From: jbridson@kean.ucs.mun.ca
Subject: Re: net.rpg
Organization: Memorial University. St.John's Nfld, Canada
Date: Sun, 8 Nov 1992 12:40:10 GMT

In article <1992Nov8.020501.11046@alf.uib.no>, magnus@brisk.ii.uib.no (Magnus Alvestad) writes:
> I can't be the first one to propose this, but *why* don't we create a
> role-playing game here on the net. We have a lot of people with
> experience in so many different fields, we have playtesters, we have
> people willing to put a lot of effort and work into a project.
> 
> Well?
> 
> -Magnus (!kibo)
Well, I had my own pet system until I gave up on it (sort of) a little 
while ago.  Maybe it could be used as a basis for net.rpg?

4 stats:   Agility, Wit, Endurance, and Luck
    No real range, but 7-13 is average for humans... think of a general 1-
20 range.

Skills:  4 categories:  Agility, Wit, Endurance, and Talent.  They 
correspond with the 4 stats (Talent -> Luck).  Talent covers all skills 
that don't fit nicely in the other categories (eg. whistling).

Almost everything is represented as a skill, with range usually 1-20.  
Strange powers, natural "advantages", etc. are all covered, because the 
value of the skill can represent several things.  It can be used as a basis 
for the mechanic (ie. probablity of success), can be used as an indicator 
of general knowledge (so science skills are covered), and can be used as a 
variable in calculating set limits:

      eg. Dodge skill represents probability of successfully dodging a blow
, given normal circumstances (each skill of this type gives a "normal 
cirmcumstance")
          Whistling skill represents level of ability/knowledge/talent...
   1-2 means terrible, monotonous, non-music; 19-20 means whistling 
symhponies perfectly, doing bird calls, etc.
          Sprinting skill is used to calculate max sprinting speed (plug it 
into a simple linear equation).

Weaknesses are one other thing, like disadvantages in GURPS/Hero; not 
really sure on how to handle them.

Character creation is slightly different from your average RPG.  YOu use 
points to buy skills (and get points from taking weaknesses), and then you 
find your stats by adding up all the points you put in each skill category, 
minus some points for taking weaknesses.  I haven't decided on usign a 
simple linear cost-scale, or an exponenetial one.

There are also 6 or so special skills, called Condition Levels:  Damage 
Level, Knockout Level, Bleeding Level, [Hunger Level], [Thirst Level],
[Fatigue Level].  They all start at 0.  When lethal damage is inflicted on 
you, Damage Level increases, and if there's any bleeding, so does Bleeding 
Level.  You add Bleeding Level to Damage Level at set periods.  Blows to 
trhe head, shock, etc. all add to Knockout Level.  Going without food adds 
to Hunger LEvel, going without water to Thrist Level, and going without 
rest adds to Fatigue Level.  Characters have certain maximums for each 
level, at which something bad happens, like death.  However, you can also 
have several steps in between, to simulate getting weaker and weaker as 
your Levels increase.

The mechanic is based on the 1d20 at the moment.  You take the skill level, 
or if there is no skill applicable, the stat, and add in the GM's mods.  If 
1d20 is below or = to the modified value, you succeed.  If not, you fail.  
1 is always succesful, 20 is always failure (not critical successes or 
fumbles though).

Damage is based on the weapon alone at the moment, with 3 values:  Lethal 
Damage, Knockout damage, and Bleeding Damage.  Aimed shots, extra f/x, etc. 
in combat are all GM controlled.  If you want to aim at an extremity, the 
GM will impose a negative modifer, because it's easier to miss.  If the 
target is small, or moving, or whatever, the GM impsoes modifiers.  The GM 
may then interpret the roll - the higher the roll* the mroe accurate the 
hit.
 (*  this seems illogical, as low rolls are better.  However, the roll has 
already been determined to be successful, so why bother subtracting it from 
something to get degree of success?  YOu get the same probablities by just 
using it as the degree of success)

Now, feel free to hack away at this system, change it around, and come up 
with a superior NET.RPG!

       --- Robert Bridson  (usign the account of JBRIDSON)