20240218

Attributes I Use and a Novel Inventory Mechanic


Attributes (Innate): Measures of innate ability, valid range: 1-5. During character creation assigned with 2d2 down the line.

Strength (STR)
Feats of strength, physical health and endurance

Dexterity (DEX)
Fine motor skill, climbing, dancing, and dodging

Willpower (WIL)
Wielding and resisting magic, controlling hirelings and (other) animals, psychological endurance

Alertness (ALR)
Spotting traps and ships, parsing signals, keeping awake during watch

Attributes (Derived)

Inventory: Split into two parts, carried items and the body. Contents can be arranged at user discretion except for Fatigue, which when gained immediately occupies the bottommost available slot in either body or carried.  

Body/Mind (top 11-15 Slots): Holds magic (GLOG MD, spells, and summons) and injuries. In the rightmost column slots > WIL are unusable and should be crossed out

Carried (bottom 11-15 Slots): Holds physical items (including worn armour). In the leftmost column slots > STR are unusable and should be crossed out. Each slot is a measure of weight (~2kg) and bulk. Heavy or unwieldy items can take multiple slots, small items can be stacked 4 to a slot.


Stamina (STA): Its default is 6. When a row is filled, the PC has the corresponding stamina. Affects movement and, in inclement conditions, survival. At 0 STA the character is in a coma. 

Heroic Parry (HP): Calculated from level, stamina, and armour. When negative one begins rolling for injuries.

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There are no intelligence or charisma attributes - that is left to the player's skill. 

Character professional skill is tracked separately. Examples: Seamanship, mining, languages. Circumstances may demand a skill be checked with a d6 like an attribute, or the level of competence associated with its number may be relevant instead.

Fatigue is gained by exertion and privation. It is gotten rid of by rest or relief (heat if your're freezing, water if you're desiccating). When gained, it must be added to the inventory as is, with no rearranging or dropping of items.

Injuries heal over time, putting them in the body/mind area is largely mnemonic. 

Languages, mundane skills, and class powers are not stored in the body/mind.

Magic is typically gained as a magic item, and can be memorised to tbe brain with a few hours concentration (vacating the formerly magic item), or imbued in an item by creating it or marking it (vacating the brain).


Attributes from 1 to 5, the One-Stat-Checks and the Two-Stat-Checks

The foremost attributes of a PC are commonly scored from 1-18 or so, and tested with a d20. This certainly beats the frivolous bean-counting you get from using d100s, but it is still too granular. I intend to score attributes from 1 to 5. 

- Agents chance of success are either the exact same or markedly different. This is desirable: It deemphasizes bothering over a +1 here and a +1 there and centres the fictional approach.

- Stats can easily be combined. 

One-Stat-Check: Roll a d6. Success if the result is less than or equal to the relevant attribute (Format: DEX CHK) (eg. You have DEX 4. Roll d6 result 5. Fail.)

Two-Stat-Check: Roll a d12. Success if the result is less than or equal to the sum of the two relevant attributes (Format: DEX+STA CHK) (eg. you have DEX 4 STA 3, summing to 7. Roll d12. Result 7. Succeed.)

(If d18s commonly existed, you could expand to those as well, but that may be overingenious)

Certainly, one could get carried away with this. Ah ah - picking a lock is a combination of intelligence (not that I use that attribute in any of my games) and dexterity. DEX+INT CHK, please. I have it in mind more for group actions. 

- d6s are ubiquitous and can be got cheaply and shared liberally. They can be rolled and read en masse - important, as I intend my system to emphasize mass parties and deemphasize the potency of individual PCs.

- The low numbers can be integrated directly with other subsystems, rather than converted to bonuses for that purpose.


20240117

The To-Hit Dice

Simultaneously determines hit-or-miss and hit location. 

  • Prerequisite
    • Zocchi (aka DCC) dice. I only use even dice, giving a dice chain of:
      • d2 <-> d4 <-> d6 <-> d8 <-> d10 <-> d12 <-> d14 <-> d16 <-> d20 <-> d24 <-> d30 <-> d100
    • Numbered bodypart/module table for targets. Choicer modules should be lower numbers
      • For humanoids, I use 1.Head; 2.Torso; 3.Abdomen; 4.Arms; 5.Legs
  • Mechanic: Choose a default TOHIT die, step-up for disadvantages (more likely to miss) and step down for advantages (more likely to hit). 
    • Eg. In the deep jungle, a conquistador intends to shoot a target with his matchlock. Default TOHIT: d20. Intervening foliage, SU1; Target in poor light, SU1; Long range for matchlock, SU1; Round spend aiming, SD1. Step up thrice and step down once. Adjusted TOHIT: d30. Rolled. Result 5, Target shot in leg .
    • Eg. A vessel is targetting the carrack Silver Hart. Referencing the wind/movement/gunnery table, default TOHIT for a moderate breeze is d24. Based on orientation, only the Silver Hart's midships (Size: 8 cells) can be targetted and four cannon can be brought to bear. Roll 4d24, results: 2, 6, 11, 20. Cells are numbered starting from the top left, so a cell of mast level (containing sails and rigging) and a cell of the tweendeck (containing a cannon) are hit. The last two shots miss. Roll damage for each cell and apply to occupants, module, and deck. (see the Silver Hart's SHIPSHEET below).
  • Additional Mechanics: Though inelegant, modifiers to the TOHIT can have interesting effects. 
    • Eg. A sword-bearing kern is attacking a cavalier. Due to his limited reach, the kern's melee TOHIT has +1. It is impossible to strike the cavalier in the head. 
    • A target's bodyparts may be behind cover. Eg, rolling a TOHIT of 5 against a target behind a waist-high wall would see the ball bury itself in that, rather than the target's legs. Cover/concealment may stop an attack outright, reduce its force, or shatter most unhelpfully.
  • Rationale: Not prohibitively fiddly, enables piecemeal armour coverage by allowing bodyparts to be struck individually, works for targets composed of different numbers of modules. Can put strangely sized dice to use. .
  • Implications
    • Hitting a target can be certain, but additional advantages can make hitting them in the head liklier
    • More modules, easier to hit


 You may consider the SHIPSHEET appearing here a preview.