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  • File : 1328995203.jpg-(41 KB, 375x500, 2902921316_a12d1b23ae.jpg)
    41 KB Riddles and Rahi - Bionicle RPG Part Deux Great Mask of RAEG 02/11/12(Sat)16:20 No.17900321  
    First Thread - http://suptg.thisisnotatrueending.com/archive/17877454/

    I gotta admit, I'm pleasantly surprised by how well the first thread did. I had no idea there were so many Bioniclefags on /tg/. Therefore, let us return to a time before time...

    PREVIOUSLY ON BIONICLE THE HYPOTHETICAL ANIMATED SERIES

    >Toa-centric RPG which was the original point of the thread. Court was out whether to use d6 success/failure pools or d100 roll-under-skills.

    >Matoran RPG arising from some fa/tg/uys claiming Toa were too OP to be any fun. No crunch was discussed.

    >Bionicle quest thread proposed.

    >NOSTALGIA NOSTALGIA EVERYWHERE
    >> Anonymous 02/11/12(Sat)16:20 No.17900329
    >This thread again

    Aaaaw yeeeesss.
    >> Anonymous 02/11/12(Sat)16:21 No.17900341
    oh fuck my nostalgia
    you broke it

    any of you guys remember the online point and click adventure game from the lego website?
    >> Great Mask of RAEG 02/11/12(Sat)16:24 No.17900377
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    For shits 'n giggles, here's the other two pics I just got. First was Darth Vader, obviously, and now here's Robin.
    >> Great Mask of RAEG 02/11/12(Sat)16:26 No.17900402
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    And lastly Aquaman.

    >captcha: refersh shrub,
    >> Anonymous 02/11/12(Sat)16:29 No.17900454
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    >mfw bionicle rpg
    >> Anonymous 02/11/12(Sat)16:31 No.17900477
    I don't get why toa would be overpowered. If anything, it just makes you feel special because they're essentially elite warriors or sorts. And they have to fight some serious shit.
    >> Great Mask of RAEG 02/11/12(Sat)16:37 No.17900562
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    >>17900477
    ikr

    But the idea of a Matoran RPG is still intriguing. They're small and weak, yet hardworking and can become powerful.

    Kinda like dorfs.

    >Matoran Village DF mod

    HOLY SHIT
    >> Anonymous 02/11/12(Sat)16:43 No.17900640
    I think this is a given anyway, but for any RPG we do make, I would suggest keeping the tone to that of the pre metru nui arcs; the mystical air engendered by the MNOG was wonderful.
    >> Anonymous 02/11/12(Sat)17:01 No.17900927
    >>17900640
    I don't know. Personally I quite liked some of the later stuff (the weretoa arc was kind of cool, and the ignika/mahri arcs were also pretty neat).
    >> Great Mask of RAEG 02/11/12(Sat)17:01 No.17900930
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    >>17900640
    Everything after Metru Nui was a bit shit, but I actually LIKED Metru Nui a lot, in some parts even more than the G1 arc.

    I mean fuck, the setting was always "in the time before time," right? And now we have a prequel to that. It is the time of legends before the time BEFORE TIME. Shit got real negro.

    Anyway, it had the same mystic, legendary vibe for me as the original Mata Nui, except with the added appeal of a mighty and ancient civilization. Then after that it was just "LOL ALL THE TOA HAEV JETPACKS NOW SO AEWSUM" and then Hero Faggotry after that.
    >> Great Mask of RAEG 02/11/12(Sat)17:04 No.17900984
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    Oh ye, forgot to mention it's my birthday tomorrow.

    The only present an anonymous person can really recive is something everyone can enjoy. So it would be cool if this thread could acutally produce something memorable for all.
    >> Anonymous 02/11/12(Sat)17:12 No.17901110
    >>17900984

    THEN LET US GET SOME SHIT DONE MY GOOD NIGRA

    Reposting your previous proposed ruleset;

    What I'm starting from-

    >- Basic d6 success or failure pools. Extra dice are added to basic abilities point-buy at every 3-4 levels or so. In combat or other situations where rolls are opposed, successes of the "defender" can cancel out the successes of the "attacker." This is related to the 6 elements, as "opposite" elements would cancel each other up to a certain point.
    >- For simplicity's sake, PCs will be basic 6 elements Toa only.
    >- At char-gen, players choose their Toa Tool (weapon) type and receive a starting version of that weapon from a list of starting gear. They also receive a starting mask.
    >- You can only apply your full attack bonus or use special weapon attacks with a weapon you selected training in.
    >- Perks are also selected at char-gen. They're feats, basically. There is never any requirement for a feat other than minimum level and/or number of dice on an ability.
    >- Skills must be trained with actual investment of time between levels. Training in a skill adds 1d8 to the base ability roll. Each number above 6 on the d8 counts as a bonus success.
    >- A hex grid would be favorite. Don't ask me why, just an idea.
    >- The GM should be referred to as the Great Being (read the lore)

    Also, one of the cooler ideas from the previous thread.

    >I'd like the character creation to be a bit like browsing through a box of pieces.

    >You got your basic Toa body and maybe you want to add some claws, or maybe two sword, or heavy boots, or one sword and a shield or whatnot.
    >And every part costs a certain amount of points, and extra abilities/stats cost poitns as well and so you could build either a character with weaker stats but lots of gear, or a character with high stats and not so much gear.
    >I don't know.
    >> Anonymous 02/11/12(Sat)17:16 No.17901143
    >>17901110

    Also, another thought RE the Toa versus Matoran debate; consider it like the difference between Dark Heresy and Deathwatch/Rogue Trader; playing Matoran would be a game where puzzle solving and diplomacy would be the norm (as per the MNOG), whereas Toa would be the ones going out and actually killing some shit. Perhaps cater for both playstyles under similar systems?
    >> Anonymous 02/11/12(Sat)17:26 No.17901268
    >>17901110
    were there 6 or 8 toa?
    >> Anonymous 02/11/12(Sat)17:26 No.17901271
    >>17901143

    Perhaps. But consider that Matoran can become Toa. So a decent bionicle system would allow for both Matoran and Toa PCs.

    And of course, there are dozens of other races in the bionicle universe that are sentient and physically five times more imposing than a toa mata.
    >> Anonymous 02/11/12(Sat)17:28 No.17901301
    >>17901268

    Six. And the Toa of Light (takanuva?)
    >> Anonymous 02/11/12(Sat)17:34 No.17901371
    >>17901271

    Perhaps, to that end, we should go for the idea proposed by the anon in the previous thread; you select parts for your character with XP, and do then fluff them as whatever you want.
    >> Anonymous 02/11/12(Sat)17:35 No.17901382
    >>17901301
    right, 6 bionicles, 8 throwbots
    >> Anonymous 02/11/12(Sat)17:38 No.17901407
    >>17901382

    And then there were those very short-lived wheelbot things. I loved those.
    >> Anonymous 02/11/12(Sat)17:42 No.17901472
    >>17901407
    Roboriders.

    Strange, though. In my country, Throwbots were called Slizers.
    >> Great Mask of RAEG 02/11/12(Sat)17:43 No.17901474
    >>17901143
    Good point man

    >>17901271
    The playstyle would be vastly different though. It's worth considering having two separate games with very similar mechanics, so a Matoran who gets a Toa stone could be reused and upgraded into the Toa game or level of play.
    >> Anonymous 02/11/12(Sat)17:43 No.17901485
    >>17901472

    Here too. Throwbots' a better name for them though.
    >> Anonymous 02/11/12(Sat)17:43 No.17901488
    In a homebrew sci-fi game I work on with a friend of mine, we use d10 to determine everything. Keeps things easy.
    I think it's based on Vampire.
    So basically we have it, that depending on the level of your skill you roll that number of dice.
    E.g.: You got Climbing 3, so you roll 3 d10, every number above 7 is a success.
    How many successes you need depends on the DM and how difficult he thinks it is to do your thing.

    We also have some attributes with set stats (you can upgrade) like agility and combat skill, mass and mental power. But those are not important at the moment.

    So we just have a bunch of skills you can put points into to create your individual toa or matoran.
    And in addition to that you got your masks and other things like claws, swords and stuff, which might let you roll additional dice, or let youre-roll dice or let's you succeed with sixes or fives, insteas of seventhes...

    Well that's my two cents.
    >> Anonymous 02/11/12(Sat)17:49 No.17901543
    >>17901474

    I don't think the playstyle would have to be that much different. Just consider becoming a Toa a sort of level-up granting new abilities.

    I'd mostly think that the mindset would be different. A matoran can shoot/throw a disk as a minimal combat ability. toa get specialized weapons and masks.

    Oh, and if I remember correctly, Bionicle was inspired a lot by some folklore from Hawaii or some native American tribes.
    >> Anonymous 02/11/12(Sat)18:08 No.17901783
    We've got:
    Claws for digging.
    Hooks for climbing.
    Boots for heavy kicking.
    Elemental weapons.
    Weapons with special abilities (Gliding swords, skate chainswords, oh wow).
    Masks with shittons of abilities.
    Maybe some extra armour that can be equipped.
    Different elements to choose from. (If the player gets to choose)
    Other base abilities. (Like Onua who could see in the dark, was very strong and an overall pimp)
    >> Great Mask of RAEG 02/11/12(Sat)18:09 No.17901794
    >>17901543

    Try this for an idea:

    Matoran (the base player character) start at Level 5 or something. Each variation a player might want to use has a level adjustment, for example a Toa has LA +3. A Matoran who can adventure at a Toa's level would need extra skills and experience.
    >> Great Mask of RAEG 02/11/12(Sat)18:30 No.17901983
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    Alright, I'm going out to dinner because fancy birthday and shit. Checking back in a couple of hours. I love you crazy bastards.
    >> Anonymous 02/11/12(Sat)18:32 No.17902004
    Would the game support any of the variant toa elements (sonic, metal, etc) or just the main 6?
    >> Anonymous 02/11/12(Sat)18:39 No.17902081
    >>17902004
    That'S what came up in the last thread too.
    Should the new toa be of a different element, then the other ones or can he choose freely between every element?
    This would also be a thing, if this turns into a homebrew game, where every player is a toa, cause then there would be a need of different elements or veryone is the same.
    >> Anonymous 02/11/12(Sat)18:41 No.17902117
    >>17902081

    Good question. I remember the Rahkshi (?) being available in the traditional six elements but there being mention of hundreds of other "elements" (heat vision was one of them so take that how you will)

    I think the Toa should stick to the elements and respective weaknesses, but the masks should work as a mechanic to extend that. A mask of sonic, acid, etc.
    >> Anonymous 02/11/12(Sat)18:46 No.17902169
    I think if this will turn into a toa rpg then the original six toa should be replaced by the players, but if it's a matoran rpg, then the original toa should be on the island somewhere doing their toa stuff and the players should encounter them from time to time.
    >> Great Mask of RAEG 02/11/12(Sat)20:53 No.17903806
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    Sigh... OK, I'm back.
    Dinner with my family was lovely, except for the part where we were discussing games and my younger sister said that Risk was better than Smallworld. I managed not to bitchslap her, somehow.

    >>17902004
    Ideally yes, but it means more work for stuff that's fairly minor in the canon.

    >>17902169
    The general idea is for this to be a Bionicle RPG system to use for any time or place in canon. Nobody needs to be "replaced" except at the GM's discretion.
    >> Anonymous 02/11/12(Sat)21:11 No.17904035
    >>17902117

    The Kraata were weird; as I understood it, a Rahkshi chassis was created by dunking a Kraata of a particular type into protodermis, thus giving you the general "offensive" element type (e.g. heat vision becomes fire). However, you'd then need another Kraata to pilot the thing, which would have the more passive power (say, heat vision).

    I very likely have gotten this horribly wrong, by the way.
    >> Great Mask of RAEG 02/11/12(Sat)21:53 No.17904651
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    Somebody in the last thread proposed a Matoran Quest thread. What happened to that?
    >> Great Mask of RAEG 02/11/12(Sat)22:59 No.17905674
    Bumping before I shut off. See you tomorrow.
    >> Anonymous 02/12/12(Sun)00:52 No.17907506
    Here's a fairly far-out idea for a Matoran RPG: make things less mechanical, and more biological. The villages would be more like races (Onu = dwarf, Le = wood elf, etc), with villagers of both genders possible. Not sure how the genetics of hybrids would work -- do the villages have traits that could be present in greater or lesser degrees (so Hewkii and Macku's hypothetical child might have a more robust build than her mother, and be more adapted for water than her father [e.g. webbed hands and feet], but not vice-versa), or can you only be one kind of Matoran? This would lead to interesting questions about which village's genes were dominant over others, or it could be that the village gene is X-linked, which means that any individual will only have one village gene active at any given time: either he is male, and so has a Y-chromosome which doesn't have the village gene, or she is female, and one of her X-chromosomes became inactive shortly after conception -- though, since the inactive village gene is not lost, it can still be passed on, so it is possible for a child of a hybrid couple, whose mother is also a hybrid, to be of a different village than both her parents! You could explore all kinds of descent and race-related themes.

    Alternatively, we leave Mata Nui just as it is (all relationships are purely platonic, etc.) and use Bota Magna (post-apoc gladiator planet from the very end of the series) -- different world, different rules.
    >> Anonymous 02/12/12(Sun)04:52 No.17910646
    bumb
    >> Anonymous 02/12/12(Sun)08:42 No.17912334
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    Fuck yeah, Bionicle!
    This game was great, unfortunately, I never managed to beat the first Kohlii match, so I was kinda locked in Ga-koro forever.
    >> Anonymous 02/12/12(Sun)11:53 No.17913879
    bumb
    >> Great Mask of RAEG 02/12/12(Sun)13:58 No.17914916
    >come back after almost 12 hours
    >this is all the progress we have made
    >disappoint.jpg

    We seem to be losing focus a little.

    I'm going to do a little work on my own and share it, to kickstart more meaningful discussion.
    >> Anonymous 02/12/12(Sun)14:03 No.17914967
    rearchived at suptg to make sure it's update

    captcha:
    > emblets suddenly
    roll for initiative!
    >> AG93 02/12/12(Sun)14:09 No.17915017
    >>17914916
    i have returned fellow legofags!

    what is needed?
    >> Anonymous 02/12/12(Sun)14:13 No.17915054
    >>17915017

    Hey, bigass Bioniclefag here, I'm pretty knowledgeable with this shit.

    For those asking about elements other than the main 6, there are secondary elements with their own canon colours and everything. There were canonically Toa's of like gravity and sound and shit. I'll try and find them for you.
    >> AG93 02/12/12(Sun)14:17 No.17915089
    >>17915054
    bohrok-kal were gravity plasma, sonic, shit like that.
    >> Anonymous 02/12/12(Sun)14:21 No.17915120
    >>17915089

    Yeah. There was like a chart of powers Toa's can officially have AND the colours and masks they'd use on the BS01 wiki, but on visiting it it looks like most of their site has been lost and they're currently rebuilding it. Pity.
    >> AG93 02/12/12(Sun)14:28 No.17915183
    >>17915120
    their OOOOOOOOOOLLLDDDDD site from back when i was a kid shut down quite a while ago (if thats the one you're talking about)
    i haven't seen the other one, but if we could find that chart i'm sure it'd be very helpful. the bionicle wiki might help too.
    >> Anonymous 02/12/12(Sun)14:30 No.17915193
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    Okay, so I've thrown this together from the BS01. This is all canon.

    Official Colour Chart for Toa elements:
    Fire - Red and Orange
    Ice - White and Light Grey
    Air - Green and Light Green
    Earth - Black and Dark Grey
    Stone - Brown and Tan
    Water - Blue and Light Blue

    Those are the main elements, secondary elements are:

    Gravity - Purple and Black
    Sonics - Grey and Black
    Iron - Varies by area, can be Grey, Metallic Grey, Gold, Bronze and Burnt Orange
    Psionics - Blue and Gold
    Lightning - Blue and White
    >> AG93 02/12/12(Sun)14:32 No.17915212
    >>17915120
    just derped re reading that. ignore me.
    >> Anonymous 02/12/12(Sun)14:35 No.17915241
    >>17915193

    To add to this, there's also Toa powers for Plasma, The Green (plant control) and Magnetism. Because the wiki is broken I cannot find the colours for them.
    >> Anonymous 02/12/12(Sun)14:41 No.17915309
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    Wow this takes me back to the roleplay we used to do on BZPower, some awesome shit.

    Hard nostalgia here, also FUCK HEROFACTORY
    >> Anonymous 02/12/12(Sun)14:45 No.17915357
    >>17915309

    Oh man, I was on BZPower for years and a friend and I ran loads of those RPG games. Nostalgia.
    >> Anonymous 02/12/12(Sun)14:48 No.17915382
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    Aww hell, there is another of these threads?
    And I missed it for this long!
    Dam 4chan for banning for linking to sup/tg/! What the hell was that?

    So anyways, here is something to discuss:
    The matorans, if I recall correctly valued three things highly, Unity, Duty, and Destiny.
    I wonder if these themes could be transferred to the game somehow. Unity seems the easiest one, as the adventuring parties would need to work together and so on, but the other two are kinda trickier, for me at least.
    >> Anonymous 02/12/12(Sun)14:51 No.17915416
    >>17915309

    God, I spent a LOT of time in an RPG in the off-topic section, when I started losing interest in discussing bionicle.
    >> AG93 02/12/12(Sun)14:56 No.17915452
    >>17915382
    i hadn't thought of that... i think its great. any ideas on it other than boosting fellowship for unity, combat stats for Duty, and elemental power for destiny.

    other than that i have no clue how to incorperate that.
    >> Anonymous 02/12/12(Sun)14:58 No.17915476
    >>17915416

    >You are now remembering the masses of sprite comics that were on that site
    >> Anonymous 02/12/12(Sun)15:05 No.17915520
    >>17915452

    Well, the unity could perhaps boost social stats, but for the others, i don't think that simple stats boost would suffice. I have no idea for how they would work though.

    Nothing says that they couldn't boost some stats and still do other things though.
    >> Anonymous 02/12/12(Sun)15:36 No.17915789
    did this thread die again?
    >> Anonymous 02/12/12(Sun)15:39 No.17915835
    >>17912334

    Same thing here.
    I can't fucking win that goddam match.
    It's fucking bullshit, right there.
    Annoying as fuck.
    >> Anonymous 02/12/12(Sun)15:56 No.17916072
    Unity, Duty, Destiny.
    How about making it something like Corruption points like in the 40k rpg's?

    Like if you keep going CE for too long, shit will happen and Makuta will take your soul.

    Or base classes on them.
    Unity: Clerics and healers
    Duty: Warriors
    Destiny: Magic shizzlemechanics. Or so.
    >> AG93 02/12/12(Sun)16:33 No.17916274
    >>17916072
    see, thats the problem. the Toa were all fighters, some obviously more strategic or powerful than others, but all are warriors. here never was a "cleric" or "wizard" per se, they all had fighting ability and elemental ability.

    examples would be from the first set of toa:
    kopaku and Tahu both were elemental fighters, while onua and pohatu specialized in brute strength, and Lewa & Gahli both used strategy and wit to their advantage. that's the separation between them, rather than "classes" that restrict player's power, it's more of a mindset sort of thing, leaving the only classes up to your element.

    (also no clerics existed as toa, only some ga-koro matoran were good with the healing arts)

    on another note, having a campaign on Metru-nui could be extremely fun, considering how advanced it was when compared to the wilds of Mata-nui. (also the visorak make for some fun swarm enemies :D )
    >> AG93 02/12/12(Sun)17:05 No.17916724
    selfish bump
    >> Anonymous 02/12/12(Sun)17:23 No.17916958
    I start to think that a matoran rpg would be a lot easier to get started o, then a toa rpg, since you have to start as a weak civilian and work yourself upwards, while toa already have all the abilities, magic weapons and stuff.

    With a matoran you get to choose your village, which gets you a small bonus and a maybe a starting mask or not even that, since the wiki says, that many matorans wear powerless masks, who don't have any other effects other to keep them alive. That#s right, if they walk around without any mask for too long they die.

    Let's say we use a d10 ruleset like mentioned here
    >>17901488
    then we could make different weapon skills based on the weapons used by the matoran characters.
    Those are for example: Spears, Discs and Disc launchers, Kohli Sticks, Axes, Staffs, Swords, Tridents, etc.
    Better we use some categories like long range, close range, heavy weapons, ranged combat, etc. or it becomes too much.
    Next are the other skills, which could be devided into different categories like:
    Acrobatics
    Evade
    Sneak
    Sprint
    First Aid
    Navigate
    Mechanic
    Trade
    Detect (Whatever)
    Biology
    Culture
    Knowledge (Various)
    History
    Disable
    Sabotage

    And then we have to inntegrate the various mask powers. And sicne it says that there are different kidns of masks (Talking about power level) Players should only be able to use powerfull masks, when they have a high enough level.
    >> AG93 02/12/12(Sun)17:26 No.17917000
    >>17916958
    how about beginning as a matoran, and thenbecoming a toa like they did in metru nui?

    (but make it optional for the GM, that way he can make it like the first toa appearing from nothing by mata-nui's will)
    >> AG93 02/12/12(Sun)17:29 No.17917044
    >>17916958
    oh, and also i stand by the d100 system for it's simplicity (as you may have noticed....) i'm REALLY pushing for more systems to be like it. it's just so easy to make a game happen when it takes literally 3 minutes to explain how it works.
    >> Anonymous 02/12/12(Sun)17:33 No.17917098
    >>17917044
    I don#t know how the d100 system works, but this one is pretty easy as well.
    You have a rank in something, you roll as much dice, every 7 or higher is a success.
    That goes for combat and everything else.
    You wanna climb a tree with very little branches, the GM says you'll need 2 successes to climb it.
    You got Climb 4 so you roll four dice: 2,5,7,8, you got two successes, so you can climb that tree.
    You attack a Rahi, you've got 3 in Axes, so you roll threee dice: 4,7,7 so you hit two times.
    Now that Rahi has a Armour of 2 so he rolls two dice to see if it can block your attacks: 2,3 nope, it gets whatever damage your axe does, two times.
    >> Anonymous 02/12/12(Sun)17:49 No.17917348
    Mata-Nui
    Ta-Matoran: Resistent to Fire.
    Ga-Matoran: Good swimmers and able to hold breath longer then others.
    Le-Matoran: High agility and reflexes.
    Po-Matoran: Great physical strenght.
    Onu-Matoran: Increased strenght and nigh vision, also easily blinded by bright light.
    Ko-Matoran: Resistent to ice.

    Others
    Fe-Matoran: Enhanced endurance and metal Working skills.
    De-Matoran: Sensitive to sound.
    Ce-Matorans: Reistent to mental attacks.


    Should not be player characters
    Av-Matoran: Could change their color and shoot small blots of light from magical swords.
    Shadow Matorans: Were evil, shoot shadow bolts.
    >> AG93 02/12/12(Sun)17:55 No.17917468
    >>17917098
    not bad, seems pretty simple. just FYI heres how d100 works:
    >you have 2 d10s, one with double digits "20, 30 etc" and one with single digits "2,3, etc", tolling one gets you the 10's and the other gets you the 1's.
    >trying to attack rahi
    >weapon skill stat is 62, be told modifier by GM is -10, making your stat 52.
    >roll under 52 is a success, rolling over 52 is a failure.
    >every 10 points you roll under is a point of success (say you got between 23 & 32, thats 2 points of success)
    >success points show how well you did on the attack/test, having a certain amount of success points can allow you to boost damage or cause other effects depending on your weapon/abilities.
    >success points also tell the GM how well you did and what kind of awesoem extras he could add to
    >on the other hand, for every 10 points you go over your stat is a point of failure which tells the gm how bad u failed.

    >one last note: 99 is a critical fail and a 00 is a critical success

    its pretty simple, though i don't explain it as well as i'd like.
    >> Anonymous 02/12/12(Sun)18:02 No.17917620
    >>17917468
    Well you'd at least need fewer dice with with that system.
    But what would scare me off are the high numbers you#d have to use.
    When explained it sounds simple, but just looking at at skill of 69 feels intimidating, somehow.
    And how would you generate a character with the d100 system?
    With the d10's you'd give the characters a vertain amount of points they can spent on the carious skills, but no skill can be higher then 3 at the start.
    If you want to raise a skill, you'd need to pay as many exp. as the rank you want it to be.
    E.g.: First Aid from 3->4 costs 4 exp.
    >> AG93 02/12/12(Sun)18:11 No.17917790
    >>17917620
    it usually involves taking pre made numbers and rolling modifiers for them beforehand, then selecting stats you want them to be used as.
    >> Great Mask of RAEG 02/12/12(Sun)19:32 No.17919290
         File1329093134.jpg-(101 KB, 1024x768, YuanShaoDW6.jpg)
    101 KB
    ALL OF YOU HAVE DONE EXCELLENT WORK UNDER MY COMMAND

    NOW, GO AND UPVOTE BOTH THREADS ON SUPTG LIKE THE WIIIIIIIIIIIIIIIIIIIIIIIIIIND
    >> Great Mask of RAEG 02/12/12(Sun)20:09 No.17919939
         File1329095347.jpg-(72 KB, 640x448, bionicle_030403_01.jpg)
    72 KB
    Oh yeah, In case there is some information that isn't on the wiki or is too hard to find, I have all the lore that was in print publication. Not that there should be that much missing from the wikia.
    >> Great Mask of RAEG 02/12/12(Sun)20:12 No.17920003
    Perhaps one of you who is good at computer could put some of this in a Googledocs. I don't have a Google account, for some reason.
    >> AG93 02/12/12(Sun)20:13 No.17920031
    >>17919290
    how bout a LINK
    >> Great Mask of RAEG 02/12/12(Sun)20:44 No.17920554
    >>17920031
    FUCK, SORRY, MY BAD

    http://suptg.thisisnotatrueending.com/archive/17877454/ PART 1

    http://suptg.thisisnotatrueending.com/archive/17900321/ PART 2

    http://suptg.thisisnotatrueending.com/archive.html FRONT PAGE WHERE BOTH THREADS SHOULD STILL BE
    >> Great Mask of RAEG 02/12/12(Sun)21:25 No.17921230
    Lazy bump in hope of content
    >> AG93 02/12/12(Sun)21:40 No.17921542
    >>17920554
    all is well now. as we know, /tg/ is the broest board on 4chan. so, op, what system do you think would be best?
    >d10 as seen here:>>17917098
    or
    >d100 as i suggested here:>>17917468
    >> Anonymous 02/12/12(Sun)21:58 No.17921831
    >>17919939

    There's loads missing from the Wiki. For some apparent reason they've lost most of their pages and are working from cached versions.
    >> Great Mask of RAEG 02/12/12(Sun)22:04 No.17921938
         File1329102297.gif-(1.27 MB, 300x225, how_i_roll.gif)
    1.27 MB
    >>17921542
    UMMM
    I CHOOSE

    ...

    >>17917098
    But!
    With d6 rather than d10.
    The smaller size is more conducive to a binary success/fail pool of results, but 6 is a large enough range that the results can still be tweaked somewhat.
    >> AG93 02/12/12(Sun)22:19 No.17922196
    d6 seems a little too easy... but i'm just being honest. yes, you could do it with d6's, but it leaves so much less in randomizing the results, making it much easier and less interesting to roll.
    with d10s you have 10 numbers to make a gauge for success, with d6 you've only got 6. it's kinda uninteresting in that aspect.
    >> Great Mask of RAEG 02/12/12(Sun)22:50 No.17922669
    >>17922196
    Ah, but the whole point of success/fail pools is that the randomosity comes not from the size of the dice, but the number.
    >> AG93 02/12/12(Sun)23:23 No.17923247
         File1329107012.jpg-(30 KB, 800x703, dice.jpg)
    30 KB
    >>17922669
    exactly. and with more numbers theres more ways to gauge success, more levels, and a way to make crits happen. why do u think D&D uses d20s as it's main die? because it makes any given number have only a 5% chance of coming up rather than a d6's 16.51% chance of any number.
    THIS is the point i'm trying to get across. a 10% chance is better than a 5%, and more realistic than 10%, and it's more randomized than 16.51%.


    numbers are the game. the better you can simulate them and make the game interesting, the more fun it will be.
    >> AG93 02/12/12(Sun)23:27 No.17923322
    a better way of putting it is this:
    the highest level of difficulty you can have with d6s is rolling a 6+, so you are hampering the difference between challenges. with d10 the hardest you have is 10, thats 9 levels below it. way more possibilities.

    are u beginning to see what i mean?
    >> AG93 02/13/12(Mon)00:01 No.17923807
    playtest it, you'll see what i mean.
    >> Anonymous 02/13/12(Mon)03:17 No.17926293
    bumb



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