of time to prepare.  Typically, the farther from home the mission will take you, the longer you have to prepare.  This amount of time can sometimes be randomized, as even you don't know exactly when the opportunity to follow through will arise.  If you start a multi-action prep, such as recruiting an ally, and don't have enough to finish, that action fails.

Combat Gear: This determines how well you can gather and customize gear for a mission.
  0: You can spend 2 actions to give a specific bonus type to a single weapon or set of ammunition.
  1: You can spend 2 actions to boost your armor/defensive items.
  2: You can spend 2 actions to boost 2 items with different bonuses.

Time: This determines how efficiently you can use your time.
  0: You have the default amount of time prior to missions.
  1: You gain 1 additional prep action per mission.
  2: You know how many actions you have in randomized mission prep.

Cash: This determines your ability to scrounge money prior to a mission.
  0: 2 actions gains you $10
  1: 2 actions gains you $15.
  2: 2 actions gains you $20, or $9 for a single action.

Alliance: This determines the power of your allies and how efficiently you recruit them.
  0: Recruit an ally with 4 prep actions.
  1: If you have something to offer an ally that would entice them, reduce actions needed by 1.
  2: You can recruit 2 allies per mission...if you have the time and the incentive.
John Sawyer
 player, 3 posts
Fri 5 Mar 2021
at 19:31
Game Mechanics
John Sawyer’s Skill

Unarmed-1

Melee Weapons-0

Projectile Weapons-0

Firearms-2

Thrown-1



Armor-1

Willpower-2

Fortitude-1

Reflex-0

Luck-0



Skill Ranks-1

Physical Skills-0

Academic Skills-2

Criminal Skills-2

Social Skills-1

Flaw: Curious +2



Combat Gear-1

Time-1

Cash-0

Alliance-2

This message was last edited by the player at 03:51, Sat 06 Mar.