Tamrielo
02-16-2010, 10:03 AM
As sort of a spinoff from the homebrew thread, has anyone considered this as a possibility? It's a concept my buddy and I have been tossing around as a way to simply and elegantly run an IKRPG game without needing a major overhaul of all the basic rules, or just taking an existing setting and putting IK trappings on it.
Marketing would be easy and drive sales of books (and potential cross-pollination of the games) and provide tons of preexisting, statted out NPCs to a campaign setting.
The main difficulty would be player character creation and advancement. You'd need a way of generating stats and giving players an edge, as well as resolving skill checks.
SPD - movement by any other name, easy to directly adapt.
STR - melee damage rolls, as per WM/H, and for the obvious strength checks.
MAT - melee attack rolls, as per WM/H, and for physical manipulation skill checks (lockpicking, pickpocketing, mechanical aptitude)
RAT - ranged attack rolls, as per WM/H, and for perception-based skill checks (spot, search, etc)
DEF - defense, as per WM/H
ARM - damage reduction, as per WM/H
CMD - charisma and intelligence; this would govern stuff like Will saves and Intelligence checks, as well as your ability to command other NPCs who may be working with you (and 'jack marshalling)
FOC - your magic/ability to buy attacks/boost, again, just like WM/H
In a system like this, you'd make sure CMD and FOC start fairly low, and as they "level up" it's these stats primarily that go up (since in a 2d6 system, the difference between MAT 6 and MAT 7 is pretty significant; you don't want players to be able to get up to MAT 9 or 10 and laugh off most opposition).
If you make it a game, much like WM/H, where players slowly grow to amass allies and allied warjacks (much like mercenary bands would in a more "standard" IKRPG game), the CMD could dictate how many additional NPCs you could command.
Marketing would be easy and drive sales of books (and potential cross-pollination of the games) and provide tons of preexisting, statted out NPCs to a campaign setting.
The main difficulty would be player character creation and advancement. You'd need a way of generating stats and giving players an edge, as well as resolving skill checks.
SPD - movement by any other name, easy to directly adapt.
STR - melee damage rolls, as per WM/H, and for the obvious strength checks.
MAT - melee attack rolls, as per WM/H, and for physical manipulation skill checks (lockpicking, pickpocketing, mechanical aptitude)
RAT - ranged attack rolls, as per WM/H, and for perception-based skill checks (spot, search, etc)
DEF - defense, as per WM/H
ARM - damage reduction, as per WM/H
CMD - charisma and intelligence; this would govern stuff like Will saves and Intelligence checks, as well as your ability to command other NPCs who may be working with you (and 'jack marshalling)
FOC - your magic/ability to buy attacks/boost, again, just like WM/H
In a system like this, you'd make sure CMD and FOC start fairly low, and as they "level up" it's these stats primarily that go up (since in a 2d6 system, the difference between MAT 6 and MAT 7 is pretty significant; you don't want players to be able to get up to MAT 9 or 10 and laugh off most opposition).
If you make it a game, much like WM/H, where players slowly grow to amass allies and allied warjacks (much like mercenary bands would in a more "standard" IKRPG game), the CMD could dictate how many additional NPCs you could command.