In the last weeks I am testing an adaptation that I made for the cyberpunk game using the system points victory points of the fading suns but with system d100. I feel if my English not is all that good I would like :D
The system of victory points created for the rol game of the Fading Suns by Bill Bridges and Andrew Greenberg, the idea was that with a single roll dice, not only you get as a result "success" or failure "if not degrees of success, critics, Critical grades , And anything result we might needed.Unfortunately the victory points system had several flaws in addition to using D20 which allow little scope for the development of abilities.This is a version designed by me, which improves and adapts This system to D100, allowing Wider ranges, and more variety in results.
In a game with the D100 system, it is understood that the characters have skills ranging from 0 (not knowing anything at all) to 100 knowing everything and not being able to learn more. For this reason it is understood that a character with 50% for example in a skill knows more than a character with 20%.
For this reason, a result of 01 in a D100 is the best possible throw a draw, since they allow for a very complicated success, (with penalizers of -20, -40, -60 etc) by Another side a dice roll of 99 or 100 is the worst possible result and that makes it really difficult get success in even for the simplest tasks (with bonds of + 20, + 40 etc).
In this system for each 10 points of difference between the target number and the result of the dice roll (included), we will obtain a Result Point (RP) rounding down, the results finished in 0 and 4 and rounding up the completions from 5 to 9
Example: In a dice roll, whose final target number is 66%, if in the dice roll, result is 23, we obtain 66-23 = 43 that be rounded to 40. A total result of 4 (RP).
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Critics and critical failure: In many RPGs th critical results are a "magic" results that causes surprising consequences, just as critical failure is so bad . Following these systems, a character with very few points in computing, for example in the d100 system a character with 10% computer that only knows how to surf the internet, chat and install programs can tried to hack the pentagon website, iff have a critic, this is obviously absurd, and leaves too much responsibility to the game director, about what can or can not do with skills in systems not very specific. In this system is corrected leaving very clear the results and the possibilities.
Since a critic or a critical failure really represent the "best or worst possible outcome" Iff a player obtain a double result in the dice (11, 22, 33, 44, 55, 66, 77, 88, 99). we obtains a Critic or critical failure. The only exception to this rule is 00, (100) which is considered automatic failure, regardless of the player's ability, but not a critical failure. It is only an automatic fault
If your objective number it is 50% and your dice roll is 55 is a critical failure. Iff your objetive number is 60% a result of 55 is a critic.
A player with a result of 46% for example gets a 44, in a dice roll, get 0 PR. Since although he has achieved the succefull , he has done it by for very little . But as the natural result in the dice is a double, you get the maximum possible result. As if he had obtained a result of 01 ie get 4 RP. In case of an critical failure , consider that the player have result a 99 and calculate the maximun number of RP relative to its objetive number for the determine the critical failure.
How to use RP?
To adapt the damage of the weapons for example the easiest system is to reduce the damage that appears in the book in half and to add the RP obtained Example: a "Light pistol", in eclipse phase deals 2d10 damage. in this system the light pistol have a damage of 1D10+RP. in this mode, The skill, influences the damage, the better it shoots, more damage is caused.The same goes for the dodge skill , Each RP in dodging, (in a successful roll) subtracts a RP to the enemy result for impact, and iff you fail the dodge try, add 1 RP to the enemy reserve for each negative rp obtained in the failed dodge.
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Victory points conversion
Sat, 2017-04-15 09:51
#1
Victory points conversion
Sat, 2017-04-15 12:10
#2
Sounds rather complicated. I
Sounds rather complicated. I think I got the gist of it, but I'm not sold on the idea. I already know the rule system for Eclipse Phase; I don't feel like adopting a new system.
Let me see if I got the gist of this.
Combat with weapons will be reduced by 1 damage dice. In its place, you add attack result / 10 to the damage rolled. If the remainder is 0 to 4, round down, if 5 to 9, round up.
I'll give it a read again later, try to make more sense of it. Maybe your English is confusing me (you did say its not that good, right?).
Sat, 2017-04-15 15:07
#3
First, it's worth noting that
First, it's worth noting that the range in the Eclipse Phase die system is 0-99. 100 results, but you can't roll a 100, 00 is 0.
This is Dark Heresy's Degrees Of Success/Failure system with a different name. It's just a harder version of the Margin Of Success System Eclipse Phase uses. As far as I can tell, the "blackjack" system which Eclipse Phase, Delta Green, and Dark Heresy Second Edition is widely thought to be better than the previous one, which requires more computation.
I prefer the EP system of weapons dealing more damage when certain Margin Of Successes are reached. It's cleaner and takes much less computation time at the table.
That said, this will make damage somewhat lower, which might be good for a Cyberpunk game where resleeving, medichines, and healing vats aren't accessible. Depends on how lethal feeling you want it to be.
Sat, 2017-04-15 15:23
#4
is only a try
Our group has long adapted the rules of fading suns to cyberpunk, using system d100. This is only transfer those rules from cyberpunk to EP, but basically they are an improvement of the rules of fading suns, in which the roll of a player gives positive points if it is obtained and some negative if not. And those points are used for everything, for damage to determine success..etc
Maybe sounds complicated by my English, or my ability to explain the system, if that's the reason I'm sorry. But the truth is a fairly simple system when you know it, it does not mean half a second more calculate the automatic runs and then simply decide what is done with RP