I WANNA MAKE AN RPG!

I'm a fukken loser with nothing better to do, I've already published an RPG (here: https://ookami-no-coochie.itch.io/sylphcese ) and I wanna do it again. I actually have several rpg projects in the works, but let's focus first and foremost on what I like in a ruleset:

Detailed Combat

Realistic Medieval Weapons and Shit

More Freeform Magick

GRIMDARK


None of this is coherent, fuck you, choke on my girldick, I do what I want. 

So here are the fundamentals:

Plate Armor Requires a saving throw to kill the dude in it (knife in neck or armpit, hitting artery)

Other Armor, well, hitting armor is a matter of getting around it and shit, so like... 

roll a 1d6 plus bonuses/penalties, results as follows:

0: Glancing Blow, it just stuns

1-2: L. and R. legs respectively

3: Head

4-5: Off and Main arms respectively

6+: Torso

Armor gives penalties (hauberk does -1, brigandine/ciurasse does -2)

Weapons give bonuses (Ax +1, Mace/Flail +2)

Gambeson is assumed.

Polearms are weird.

Unarmored people struck on torso save for a 1-in-6 chance of head shot

Torso or Head hits cause recipient to make a Death save or be slain, they have one chance, the fighter class may get more as they level. Head shots either knock you out or kill you.

Polearm hits are similar, but only allow death saves on brigandined/cuirassed torsos. 

hauberks and brigandine turn away swords and daggers where they cover (Glancing Blow), swords and daggers are the only weapons that can Armor Save. Brestplates turn away all evil. 

Helms, when hit, come off to avoid death saves, fullhelms have a death save to avoid knockout (stuck to head)


Hit determination: Fuck to-hit rolls, shit makes me puke, 1 roll per attack. Have a matrix comparing defense and attack ability, see how many attacks the attacker gets. Have an accuracy matrix for missiles to determine this as well.

Also, uh, for initiative, there will be a side with Advantage, a side without. Advantage means you may attack and may move around and do shit, generally unopposed. Advantage granted by good terrain, weapon length (ranged weapons have infinite length), experience, armor, whatever. side without advantage must save to do anything (3rd save now) and must take advantage in some way be narratively negating the foe's advantage (close gap, move away, throw up sand, whatever). Theoretically, this should make combat swingy and exciting, always moving and being dynamic and shit. 


Monsters

6 segment damage clock, requirements to reduce segements. Always start with advantage unless shit happens, powerful attacks comparable to polearms. 

and that's all I got

remember, if you dislike it, I'm a special princess who can do no wrong and it's illegal to make me mad.

cya later, dweebs.

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