Thursday, September 27, 2012

'It is gonna be a F|nD day. Sunny Even."

Hey all,

Settling the core mechanics of the new system has been challenging but enjoyable so far. In my hands are six pages of the F|nD Basic Core-book, and my first prototype Player Character Sheet.

These few days, I have gathered opinions and interesting ideas from Pong and Kat at my local coffeeshop. They came up with counter arguments and constructive views on what I initially came up with, so I managed to do some tweaking closer to the players' perspective. Shane too -- from the Whatsapp Chat Forums, has asked me questions regarding the system and voiced out his concerns and beliefs.

What I have with me now is a project of our years' of PnP and Gaming, hybridized to meet the expectations of a modern stats-hungry group and me, on my side, trying not to over complicate the system. Pong has been extremely helpful as well, volunteering to format the Basic Core-book when I am finished with the draft.

Then I realised that this project is not just about me creating/modding a new PnP System but a very interesting experiment too in a way to see if our group can band together to help one another when input is needed or work done, or are they around only for the "fun" parts of life.

Still, extensive play-testing will need to be done to flesh out the viability of my bedrock Difficulty Values, the new F|nD Combat Rules, and the unconventional way damage is calculated in the game. I would certainly not want Combat to end up becoming a borked drag-fest that last hours.

Many of the mechanics will be simplified to its bare bones to allow the testers to experience the system that F| nD is trying to become. I admit that it will not be pretty at the start, raw even; but I want to see if there is a chance for the game to be fun, unpredictable and plain absorbing without being too full of itself.

Hey, what can I say? This system has fans all over the world!

Currently, I am doing up the definitions of the Skills, and the base Statistics for Weapons/Equipment. There will be at least one flag-bearer weapon that will suit a certain style of Combat (Emphasis on STR, Finesse etc)

In the works for F|nD Basic are Character Races (including Racial Perks and Abilities), a placeholder Magic System, and General Perks to round out the Character at the creation process and to assist Roleplaying in the adventure. I am also toying with the idea of a Random Initiative System, either with a cup of coins or a deck of poker cards etc.

Back to the Board!

Cyall on the flip side.

(UPDATE 27/9/12) : Character Races and Magic System implemented. Base Statistics for Weapons added. Initiative System Framework processed.


Tuesday, September 18, 2012

Life Post-DW: Initial F|nDings

Hey all,

"Um, Mum! Was I born under a full moon?"
After three sessions, the DW play-test group have done it! They saved Maiden's Vale from her curse by finding out the dark truth behind it all, and by doing that, rescued Sir Olvar and his stricken family from death and a very disloyal cousin in Maxim Le Cloche.


Another two of the player characters perished in this session, making DW one of the most brutal PnP RPG we have tried. Deathly Hulk - a barbarian played by Vek, was cut up by a vicious magical tornado thrown at him by Fhionn the White Lady while Pong's Sorcerer fell to hell hounds and random attrition.


Overall, the players felt that the system did not allow them to feel connected to their character. The attributes were simple - too simple - and governed too many of their rolls without actually seeing more specific skills being used for their actions.

The players wanted more control over their characters, or as I will put it, clearer proof that their character is advancing in a certain way. They needed to see more statistics on their sheet, instead of DEX + INT to determine their pickpocket skill, they would prefer to see a Pickpocket Skill itself that they can "level up", to show visual proof or guide their role-play towards them being a Pickpocket Master.

The simple and open game-play of DW took them by surprise; making it look like there was no depth involved in the decisions that they made and could make, when there actually is. The players felt that the game was too shallow, as there is not much rolling involved compared to other RPGs, especially when their attribute score surpass the Difficulty Number of the task, making them automatically succeed, adding to the "shallow" feel of the game.

They also felt the numerous deaths that occurred were random and could not have been avoided even with better strategy or role-playing. Seeing only five basic statistics in their character sheets which governed all the actions that they can make in the entire game made them feel lost; the lack of more specific instructions or cues left them bored and clueless.

As I have mentioned earlier, there is no clear "LOOK HERE- PICKPOCKET EXPERT!" statistic to augment their role-playing as a crafty rogue, so the play-testers felt distant from the character that they are playing.

To me, the reason was simple. DW did not fit the play-style of the party, even with all my tinkering with the original system trying to modernize it. Shane -one of the play-testers, mentioned that he did not know the exact mechanics behind stealthily going up to something or if he tried to parlay, which stat was to be used etc. Another player in the same situation who is suitably versed for this game-system would trust and leave the calculations/decisions in the hands of the Game-master, and just concentrate on knowing that his character would do those actions as he or she is a "smooth talker" or "stealth expert" when he first created him/her.

Traditional PnP Role-playing is essentially, stepping into the skin of a character and living the character, with the Game-Master refereeing the world and shaping up the adventure. But for some, PnP is more like a fixed-solution board game to them or a mathematical problem, and that there are specific and optimal routes to doing something; with very specific statistics to guide them. I love the rules and all (a game with no rules is not a game), and they are there in DW (just that it is quietly working in the background), giving structure to the actions of a character.

What is a Game-Master for anyway? If he is just there for calculations and to narrate fixed paragraphs, then wouldn't PnP RPG just be a very bad excuse for a very slow-levelling Computer RPG game?

You never know what to expect in life even when you are most prepared, and that is PnP at its best too. PnP is unpredictable, fast-paced and has an over-arching story-line. The Games-Master is there to referee grey areas, to initiate complications, to provide difficulties for the characters to overcome, while simultaneously advancing the party towards a goal.

The players must get this idea. They control the characters, while the GM controls the world around him or her to achieve a common goal that both parties are working towards, namely the end of the module.

Don't like a ruling? Discuss it but if the final decision does not go your way, take it on the chin knowing that the GM knows what he is doing, or that he has a hidden agenda/plot-twist that he cannot reveal. If you think the GM is unfair or just clueless, then refrain from his games next time or step up and be a better GM for the next adventure.

The previous point is something I wanted to address in this post. This is an attitude that I would like to clarify; and that I understand when a system is not working for my group, and when it is not the system and sometimes just players wanting something that the system cannot give due to its particular rule-set or setting.

DW's trademark simplicity and ease of play has its good points but it is clearly not being enjoyed by our playgroup. I definitely agree that different players require different goals/cues to spark them in games and activities.The 4grid Combat System worked personally for me and I will modify it to be even better in future.

So it is with this thought that I have decided to make a new PnP RPG system that can best cater to our group and their playstyle, while keeping the system simple and exciting enough to last a late night. Character Creation and Modification will be high on priority, encased in a simple and elegant rule-set.

I thus present -

F|nD (Pronounced fie-And-Dee)

VISION OF THE GAME
After the findings of our recent play sessions, I have several goals in mind for F|nD that will be its foundation.

  • I want a set of at least six basic character Attributes that cater to most PnP situations.
  • Each Attribute to be useful in a way or another, governing a particular area of the character's physical or mental psyche.
  • A fixed Dice Pool for Attributes and Skills will be used. Players will be able to create and mold his character to his liking without the need to lament bad luck during the rolling process or what not.
  • Races (Optional) can be chosen, which will affect the Dice Pool, Min/Max of several Attributes and Perks.
  • There will be Combat and Non-Combat skills tied to relevant Attributes, which can be improved and "leveled up". 
  • The skill system is expandable and will allow new skills to be added in at any given time.
  • Classes (Optional) can be added in, with several specific Combat, Non-Combat Skills and Perks included.
  • I want a common die system whereby rolling HIGH = GOOD.
  • Combat will be fast, with an element of luck involved regarding Criticals and Glitches, ala SR.
  • Visible and Constant progression in Character Advancement//Loot
  • The Lego 4grid system (DW) will be modified and retained. (Lego ftw)
  • There will be ample discussion and sit ins with my players first before the final playtest version is used.
  • I will reference most of the Game Systems that I have played (DnD, SR, Palladium, BEsM, SWd6, Gurps, DW) and endeavor to put in the best parts that those games gave to us.

I will be back on the flip side with more information as I start to write the outline of the F|nD system. 

Have a good one!


Sunday, September 2, 2012

DW Server Patch Notes 1.06 (The Friendly Patch)

Hey all,

My players have commented on the game's brutality in the healing department and the "bleeding" to death scenario. I, for one, see nothing too major, but will try out these changes to make Legend a friendlier place.

DW Server Patch Notes 1.06 (The Friendly Patch)

- A Character will now only Bleed (-1 to HP) upon rolling a 1 on a d10.

- Every hour, an unconscious Character will revive automatically (to 1 HP) upon rolling a 1 on a d10.
  • Under the constant medical attention of a Friar, a Sage (Coming Soon!), a Sorcerer, or a Warlock, the character can revive upon rolling a 1 or a 2.
- A Friar's Chirurgy Skill is now upgraded to Combat Bandaging.
  • If he uses a Combat Action and succeeds on an (Intelligence + 4) Check, he can Stabilize (Stop Bleeding Effect) an Player.
  • This action is complicated and will provoke opportunity attacks.

Saturday, September 1, 2012

DW Server Patch Notes 1.05c (Tweaks)

Hi all,

I will be trying out these tweaks for Saturday's Maiden Vale Session.

DW Server Patch Notes 1.05c (ver 2)

- Critical Hits by players or mobs cannot be blocked, parried, reflected or deflected. This is to balance potency of combat, in regard to the removal of the Split Defense mechanic.

- New Secondary Attribute added.
  • Initiative = Evasion + Rank 
  • This attribute will determine the order in which a player/mob can act in a Combat Round.

Ver 2 : Changed how Initiative is calculated.


Tuesday, August 28, 2012

"What's Your Stance on this, bro?" (Weapon Saint Ver 1.16)*


As promised, I revised the Weapon Saint Custom Character Class played by Shell during our last session, and we will be testing this prototype again in the server this week.

The Weapon Saint (Ver 1.15)*

Pre-requisites: Reflex 12, Intelligence 9, Psychic Talent 11

Weapon Saints are a rarity in the Lands of Legend. These individuals devote their lives to achieving enlightenment together with their chosen weapon. To them, weapons are not tools of warfare, but a soulful companion in their lifelong journey. 

They first made an appearance in the Lands of Legend when one arrived on a merchant ship from the Orient after the fall of the Selentine Empire. Utilising feats of extraordinary swordsmanship on both offense and Defense, a Weapon Saint does not see the point of wearing armor or holding a shield.

Weapon Saints are renowned masters with their chosen weapons. As a result, they are often hired as trainers in the best military establishments around Legend. In rare cases, some become soldiers-for-hire in a bid to further their goal of becoming one with their weapons.


"Hey! Stop being a dick about it."

Starting Statistics
HP 1d6 + 6
Attack 12, Defense 7
Magical Defence 4
Evasion 5
Stealth 12, Perception 6
Starting equipment: Lantern, Flint & Tinder, Backpack, 2-20 florins and their Specialty Weapon of choice.
Spirit Reserve 1

Weapon and Armor Restrictions
Weapon Saints focuses their entire attention and training on perfecting their chosen weapons, making it one with their body. 

At Rank 1, Weapon Saints choose a Specialty Weapon of choice (Any Melee Weapon) to train in. They suffer a -8 to Attack and Defense when using weapons other than their Specialty Weapon.

In addition, Weapon Saints avoid the use of a shield and armor for it restricts their movement and dulls their senses. When donning armor or wielding shields, Weapon Saints lose their Spirit Deflect ability and cannot expend Spirit or enter Stances.

Spirit Reserve 
Through intense concentration and sheer force of will, the Weapon Saint generates ki in their body known simply as Spirit. This  unique energy is what he expends to perform incredible feats with his Specialty Weapon.

The Weapon Saint has a maximum Spirit Reserve equal to his current Rank. (A 3rd Rank Weapon Saint has 3 Spirit Reserve).

He regains expended Spirit (returns to maximum Spirit Reserve) by entering a trance-like meditation for 4 hours. He must not be interrupted at any point in the meditation or risk losing all benefits from it. (Psychic Talent Success Test)

Basic Training
Through constant meditation and rigorous training with the chosen weapon, all Weapon Saints have the following abilities at 1st rank.

Weapon Affinity 
The time spent by Weapon Saints to understand their chosen weapon gives them uncanny skill with it. 

When a Weapon Saint is attacking with his Specialty Weapon, he gains a +1 bonus to his Attack and Defense Rating. This bonus increases to +2 at 10th Rank.

At 4th Rank, his Specialty Weapon also counts as a +1 Magic Weapon for the purpose of fulfilling the prerequisite of attacking creatures that requires Magic Weapons to damage them.

At 8th and 12th Rank, the bonus increases to a +2 and a +3 respectively.

Spirit Deflect
Through intense focus, a Weapon Saint is able to predict if an opponent’s strike where and when an attack will connect. He is then able to move his weapon intuitively to parry the blow, so quick that it gives an illusion of the attack deflecting off the Weapon Saint's body.

Spirit Deflect grants the Weapon Saint a Deflect Value (DV).

Deflect Value: Roll d20. If the result is equal or under DV, the Weapon Saint receives no damage from a successful non-critical physical Melee or Ranged Attack)

Spirit Level =   0              ; Deflect Value =  3
Spirit Level =   1 (or more); Deflect Value =  4
Spirit Level =   3 (or more) ; Deflect Value = 5
Spirit Level =   6 (or more); Deflect Value =  6
Spirit Level =   9 (or more); Deflect Value =  7
Spirit Level = 12 (or more); Deflect Value =  8
Spirit Level = 15 (or more); Deflect Value =  9

Spirit Infusion 
The Weapon Saint has learnt to direct their intense focus to where it is needed most. 

Before an attack roll or Spirit Deflect roll made by either him or an opponent, the Weapon Saint may choose to expend 1 Spirit in exchange for a +1 bonus to either Attack, Defense, Magical Defense, Armor Bypass, Weapon Damage, Spirit Deflect or Evasion for the purpose of determining the outcome of the roll.

This bonus increases to +2 at 6th Rank, and +3 at 12th Rank.

Advanced Swordsmanship Techniques
Extensive training and combat trials have taught the Weapon Saint new ways to direct their intense combat focus known as Spirit.

A Weapon Saint gain an Advanced Swordsmanship Technique (including Stances) at 4th Rank , 6th Rank, 8th Rank, 10th Rank and every Rank thereafter.

Quick Draw, Home Free
Directing his spirit energy to unsheathe his weapon, the Weapon Saint is able to "draw" his weapon and fling it at his target in one swift and deadly motion.

The Weapon Saint may choose to expend 1 Spirit Point to draw and/or throw his Specialty Weapon at a target, using only a Combat Action (Ranged) (Short: 10m, Med: 15m, Long: 20m).

The Specialty Weapon returns to his owner at the end of the attack, whether successful or not.

He also gains a passive +1 bonus to his Initiative Value (Reflexes Attribute).

Illusive Counter 
The keen senses of the Weapon master let no weaknesses go unexploited in combat. 

When a target’s attack directed at the Weapon Saint misses or is deflected, the Saint may choose to expend 1 Spirit to attack the target as a free Opportunity Action. (+2 to Attack Value, +1 to Armor Bypass)

Follow Through
The best time to end a fight is when the opponent is winded. The Weapon Spirit understands this and trains his skills to exploit it to perfection. 

After a successful attack, he may choose to expend 1 Spirit to attack the same target again immediately with a +2 bonus to Attack Rating.

This particular attack also scores a Critical Hit on a natural 1-3.

Upon conclusion of the attack, the weapon saint suffers a -2 to Defense for the remainder of the combat round.

This technique can only be employed once per combat round.

Weapon Stances (Advanced Swordsmanship Techniques)
The many bouts the Weapon Saint faces in his search for perfection has help him develop weapon stances that allows him to adapt to almost any situation.

The Weapon Saint will begin combat in the last stance he used (this may be changed at will outside of combat).
Switching/Ending Stances during combat requires a Full Combat Action. The Weapon Saint may instead choose to expend 1 Spirit Point in place of the Full Combat Action required.

Nova Stance (Offensive)
This stance allows the Weapon Saint to strike more effectively at weak points in the opponent defenses. However, the weapon master also exposes more of himself.
  • +2 bonus to Attack Rating, +1 Armor Bypass, Critical Hit on a natural 1-2.
  • -6 penalty to Defense Rating, -2 Magical Defence, -1 Evasion.

Grounded Stance (Defensive)
Adopting this stance allows the Weapon Saint to more effectively defend against incoming attacks but cripples his offensive output.
  • +4 to Defense Rating, +2 to Magical Defense and +2 to Deflect Value.
  • -4 to Attack Rating, -2 Armor Bypass, -2 Weapon Damage

Starfury Combat Stance (Offensive AoE)
When facing two or more opponents the established weapon saint falls back to a group combat stance that utilizes elaborate wide swings of her weapon to engage multiple opponents. However, this stance requires intense focus to maintain.
  • ( Requires 8 or more Spirit in reserve to start and maintain stance. )
  • -2 to Attack Rating, but he attacks every Opponent in his weapon's melee range.
  • -1 Penalty to Armor Bypass and Weapon Damage.
  • -6 Penalty to Defense Rating, -2 Evasion.
  • The Weapon Saint cannot use any Technique while in this stance.


Highlander Stance (Offensive Solo)
When facing a worthy foe, the Weapon Saint often choose to block out all external influences and direct her intense focus solely on the opponent at hand. This stance requires extreme focus to execute perfectly. Any other opponent witnessing the Weapon Saint in this stance is usually awe struck and watches in silence.
  • ( Requires 10 or more Spirit in reserve to start and maintain stance. )
  • Choose a single target to focus attention on.
  • Against selected target, +4 to Attack Rating,  +1 Armor Bypass, +1 Damage. 
  • Critical Hit on a natural 1-2.
  • Against selected target, +2 to Defense, +1 Deflect Value, +1 Evasion.
  • Against all other opponents, -6 to Defense Rating, -2 Deflect Value, -4 Evasion.
  • Attacks, Swordsmanship and Enlightenment Techniques can only be directed against selected target.
  • Opponents of lower rank than the Weapon Saint other than the selected target must make a successful Morale Check when attempting to attack the Weapon Saint or choose another target in range.

Enlightenment Techniques
Weapon saints are not one trick ponies who can only excel in combat. They too seek to reach inner harmony by honing their mind and senses. 

The Weapon saint gains one Enlightenment Technique at 2nd Rank, 5th Rank and 9th Rank.

Second Chance
When critically wounded, the Weapon Saint is able to temporary block off pain and restores critical bodily functions. This however exerts a heavy toll on his body.

Requires: 2 or more Spirit in reserve

When reduced to 0HP or less, the Weapon Saint can regain 5HP by expending half of his current Spirit Level. Two rounds after the combat ends, 6 HP will be deducted from the Weapon Saint's HP at that time.

This enlightenment can only be triggered once a day.

Advanced Weapon Appraisal
To the Weapon Saint, weapons are not mere inanimate tools of warfare. They are thought to retain the heart and soul of the blacksmith who forged it and also memories of its previous owners.

Requires: Half or more Spirit in reserve

By placing his hand on a weapon, the Weapon Saint is able to read and recall moments of extreme feelings from the weapon and her past owners using a (Intel + Psychic Talent + Spirit Reserve) /2 Success check.

Exact details revealed is to be determined by the GM.

Mind Blank
Weapon Saints are able to purify her mind and purge and thoughts interfering with the task at hand. 

Requires: Half or more of her Spirit in reserve

The Weapon Saint can add a +2 bonus to Magical Defense.

Improved Sensitivity
Darkness is a Weapon Saint's ally and the Light is his guide.

Requires: Half or more Spirit in reserve

The Weapon Saint is able to fight in total darkness at -2 penalty to Attack Rating and -2 penalty to Defense.

He can only be surprised on a result of a 1 on a d8.

Improved Projectile Defense 
A highly skilled Weapon Saint can sense projectiles approach and swat them out of the air.

Requires: Half or more Spirit in reserve

If a projectile attack would hit the Weapon Saint, he has a 1 in 4 chance to block it.

This ability can only be used once per combat round.

Courage of Two
The heart of a Saint equals two.

Requires: Half or more Spirit in reserve

The Weapon Saint can roll his Morale Checks or defend against a Fright Attack twice.

Weapon Saint Progression

+1    to both ATTACK and DEFENSE each time the character increase in rank
+1    to character’s HEALTH POINT when she reaches 2nd rank, 4th rank, 6th rank, etc
+1    to the MAGIC DEFENSE each time the character increase in rank
+1    to EVASION when the character reaches 5th rank and 9th rank
+1    to PERCEPTION when the character reaches 3rd rank, 5th rank, 7th rank, etc
+1    to STEALTH when the character reaches 5th rank and 9th rank


*changed Stance Abilities, improved Spirit Level Progression, improved Swordsmanship Technique Acquisition, Crit Chance Probability (Thanks Shane!), combined passives with Enlightenment Techniques, doubled effectiveness of Projectile Defense, (1.15) clarified Spirit Deflect and renamed "Quick Draw, Home Free" Swordsmanship Technique. ( Thanks Shell!)
(1.16) Improved Spirit Deflect