Author Topic: Quick And Dirty Character Creation  (Read 1714 times)

Offline Sketchley

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Quick And Dirty Character Creation
« on: January 18, 2015, 01:19:24 AM »
Over the years (!! been that long?) I've been mulling over character creation.

One tangent I've been pursuing is using quick-roll characters (character archetypes in our parlance) and the original Robotech RPG OCCs (short form: pick one as the main for the PC, and pick another as an MOS, but only get half of its skills).  The problem with the idea is that there is a lot of tweaking work needed for it...

Today, I stumbled across what is probably the most brutally easy form of Palladium character creation: http://forum.rpg.net/showthread.php?459938-%28Rifts%29-Quick-and-Dirty-Character-Creation

In short:

Quote
Step One:
Decide if your Character has a Combat Focus or a Non-Combat Focus.

    Characters with a Combat Focus roll 1d20 +1d6 for all basic combat rolls. They have a Combat Skill of 50%+ 5% per level and a Non Combat Skill of 30% +5% per level.
    Characters with a Non-Combat Focus Roll 1d20 for all basic combat rolls. They have a basic Combat Skill of 30%+5% per level and a Non Combat Skill of 50%+5% per level.
    Combat Skill is used for any Skill rolls involved in combat. These include Piloting rolls.
    Non-Combat Skill is used for everything else.


Step Two:
Determine Hit Points and SDC.

    All Characters have 20+1d6 Hit Points
    Characters with a Combat Focus have 30+2d6 SDC
    Characters with a Non-Combat Focus have 20+2d6 SDC



Step Three:
Select a Character Class template. This is all of the “stuff” you get from playing one of the OCCs, RCCs, PCCs etc. For this purpose, Robot Combat: Elite and Power Armor: Elite is an OCC advantage that is only available to a dedicated Robot pilot or Powered Armor pilot.

    For a Combat Focus Character you are now done.
    For a Non-Combat Focus Character you need to pick a One of these Specialties: Knowledge, Social, Mechanical, Medical or Subterfuge. A Specialty gives the Character an extra +10% to Skill rolls, out of combat, in that area.

As the levels go up, the character's base combat roll increases: 1D20+level/2 for combat characters and 1D20+level/3 for non combat characters.

To determine the Character’s number of attacks per round:
Combat focused start with a base 5 attacks per round. At level 4, they gain: +1 attack per round, paired weapons, crit on 18-20, and all kick attacks. At level 8, they gain: +1 attack per round, knock out on crit, leap attacks, and throws/flips. At level 12, they gain: +1 attack per round, death blow on crit, and knock out or triple damage from sneak attack.

Non-Combat focused start with a base 4 attacks per round. At level 4, they gain: +1 attack per round, crit on 19-20, and all non-leap kick attacks. At level 8, they gain: +1 attack per round, and throws/flips. At level 12, they gain: +1 attack per round, knock out on crits, and knock out from sneak attacks.

Any character may attempt a maneuver they do not know (except auto knock-out or auto kill on crit)....
...by taking a Triple downshift.

Add any extra attacks from their Character Class template.

...

Something to think about, eh?
« Last Edit: January 18, 2015, 03:53:24 AM by Sketchley »

Offline Sketchley

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Re: Quick And Dirty Character Creation
« Reply #1 on: January 18, 2015, 01:21:17 AM »
annnnd a totally different way of approaching attributes and their modifiers:

Quote
  • Attributes: Mind (conflates IQ and ME); Physique (PS and PE), Speed (PP and Spd) and Social (PB and MA ). Attributes are defined as bonuses or penalties (e.g. Mind 0, Physique +3, Speed +2, Social -1).

How about this?

The 4 stats are determined by rolling 2d6-7. The rolls are weighted toward the median of 7-7, which means that the average attribute will be 0, and that the minimum or maximum attribute will be a 5 or -5. The score would apply directly as an combat bonus or penalty.

For skills, the easiest system w/o dramatically altering the system, would be to multiply the attribute by 5 and use that as a bonus to the roll. So, a Mind of 3 would equate to a +15% to an Operator's mechanic roll to get a piece of pre-Rifts equipment working again. This of course assumes that stat+skill+modifiers in regards to skill checks is a desirous system to bring to Rifts (I'd personally like it). If so, perhaps the suggested base skill levels that the OP suggested should be lowered? I'd propose to lower the base to (stat*5) + 15% / 25% (base + 5%/lvl) + modifiers... this also leaves in room to add those OCC/Race skill bonuses, meaning that an Operator would be a much better mechanic then a non-Operator of equivalent level and attribute...

Or one could just ditch the percentages altogether, and divide everything by 5 for a d20-like system where stat+skill+modifiers+roll vs target number or opposing roll. So, using the same example above of a 1st lvl Operator, he's start with a mechanic's skill of 5 (base) + 3 (atty) + d20 vs target number.

Offline Sketchley

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Re: Quick And Dirty Character Creation
« Reply #2 on: January 18, 2015, 04:12:43 AM »
The Character Archetypes from Palladium's Robotech RPG follow in the quote.  The averages are in brackets.

I don't like how high they are weighted, but hey, not setting out to reinvent the wheel this time.  (Only the Spd stat for Fast As Lightning was reduced - the only stat roll that could potentially exceed 30!)

Quote
Brainy
IQ 1D6+18 (21)
ME 1D6+12 (15)
MA 1D4+10 (12)
PS 1D6+9 (12)
PP 1D4+9 (11)
PE 1D4+8 (10)
PB 1D6+9 (12)
Spd 1D6+11 (14)

Strong-willed
IQ 1D6+11 (14)
ME 1D6+19 (22)
MA 1D6+9 (12)
PS 1D6+9 (12)
PP 1D4+13 (15)
PE 1D6+10 (13)
PB 1D6+9 (13)
Spd 1D6+8 (11)

Charismatic
IQ 1D6+10 (13)
ME 1D6+9 (12)
MA 1D6+18 (21)
PS 1D4+10 (12)
PP 1D4+10 (12)
PE 1D6+8 (11)
PB 1D6+14 (17)
Spd 1D6+9 (12)

Physically Strong
IQ 1D4+10 (12)
ME 1D4+10 (12)
MA 1D6+10 (13)
PS 1D6+19 (22)
PP 1D4+12 (14)
PE 1D6+15 (18)
PB 1D6+12 (15)
Spd 1D6+11 (14)

Fast Reflexes and High Dexterity
IQ 1D4+10 (12)
ME 1D6+9 (12)
MA 1D6+8 (11)
PS 1D6+9 (12)
PP 1D6+19 (22)
PE 1D6+9 (12)
PB 1D6+10 (13)
Spd 1D6+17 (20)

General Endurance
IQ 1D4+9 (11)
ME 1D6+14 (17)
MA 1D6+8 (11)
PS 1D6+9 (12)
PP 1D6+9 (12)
PE 1D6+19 (22)
PB 1D6+9 (12)
Spd 1D6+12 (15)

A Beauty or Pretty Boy
IQ 1D4+10 (12)
ME 1D6+8 (11)
MA 1D6+15 (18)
PS 1D6+11 (14)
PP 1D6+8 (11)
PE 1D6+9 (12)
PB 1D4+20 (22)
Spd 1D6+9 (13)

Fast as Lightning
IQ 1D4+9 (11)
ME 1D6+9 (12)
MA 1D6+8 (11)
PS 1D6+9 (12)
PP 1D6+14 (17)
PE 1D6+10 (13)
PB 1D6+10(13)
Spd 1D6+20 (23)


...

In looking over the notes for the OCC's, I'm thinking that it's one editing and revising headache I don't really want to dive into once more.  Perhaps recycling the MOS/Skill Programs I came up with is the easiest and best way to get around it?  Save dropping the individual skill % for the ones mentioned earlier in this topic?

Offline Zed

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Re: Quick And Dirty Character Creation
« Reply #3 on: February 25, 2016, 10:06:47 PM »
Percentages in stats have always made me wary, just because they can be confusing for players and GMs alike.  I'll look over everything and see if I can give a fresh perspective.

Offline Sketchley

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Re: Quick And Dirty Character Creation
« Reply #4 on: March 04, 2016, 12:34:28 PM »
Currently, I'm thinking that using the character archetypes is the way to go (as in, I've had more than one potential player stop during the joining process because they didn't get 'good enough' results on the random die rolls).  It also helps to keep in mind that characters are in their Valkyries most of the time, so whatever high attribute they get, it doesn't play that big a role in the game.



On the other hand, for the past decade, I've been wrestling with how to incorporate the airframe capabilities/pilot G-endurance into the combat rolls.  I've come up with something called "G-Factor" rules, that not only succeed in incorporating the airframe/pilot endurance, but also includes both the attribute AND skill, in one combat roll: http://monkeybacon.mywebcommunity.org/Stats/SFAQ.php#G-Factor

Yes, there is some math involved, but from the few times I've pocked it, it has given a much more reasonable combat modifier than the existing Palladium system tends to produce.  It gets even more spectacular when combined with a difficulty modifier to the skills: http://monkeybacon.mywebcommunity.org/Stats/Statistics/character/skills.php#difficulty

In numbers:
Ex. from 1st link: 1D20 + 4 (skill 75% + PP 12 + VF-1 7) vs. 1D20 + 4 (skill 63% + PP 15 + VF-17 15)

task difficulty Ex 1: VF-1 vs. a VF-17?  The VF-1 guy is in for a rough ride (difficult), while the VF-17 guy has it easy:
1D20 + 3 (skill 38% + 12 + 7) vs. 1D20 + 8 (skill 126% + 15 + 15)

task difficulty Ex 2: The VF-1 guy is an expert (easy), while the VF-17 guy is fresh out of training and now up against a master! (difficult):
1D20 + 9 (skill 150% + 12 + 7) vs. 1D20 + 3 (skill 32% + 15 + 15)

... admittedly, the numbers start getting into standard Palladium silly levels with the task difficulty modifiers.  Maybe it should be applied to only one character?  Or ignored completely unless the gap between the average difficulty numbers is excessive?