Saturday, April 08, 2006

Open RPG Schedule

I'm going to use let people know when I want to run an OpenRPG game Game break update

Next Game: D&D 3.5 (World of Terris)
Date: Friday, 14 April 06
Time: 1900
Game Server: Blackstar Game Server
Alternate Server: Open Veav I
Room: FE's World of Terris
Password: fe

OpenRPG 1.6.3 is now available. www.openrpg.com is where you can download the program
You will have to transfer your saved files to the new version, but everything else seems to work fine.


This is a character sheet program shown to my by Azezel. It runs seperate of OpenRPG, but it works really well. I recommend it for writing characters. http://www.kontek.net/frozen/misc/apps.shtml

Don't forget to check the terris campaign blog, as I'll update worldly knowledge irregularly.

Monday, April 03, 2006

Open RP System (Ready to Playtest...Almost)

As I am nearing the end of writing the basics for the Open RP System, I would like to talk about some of the features.

The game consists of six attributes, Strength, Agility, Fitness, Intelligence, Perception, and Affinity. There are also sub-statistics that are comprised that round out a character, Appearance, Speed, Health, Vitality, Essence, Mana (Magic Points), Mental Power (Pyschic Points).

Combat statistics are a combination of two statistics. Melee combat ability relies on both Strength and Agility since a good fighter may be strong or fast, but if both is much more superior. Likewise ranged combat relies on agility and perception, since the ability to aim relies on both noticing the target as well as holding your weapon steady.

For each attribute there is what I call instinctual skills, these skills are those that every human has, unless exceptions are made. Lifting and climbing are tied to strength, balance to agility, while the five senses are tied to perception and each has a base rating to the parent attribute, and can be raised individually.

Learned skills come next, these skills are things that people learn from life experiences and with education. These skills are often combined with attributes, instinctual skills, or combat abilities (when dealing with weapons) to get the modifier for the roll. For example a character with craft weaponsmithing, would use his craft score + his agility modifier to craft a weapon, or his craft score + his intelligence score to appraise the workmanship of a weapon.

Advantages and Disadvantages are used to round out a character, some include being able to access magic or psychic powers, having your body except cybernetics better, or being a natural with a weapon. On the other hand you can have a character with bad eyes, missing a limb, or limit how you are allowed to play them with codes of honor...disadvantages give you more points to buy advantages.

Combat in the Open System is lethal. Depending on where you are struck makes a big difference and the use of armor is taken much more seriously as it reduces the damage leveled against you. Both the attacker and defender are active in combat, rolling for offensive and defensive actions. I will also include both miniatures and free-form combat rules, that will require no modification.

Magic (when i'm finished) will be a mix of free-form magic that takes longer to cast, and the ability to preset spells so that a caster may whip out spells faster when needed. Psychic powers will be less indepth with fewer powers but much more open to utilize in different ways, and powers of faith will allow people to force away demons and spirits without crossing too much with magic.

That's about it for the whole of the system. I still have equipment to deal with, and how races will be applied, but not too much else will be needed. I will add in vehicle rules and environmental effects soon too...more to come later.