Professional Documents
Culture Documents
You're probably expecting me to tell you how to create the maps or perhaps how to design
your own figurines for your game, but as important as those may seem, there is one thing that
needs to be taken care of first and foremost: the stats system. Believe me this is the
longest/hardest step to do if you want to create a serious rival to D&D at home. If you think
about it there are many stats that need to be set up and calculated (that's right, if you're
serious you'll need a calculator).
When you think of a game like D&D or even Pokemon you'll most likely think of a few
stats necessary for play: Health, Attack, Defense (optional), Speed, and Dexterity. Of course,
there are also a few side systems for battle like monster encounters (if you don't feel like
choosing random times for encounters, I'll give you an encounter formula using dice throws),
the experience point system (optional if you want to use different character levels), and
attack-evading system (self-explanatory). What's important is that you decide how you want
your game to go or play out.
For example, if you want a D&D style game you may not have a specific limit on character
levels and simply increase monster encounters and stats for battle, along with a long series of
gaming sessions with slow experience gain to give a real sense of earning your new ranks and
weapons. Or, you could go with a quick single session game with quick earned experience
and level gain, easy to defeat monsters and high powered characters for smashing through
your enemies - it's all up to your preferences and imagination. As for my design, I wanted a
good long game, so I chose to make a medium speed gain for my experience system and
roughly chiseled out my stats to levels system (yeah I'm gonna use "system" a lot in my
explanation)
Now, you're probably wondering where to start your stats system calculations. I personally
found it easier to start by designing around your Attack stats to figure your desired game
length. In my game (which I temporarily dub "Usurpers") I started with generic level stats as
a structural framework for forming characters around, just to give me an idea before i add or
reduce stats to fit characters abilities. Level 1 attacks use a single six sided die (d6), and then
upgrade to a d6 and ten sided die (d10) for level 2. (I'll explain why in a bit). Using a vague
idea of how much I want stats to change, I chose different formulas to keep attacks moving
higher is a semi regular fashion. After plotting out 6 levels of attack strengths, I took the
maximum ratings and crafted a health system to create a reasonable amount of HP so it
wouldn't take forever to die, but you wouldn't die from a couple lucky die rolls. Yes, I
included a defense system in my game, but i waited till after I crafted a health system so that
my defense wasn't making up for what I consider an 'attack buffer' between attack and health.
This means that in my game, a level 1 attack would take about 3 maximum attacks to kill off
a level one character even without defense. Again, this is another part where you can set the
'attack buffer' to take as short or as long a time as you want. The buffer increases further
when I add my defense system into the battle. In "Usurpers", I have created a system that
allows a level 1 (max) attack to do some damage to a (max) defending level 1 character. It
allows my characters to do strong and weak attacks so there aren't times where you are stuck
not effecting each others' characters - that's a job for a attack-evade system.
Before I continue however I want to slow this down to explain a few things. First, of
course, these are all values you can change for gameplay. Second, the systems are picked by
figuring buffers, or values that separate quick 1-hit battles and gradual attacks that take HP
down bit by bit. These systems are also created by figuring how much of a stat change takes
place between levels (such as the difference in a level 1 attack and a level 2 attack, which
may double or just slightly increase). Depending on what you want in your game, you can
have really simple or real complex calculations to pick experience, health, and monster
encounters from simple die rolls and a little math knowledge. Here's an example for setting
up your speed stat after you level up: New speed = (S_n) + (R_n+1) if > (S_max._n)
Which is read as: Your current speed value, S_n, combined with the rolled value of the dice
for your next level, R_n+1, must be greater than the maximum possible value for your
previous level, S_max.n. In other words, the total you get from adding your previous speed to
the number you just rolled for your next level must be higher than the highest possible value
you can roll for the level you came from. And if that still isn't clear enough here's a written
example: A level 1 character levels up to level two and he had previously rolled a 9 on a d10
(the highest he could roll). Because he leveled up, he can now roll to increase his speed stat
and he rolls a total of 1. The result? The character is now in level two with a speed of 10.
Here's another scenario: A level 1 character levels up, with a current speed of 3, and then rolls
a 6. The result? He must re-roll till he gets at least a 7. According to my generic speed stat
chart, a level 1 character rolls a d10 till his level is greater than 0 and, when he levels up, he
rolls a d10 and a d6 at the same time and adds their values, this means he won't be stuck with
a low level speed (which is good because it plays into the attack-evade system I've set up).
To summarize this complicated explanation, you'll need an idea of how your game will go
and then choose some starting values for a generic framework to design level stats and so on.
Once you've completed your generic framework, you can build characters around it and equip
special stats for any clothing or weapons that may add to your stats, easily.
In case you are still confused or you are struggling to have a good set of stats systems, look to
the last step for a compiled list of all my planned out system data. Now, on to the next part!
So in short there are a few things i want you to remember when you finish reading this
instructable.
1. Use your imagination.
2. Plot how you want the game to go. (quick or slow earning, single or multi session)
3. Plan your Stats System before all other map or character elements/ create framework
4. Choose a theme
5. Design any character, dungeon, or monsters personalities
6. Keep in-game calculations simple
7. Have Fun.
If you need, the next step is composed entirely of my current ideas and calculations for
"Usurpers". If there is something you don't understand, you need advice, or if you just wanna
share your ideas feel free to comment.
Attack
----------
(rolled for actions or attacks)
Lv1 set by d6
Lv2 set by d6 + (d6 divided by d10)
Lv3 set by 2d6
Lv4 set by 2d6 + (d12 divided by d10)
Lv5 set by d20 + d6
Lv6 set by d26 + (d26 divided by d10)
Defense
------------
(rolled if dodge attempts fail or are not used)
Lv1 set by ^d6 - vd6
Lv2 set by d10 or ^2d6 - v2d6
Lv3 set by d10 or ^2d6 - v2d6
Lv4 set by 2d6 + d10
Lv5 set by 4d6
Lv6 set by 3d6 + d20 or 2d20
Lv1 set by d6
Lv2 set by d6 + (d6 divided by d10)
Lv3 set by 2d6
Lv4 set by 2d6 + (d12 divided by d10)
Lv5 set by d20 + d6
Lv6 set by d26 + (d26 divided by d10)
Speed
---------
(set only when creating or leveling up characters)
Lv1 set by d10 (rolled till > 0)
Lv2 set by d10 + d6
Lv3 set by d20 + d6
Lv4 set by d20 + 2d6
Lv5 set by 2d6 multi.
Lv6 set by d10d6
note: when leveling up, the previous speed is added to the new dice roll, if they two added
together aren't greater than the previous maximum speed, re-roll till it is.
Dexterity
-------------
(rolled whenever a dodge is attempted)
Speed * d10 > Enemy speed = successful dodge