31 July 2018

Metatoy System: Magic User Class

Akira Toriyama's artwork from Dragon Quest

It's a must to have a Magic User in a party. This class is made akin to D&D class with a different twist by using Magic Points. (I heard D&D5E uses Spell Slots that is similar to MP) 

Since I made the spells almost similar to OD&D spell, it is possible (with some kind of tweaking) to use OD&D spells for Metatoy System.

I was tempted to use Action Roll as an option for Magic Points but I guess I have to put that in the back burner.

MAGIC USER
The Sorcerer, the Spellcaster, the Gifted.

Starting class stats: 2 to Intellect or Willpower; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+3

Resting: 1d6

Special Abilities

Magic Points (MP): Magic User starts with 2+Intellect MP. This is used to fuel the spell. He gains 2 more MP every level. MP can only be replenish to full when the caster takes a Long Rest.

Spells: Magic User starts with 2 level 1 spell. During level up, he may pick 1 spell level higher than his current level or 2 spells equal to or less than his current level.

Power Blood: When MP is exhausted Magic User may sacrifice his HP to cast spell.

25 July 2018

Metatoy System: Rogue Class

Art from Capcom's D&D Shadow Over Mystara

Rogue or Thief is a specific class that is sneaky. For those who likes to do sneaky stuff, this class is for you.

ROGUE
The sneaky, self-important, roguish character. 
Starting class stats: 2 to Agility or Intellect; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+5

Resting: 1d6+1

Special Abilities:

Quick Reflexes: Rogue is good at avoiding hits. Rogue can impose numbers of Disadvantage roll on attack against him per combat equal to his Level.

Roguish Stuff: During non-combat scene, he gets Advantage roll for sneaking, hiding, climbing and opening locks.

Focus: Once in combat, Rogue can focus on a target. When attacking the focused target, Rogue received Advantage attack roll.

Lucky: Rogue gets +1 Luck Point and another +1 when he reaches level 5.


17 July 2018

Metatoy System: Warrior Class

Art by Akira Toriyama (Taken without permission)

Today we are going talk about the meat of the game. Classes. there will be 3 basic classes in the game which can be found in many RPG. GMs are encouraged to modify thess basic classes to make up their character classes as they see fit in their game world. 

Today's class is the Warrior. A warrior can be a soldier, mercenaries, etc. Anything that warrior like can be a Warrior Class. Heck they could be Pure Human in a post apocalypse RPG.

WARRIOR

The soldier, combative and physical character. 

Starting class stats: 2 to Might or Agility; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+7

Resting: 1d6+2

Special Abilities:

Combat Superiority: Warrior gets extra attack per round equal to difference between his level and the highest number of HD on the opponent side.

Heavy Hitter: Warrior deals +1 melee damage. It increases to +2 when he reaches Level 5.

Favoured Weapon: Choose 1 weapon. That weapon received Advantage attack roll. He can pick another weapon when he reaches Level 5.

Tough Guy: Once per adventure upon reaching 0 HP, Warrior immediately gain 1d6+Level of HP.

10 July 2018

Metatoy System: Attributes, Save Roll, Action Roll and Luck Points


ATTRIBUTES

Like Lara, Metatoy has 4 attributes. They are Might, Agility, Intellect and Willpower. See below for what they do in the game.

Might: determines toughness, physical strength, resistance to substances.
Agility: determines manual dexterity, hand-eye coordination and reflexes.
Intellect: determines knowledge, awareness and ability to memorize.
Willpower: determines tone of will, presence and ability to influence another.

SAVE ROLL

A Save Roll is used to determine whether magic, poison, or various other types of attacks are effective against a character or monster.

When making saving roll, you make roll as normal using appropriate attribute against TN designated by the GM. Creature makes save roll by rolling 2d6 adding half of its HD, rounded up. Use the table below for guidance.

Might : Physical harm that cannot be dodged. Poison, disease, radiation, death.
Agility : Physical harm that can be dodged.
Intellect : Deception and illusions.
Willpower : Charming effects. Psionic abilities

ACTION ROLL

There is one more mechanic used for special abilities (it could be mutation, etc). We called this the Action Roll. The special ability is scored 1 to 5, the higher the better. When asked to make an Action Roll, you roll 1d6. If you rolled equal or less than the special ability, you can still use the special ability again next turn. But, if you rolled higher than the special ability, it decreases by 1. When it reaches 0, it means the special ability is Exhausted.
There will be special instruction on how to replenish the value of the special abilities i.e maybe by taking a long rest (mutation), etc.

P/S: I took this from Solar Blade & Cosmic Spell with an okay from the author, Diogo Noguiera :) (you can see him in the list of SFK magic-users on the right). This is a d6 answer for Black Hack Usage Die. I really like the mechanic I add in Metatoy.


LUCK POINT (OPTIONAL)

You can use Luck Points to affect the outcome of a battle or situation and swing the odds to your favour. Every character starts with 3 Luck Points. They are not cumulative and must be use during a session. It will replenish again at the beginning of a new session. You can use 1 Luck Point to:
  • Make 1 reroll to any roll except damage roll.
  • Perform an action or movement in any round even when it’s not the character’s turn.
  • Recover HP by making recovery roll.
  • Provide an Advantage to a single action.


03 July 2018

Metatoy System: Core Rules

Hi there, I've been on and off with Experimental Playground not because I'm ditching it but I've been creating a new RPG mechanic which I called Metatoy System (previously Nara). It's an offshoot from LARA System and adding game mechanic that I like from old and new school RPG.

So for every week after today (hopefully) I will make one post about Metatoy in this blog. Hopefully you would enjoy and even comment and/or critique on the new rpg system. Without wasting anymore time, read the core mechanic below:

clipart taken from Wizard of the Coast (without permission)


THE CORE METATOY MECHANIC

Since I love 2d6 very VERY much, I take the basic mechanic of LARA and use that as a base to create Metatoy and just like LARA when a character needs to do something that is risky, they must roll 2d6 and add relevant attribute. Meeting or exceeding designated Target Number (TN) usually imposed by the GM means success. Simple right?

DIFFICULTY (TN)
Easy 5
Moderate 7
Hard 9
Tough 11
Extreme 13

CRITICAL & FUMBLE
You get a CRITICAL on a natural roll of 12 on 2d6; and a FUMBLE on a natural roll of 2 on 2d6. A CRITICAL is good and a FUMBLE is very bad. A CRITICAL HIT always deals double damage, obviously.

ADVANTAGE & DISADVANTAGE ROLL
Well this is a mechanic that I saw first in Barbarian of Lemuria and many other rpg. It only became famous when D&D introduced it in their game. Which means I will use it eliminating all future modifier in the game.

When making Advantage roll, you roll 3d6 and drop the lowest. While, when making Disadvantage roll, you roll 3d6 and drop the highest. You don’t roll extra d6 if you have more Advantages, instead one Advantage neutralize one Disadvantage, so it better to have more Advantage than Disadvantage.

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