Showing posts with label Project Celtica. Show all posts
Showing posts with label Project Celtica. Show all posts

Wednesday, 10 October 2012

Project CELTICA - Skills

This time I'll write about skills a bit. Well, I mostly picked the "common" skills for an RPG, and I tried to tame it as much as I could to the system I had in my mind.
I am imagining the skills in a 5-scale system, and to improve to a new rank, one has to pay for the previous ranks too from his/her skill points.
Making a skill check is a d12 + dx + Ability bonus roll, "x" means the die given by the skill level.
So it would go like this:

  • Beginner - d4 - costs 1 SP
  • Apprentice - d6 - costs 2 SP (3 SP total)
  • Journeyman - d8 - costs 3 SP (6 SP total)
  • Expert - d10 - costs 4 SP (10 SP total)
  • Master - d12 - costs 5 SP (15 SP total)
At character creation I'm planning not to let the players take skills above Apprentice level. The amount of skill points a character gets in the beginning and per level is still a think to be thought over, I would like to make the skill list first. 
A skill can't be improved more than one level at a level up. An exception is when a character decides to sacrifice 5-10 years of his to learn the trade, e.g. Blacksmithing. Then he can improve his skill more than a rank, but in the meantime, ha mostly focuses on learning the trade rather than chasing monsters and treasures.
About the DC-s of the checks I would set the following:
Easy - 8, Medium - 12, Hard - 15, Challenging - 18, Heroic - 22.
My method setting these numbers was to allow a character "skilled on that DC level" to have a good chance to succeed on his roll. So, for instance a Rogue is an apprentice in picking locks. He is trying to pick an ordinary lock, which is a  DC 12 check. With a Dexterity bonus of +2, his roll is d12 + d6 + 2, so on average this roll would be a 12. 
So these are the plans for the skills, I'll post the skill list sometime later, I still have to think them through. Next time I'm going to describe some general ideas I have in mind for the game, just as I have them written down in my little notes.

Friday, 5 October 2012

Project CELTICA - Combat system

It has been a long time since I last posted on this blog of mine, I have been busy with my other, Hungarian blog, plus I have been moving to England. Hopefully I'll have more time from now on to make posts here too. My aim is to write about Project Celtica more (I have made some progress since), plus some summaries about games I play here, with an English group I have yet to find.

So now, I'm going to write about the system of Celtica, first of all, combat.
As I mentioned, the core dice will be the d12, and the maximum ability bonus is going to be +3. So, according to this, the planned method for rolling an attack:
d12 + dx (weapon damage) + ability bonus + class attack bonus
Some remarks for this:

  • With the attack roll we also get the damage, which speeds up battles. Maybe some weapons get some bonus damage (the big, heavy ones), which doesn't count for rolling attack. But that's just an idea so far.
  • For ability bonus Strength or Dexterity could apply, depending on the weapon.
  • Class attack bonus would be the following: Fighters - class level/2, Rogues - class level/3, Wizards - class level/5. This way the superiority of fighters could be working above the other classes.
So this way a 4th level Fighter with +2 Strength bonus wielding a bastard sword would calculate like this:
d12 + d10 + 2 + 2. The average roll would be 15.

On Defense we have agreed to having a fix score, also to make battles go faster. The character's Defense score would be calculates like this:
7 + half weapon damage + Dexterity bonus + shield or bracer.
Some thoughts:
  • The base is 7, because it's the average roll on d12.
  • We apply half of the weapon's maximum damage because in a fight, weapons are usually used to deflect blows. This doesn't cause any damage, just applies for defense.
  • Dexterity bonus for dodging, parrying, etc.
  • For shield and bracer I would use +1/+2, no more, because there won't be any tower shields, medium shield is the best avaliable.
  • I would also like this score to improve like the attack, so far I'm thinking about character level/3. 
According to this, the defense of a level 3 Rogue with a +2 Dexterity bonus, equipped with short sword and bracers would be:
7 + 3 + 2 + 1 + 1 = 14. 

This way the chance to hit would be about 50-50%, which could mean high paced and deadly fights. So far we haven't figured out the amount of Hit Points the classes are getting. 
Armor won't give any Defense bonus, it will grant Damage Reduction instead. There won't be any heavy armors either, the best would be the chainmail. 
There are going to be 3 base classes, which will have different build options, with a talent system like the one in Star Wars: Saga Edition. At least, that's the plan so far.
The only playable race will be Human, that's almost sure.

For a start this much would be enough I guess, I hope to post again soon about the skills system of Celtica, and after that some general ideas about where I want this to be going. I have that already in Hungarian, but I'll have to get the time to translate it into English.

Thursday, 3 May 2012

Project CELTICA - part 1.

So finally I have come to write a little bit about the new RPG I'm designing with a good friend of mine.
Sometime I'm going to give a decent name to it, but for the time being, I'm just gonna call it Project CELTICA. Sounds cool though.
So as the codename indicates, this is going to an RPG based on celtic mythology, mainly its creatures and its mood. The whole idea of making a new game came from an adventure I was writing for Dragon Age. It was supposed to be based on the system of Dragon Age, but with a celtic setting, I even designed my own backgrounds for the adventure. But instead of getting it played, we started other campaigns, and I decided that this whole celtic setting thing deserves an own system, and a new world around it. This is how I came to start working on it.
Some things we have already decided with my friend about Celtica:

  • It's gonna be a d12-based RPG. Why? Cuz' we love this dice, and there are so few other games using this precius dice. First I was planning to use the good old d20, but there are so many systems already based on it. I guess that makes me bit of a hipster, cuz' d20 is too mainstream. :D
  • I'm not going to introduce gods to the game, I'll be having five spirits as patrons for people. The four elements, Fire, Air, Water, Earth, and a fifth one, who will be the "evil" brother of these four.
  • The moon will have great impact on things. Those born at full moon are "spirit-touched", and will bear the gift of being able to weave magic. 
  • The only avaliable race is going to be human. Dwarves, elves exist, but in the dark cavern of the mountains and secret groves of the forests. They tend to avoid the long ones. 
  • There are going to be 3 main classes (Fighter, Rogue, Wizard), divided into subclasses, using a talent system like the one in Star Wars: Saga Edition.
So far these are the pillar ideas of this celtic RPG, there are lots of ideas still that are almost ready, but these will come in bundles, so everything could be in one place.
Next time I'm going to write about the planned combat system, I guess it's gonna be pretty simple and make the battles go quick and deadly. 
I'll also start introducing the world of Celtica, the five spirits, the mood, the geography, etc.
Stay tuned, I really hope write again soon!