The Table-Top Endevour

Post » Wed Jun 13, 2012 9:16 am

Ok folks! I am thinking about developing a Table-Top version of the game. It is for playing with my friends using the lore of TES in a multiplayer environment. I figure that developing the rules for a table-top environment would probably be the best way to proceed on pen and paper, than trying to learn how to program from the ground up.

I shall be using Skyrim as the place setting, just after the fall of Alduin! There will be no dragon born within the party, to start with. But I may allow them to roll for it at a later date. I am thinking that using a system of D100 as the basis for all tasks should be a good start to begin with. I am allready coming up with ideas for how the character sheet should like. As well as ideas towards skill leveling and Character leveling in general.

If anyone has any ideas, or is allready on this same track of mine, please feel free to add any constructive ideas concerning this matter! And, if anyone knows the formulas used in the game to compute damage, the cost of items for barter, Alchemy calculators, Enchanting Calculator, ect, ect, ect. That help would be greatly appreciated!
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darnell waddington
 
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Post » Wed Jun 13, 2012 5:15 am

I figure that developing the rules for a table-top environment would probably be the best way to proceed on pen and paper, than trying to learn how to program from the ground up.
You are right. Good luck in this, and tell us how it works out for you in the end. :-)
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GRAEME
 
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Post » Wed Jun 13, 2012 3:56 am

Sounds good but just be careful of Bethesdas lawyers. They have have a firm reputation of defending their trademarks so don't try and make any money out of it. Or post too much about it. Or mention it at all anywhere.

Yeah, it's that type of reputation.
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Louise Andrew
 
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Post » Wed Jun 13, 2012 1:25 pm

do you plan on using attributes or purely skill based?

Id suggest doing damage and armor similar to how DnD does it. Where you need to meet or beat your targets armor value. Also you can have it split and have a physical armor value and a magical armor value.
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Monika
 
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Post » Wed Jun 13, 2012 1:43 pm

I'm down to play once it is finished. I am willing to write some quests for you if you want.
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Eve Booker
 
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Post » Wed Jun 13, 2012 1:30 pm

As someone who has tinkered around with the idea of writing their own RPG, based on some characters I've created (the world would be a mixture of post-apocalyptian, fantasy, and survival horror, kind of like if Elder Scrolls, Dawn of the Dead, and Fallout had a lovechild) I have thought about this as well.

Using a D100 system is a good start. You skills like one-handed, could have an attack rating of 1 per point. So a level 1 character's attack rating would be 1d100+15, defense rating would be based on a character's armor skill, both attacker and target making competing rolls. Now this would be tricky because people who have no armor on get no bonus.

Two ways to attack this would be a 1) Add perks for unarmored, un-mage armored characters 2) Armor only grants damage reduction.

Designing an RPG is kind of like untangled a huge ball of power cords. Once you pick a "system", you have to make sure everything balances out.

I'd suggest being familiar with multiple RPGs, I know aobut all editions of D&D (even "Basic"), Call of Cthulu, Warhammer (okay not a RPG but more of a battle system), World of Darkness, DC RPG, 2 Marvel RPGs, and Star Wars RPG.
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Beast Attire
 
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Post » Wed Jun 13, 2012 4:08 am

Id suggest doing damage and armor similar to how DnD does it.

This. Just use the D&D ruleset, unless you want to create a new (probably pertty parralel) one from scratch.
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jaideep singh
 
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Post » Tue Jun 12, 2012 11:41 pm

Just throwing my two penn'orth in, but I would have a look at Rolemaster, and MERP and the like, over D'n'D any day.
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gemma
 
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Post » Wed Jun 13, 2012 2:16 am

This. Just use the D&D ruleset, unless you want to create a new (probably pertty parralel) one from scratch.

That would amount to creating a Skyrim themed campaign setting based on skyrim, and not really a skyrim RPG.

Plus I read the 4th edition ruleset and for every one thing they did right, they did something that made me shake my head in disgust.
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Luis Longoria
 
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Post » Tue Jun 12, 2012 10:30 pm

Sounds good but just be careful of Bethesdas lawyers. They have have a firm reputation of defending their trademarks so don't try and make any money out of it. Or post too much about it. Or mention it at all anywhere.

Yeah, it's that type of reputation.

Ohh I totally understand that they would want to protect thier I.P. both financially as well as reputation wise. So, in the end, if I think that it is "good enough to be published" I would certainly seek the proper channels through Bethesda to become fully licenced to do so in the first place.
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Joey Avelar
 
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Post » Wed Jun 13, 2012 12:12 am

Personally, I have oodles and oodles of table-top experience. Since I have been playing RPGs since the early eighties. I won't be using any of those systems here. I shall be doing more of a Reverse engineering, I guess, of the Elder Scrolls series of games. I totally prefer TES series of games system of "skills useage" as the basis for character advancement. It is my humble opinion that, in TES, you are what you do in these games. It is how you choose your perks that stylize or specialize your character.

Any race can become a great mage, warrior, or thief. But it is how a player chooses his perks that will make what that particular character is. This is the real beauty of TES:V character system.

I am certainly going to use an opposed roll to determine on whether a PC/NPC hits or not in combat. I thought that by rolling percentile dice and comparing those results, would give an edge to the better roller of the two. I would give positive and negative modifiers to the attack roll depending on certain combat situations. Then modify the damage done accordingly to whose roll is better. And I might implement some form of two card blind system for declaring attacks/defence.

Right now I am just working on the XP system for the skills progression. As well as, how many "skill-ups" it will take to reach any particular character level. As it stands at this point, I have one of my table-top characters maxing out at about level 41, if they max out all thier skills to 100. I think this will work for many reasons.

First of all, I don't want Uber characters that can master a whole Skills section, (Combat, Mage, Thief,) by that single character alone. This is in reguards to choosing all the perks of that particular Skills section, (Combat/Stealth/Magic). By doing so, it limits the individual power levels of the Characters in question. Or as I like to call it, enforced co-operation within the party. I see no reason as to why there can not be multiple Role-types within an Adventuring party.

Secondly, by lowering the max Character level limits, that means less character perks to aquire. That in turn will mean even more specialization within a party, or so is my hope. I can see no reason why, any particular party could not be made of all of pure-Thief/Mage/Warriors if the players choose to do so. That scenario reminds me more like an "Ocean's Eleven" PC group.
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Teghan Harris
 
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