From: stv@unislc.uucp (Steve Spencer)
Subject: SOND, was RE: a New line
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Mon, 14 Dec 1992 16:24:00 GMT


Okay, folks, here we go, starting the ball rolling. I am beginning a new
line of discussion here, entitled SOND (Start Of a New Discussion).
It is based on the idea of players starting out as children, with 
low abilities, and virtually no skills. And progressing, and
growing, thus gaining skills, size, and strength. 
	In this post, I will address:
	ABILITY SCORES
	TO-HIT, AND WHERE HIT
	SKILL ADVANCEMENT

	What I'd like help/comments on:
	HOW TO DECIDE THE GENETICS OF THE CHILD (ie. what changes 
				will occur as they mature)
	WHAT SORTS OF SKILLS DO KIDS HAVE?

	So here we go....

	ABILITY SCORES:
This is what I propose, but it is totally open to discussion, or change.
The characters have four basic ability scores, each with two sub scores.
I posted an idea similar to this on the net weeks ago, but here it is
again:
	Each ability has a passive, and an active subscore. They are as
follows:
	STRENGTH: Passive: Endurance
		  Active: Brute force
	INTELLIGENCE: Passive: Magic resistence/wisdom
		  Active: Ability to work magic/psionics
	PERSONALITY: Passive: Looks/likeableness
		  Active: Haggling/swindling/fasttalking
	AGILITY: Passive: General coordination/AC/Falling w/o getting hurt
		  Active: Dodging

	Now at this point I have a question, what do you think would be
used to determine a character's ability to aim? Maybe a combination of
passive intelligence, and active/or passive agility? I'm not sure at 
this point.
	I'm also open to ideas on how to use the abilities. Do we make them
a percentage number? A 3-18 number (probably not, becauyse since these 
characters all start out as kids, that'd put them all in the 3-4 category)?
Any suggestions?
	
	Next is To-hit/Where hit:
Here is an idea I have been working on, but once again, everything is
open to discussion. 
	The players rolls two dice, a HIGH, and a LOW (both six sided).
(sound farmiliar?) if the dice are THE SAME, or if the total of the
two is equal to seven, then the attack misses (EXCEPTION: due to accuracy).

The body is divided into four basic areas, each with a VALUE. These are those
areas, and their values:
	HEAD: 6
	BODY: 3
	ARMS: 2
	LEGS: 1
	Any time a character attacks, they choose which area they are 
attempting to hit. The VALUE of that area is their current TOTAL.
	The two dice have been rolled, a HIGH die, and a LOW die. If the
dice are within one of eachother, ie. 4 and 5, then zero is added to
the current TOTAL (thus it doesn't change). If the dice are more than 
one apart, and DON'T add up to seven (remeber, seven is a miss), then
the higher of the two numbers is disregarded. The number that is left
(the lower of the two numbers) is ADDED to the current TOTAL is it is
on the HIGH die, or SUBTRACTED from the current total if it is the LOW
die. 
	One exception, is that an acurate character can add or subtract
one from ONE of the dice (of his/her choosing). This allows the character
to be not only more likely to hit, but more likely to hit WHERE THEY WANT.
	Now at this point, you take your TOTAL, and see if it matches
the value of one of the body areas. If it does, then you hit that area, and
your damage is increased by the value of that area. If it doesn't, then
you missed.
	Here's an example: A very acuracte player (+/- 1) is trying to hit
the body (VALUE fo 3) of his/her opponent. They roll a HIGH:4 LOW:1 on the
dice. Now at this point, the character can add or subtract one to either
of the rolls. He/she chooses to subtract one from the LOW roll, thus making
it a zero. The higher of the two dice is disregarded, leaving only the 
zero. This is subtracted (since it's on the LOW die) from the total 
(which is currently 3), thus leaving a TOTAL of 3. This means that the
shot has hit the victim in the body. If the attacker chose to ADD one to
the LOW die, then the attack would have hit the LEGS of the victim (3
minus 2 is 1. 1 Is the VALUE of the legs).

	SKILLS:
	The way I think we should treat skills is fairly simple. I think
that the player thinks of 3 skills that they are paying close attention to.
For instance, the character might decide that each time the have a sword 
fight, they are paying VERY close attention to exactly what is being done,
and how to improve. At the end of each day (game time, not realtime) the
GM rates the character's performance in those three areas, from 0 to 3.
0 would be if the character did not use the skill at all that day, and
1-3 would be how much/how well they used it if they did. These points are
added to the character's total, and after a set amount of points has
been reached (value depends on the skill), the character gains a level
in that skill.



Well, that's all I have right now. Any comments?


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| It's the sputter of a raindrop. It's the sunlight on my face |
| My mind's eye into other realms. It's my paradise escape.    |
| Steve Spencer	SLC, Utah 	stv@unislc.slc.unisys.com      |
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