Post by qwop9992 on Jul 11, 2016 23:44:46 GMT
So i decided to get my friends together and set up for a Homestuck tabletop rpg game. basically it plays about the same as a game of DnD, just completely altered to fit the logistics of homestuck.
that being said, i've decided to just post what i've made so far, while at the same time asking for advice and suggestions and for people to look out for anything i've generally missed. If anyone has any kind of suggestions, please remember to keep it rather simple. we're just starting and it'll be the first time leading the game and their first time playing. if you for some strange reason decide to use my stuff for your own games, go ahead. maybe you can find things for me to improve it.
7/11/16
i made the character sheet for filling out as the adventure goes on. It is made for pre-God Tier, i'll make a different more colorful one for Got Tiers later. it can be viewed on my drive Here.
let me explain:
the player would add their name, GT Title, and their current level. The GT title's aspect can be chosen, whilst the rules of a session state there must be a minimum of a time and space player present, any extra players would be able to pick from any of the other 10 classes. this of course would limit the game to 12 players, but i cant imagine any DnD-esque game having 12 players. that's absurd. the class would be a decided based on an algorithm that is affected by if you are a boy or a girl. basically, i'm going to make them roll a 1d6 to decide. the player would know their title "naturally" at the beginning of the game, for the sake of simplicity. the base level would be decided by a 1d10 roll at the start, to see how many rungs of the echeladder they've climbed. i am currently working on what the rewards of each level would reward you with. one of my players decided they wanted to have a military veteran as a father so i assumed they had a little more combat experience, and will let them roll a 1d20 instead with the exception of a 5 or lower ending up in a level 1.
The calculations for health have yet to be decided, as with the calculations for Armor. so any advice or suggestions would be handy. i've decided on a 4-digit limit for Health,and a 3 digit limit for defense. this, however, is flexible.
I made Room for 12 fraymotifs, 11 for each player to have access to, and 1 for the players individual aspect to be gotten by various means. i have no idea what the fraymotifs would be or how to get them.
I've made room for a maximum of 4 possible strife specibus's and 1 weapon on each one. presumably the specibus's will be created as the game goes for arbitrary things like "spoonkind" or "carboardkind" or "knifekind" or whatever else people encounter on the adventure.
there are 6 stats, Strength, Intelligence, Charisma, Dexterity, Perception, and Aim. I'm deciding on the tier system from yogsquest. Then the player would have to roll higher than or equal to their stat skill. in other words, someone with an Aim of 1 would never miss, as they cant roll lower than a 1, and someone with a skill of 20 would only be able to hit if they roll exactly a 20. I decided to have every player start on a skill of 15 for everything, maybe some changes for the backstories of each player. the skills can get better based on on their level. as previously stated, i'm working on the leveling graph.
As you can see, the name of the planets have their own magical place, with a space for the acronym in the parenthesis.
I have specific aspect stats that would increase maybe my fraymotifs or by items that are equip at the time. these stats can be used to add to rolls related to the stat. i've almost finished what i believe what each aspect controls in my personal head-cannon. basically it would be for things like "i roll to see if i gather info from the merchant" and then they might add their Light stat to rolls, because Light controls information.
This leads us to the controls panel, which is the numbered lines on the right. these are for when you figure out what your aspect controls, so you can use it to help out or basically break the game.
Of course, each player is expected to take control over their inventories and their specific captchalogue modus's.
Additional notes can be added to the bottom or the back of the sheet.
7/12/16
So the Leveling chart has been created. Im not so sure about it though, i think i'll need some advice or suggestions on what to do. so far i just have very obscure number sequences. i do believe though that the scale does make the player believe they are rapidly increasing in skill as they progress, which was kind of the goal. some advice would be nice! [link]
that being said, i've decided to just post what i've made so far, while at the same time asking for advice and suggestions and for people to look out for anything i've generally missed. If anyone has any kind of suggestions, please remember to keep it rather simple. we're just starting and it'll be the first time leading the game and their first time playing. if you for some strange reason decide to use my stuff for your own games, go ahead. maybe you can find things for me to improve it.
7/11/16
i made the character sheet for filling out as the adventure goes on. It is made for pre-God Tier, i'll make a different more colorful one for Got Tiers later. it can be viewed on my drive Here.
let me explain:
the player would add their name, GT Title, and their current level. The GT title's aspect can be chosen, whilst the rules of a session state there must be a minimum of a time and space player present, any extra players would be able to pick from any of the other 10 classes. this of course would limit the game to 12 players, but i cant imagine any DnD-esque game having 12 players. that's absurd. the class would be a decided based on an algorithm that is affected by if you are a boy or a girl. basically, i'm going to make them roll a 1d6 to decide. the player would know their title "naturally" at the beginning of the game, for the sake of simplicity. the base level would be decided by a 1d10 roll at the start, to see how many rungs of the echeladder they've climbed. i am currently working on what the rewards of each level would reward you with. one of my players decided they wanted to have a military veteran as a father so i assumed they had a little more combat experience, and will let them roll a 1d20 instead with the exception of a 5 or lower ending up in a level 1.
The calculations for health have yet to be decided, as with the calculations for Armor. so any advice or suggestions would be handy. i've decided on a 4-digit limit for Health,and a 3 digit limit for defense. this, however, is flexible.
I made Room for 12 fraymotifs, 11 for each player to have access to, and 1 for the players individual aspect to be gotten by various means. i have no idea what the fraymotifs would be or how to get them.
I've made room for a maximum of 4 possible strife specibus's and 1 weapon on each one. presumably the specibus's will be created as the game goes for arbitrary things like "spoonkind" or "carboardkind" or "knifekind" or whatever else people encounter on the adventure.
there are 6 stats, Strength, Intelligence, Charisma, Dexterity, Perception, and Aim. I'm deciding on the tier system from yogsquest. Then the player would have to roll higher than or equal to their stat skill. in other words, someone with an Aim of 1 would never miss, as they cant roll lower than a 1, and someone with a skill of 20 would only be able to hit if they roll exactly a 20. I decided to have every player start on a skill of 15 for everything, maybe some changes for the backstories of each player. the skills can get better based on on their level. as previously stated, i'm working on the leveling graph.
As you can see, the name of the planets have their own magical place, with a space for the acronym in the parenthesis.
I have specific aspect stats that would increase maybe my fraymotifs or by items that are equip at the time. these stats can be used to add to rolls related to the stat. i've almost finished what i believe what each aspect controls in my personal head-cannon. basically it would be for things like "i roll to see if i gather info from the merchant" and then they might add their Light stat to rolls, because Light controls information.
This leads us to the controls panel, which is the numbered lines on the right. these are for when you figure out what your aspect controls, so you can use it to help out or basically break the game.
Of course, each player is expected to take control over their inventories and their specific captchalogue modus's.
Additional notes can be added to the bottom or the back of the sheet.
7/12/16
So the Leveling chart has been created. Im not so sure about it though, i think i'll need some advice or suggestions on what to do. so far i just have very obscure number sequences. i do believe though that the scale does make the player believe they are rapidly increasing in skill as they progress, which was kind of the goal. some advice would be nice! [link]