Legend of Zelda RPG: Difference between revisions
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==External Links== | ==External Links== | ||
*Probability tables for the roll & keep dice system: http://tinyurl.com/LoZ-Dice | |||
*First thread: http://suptg.thisisnotatrueending.com/archive/14975165 | *First thread: http://suptg.thisisnotatrueending.com/archive/14975165 | ||
*Second thread: http://suptg.thisisnotatrueending.com/archive/15007189 | *Second thread: http://suptg.thisisnotatrueending.com/archive/15007189 |
Revision as of 13:51, 1 June 2011
A homebrew produced by the collective efforts of the /tg/ community, aiming to put the characteristic elements of the Legend of Zelda video games into a pen-and-paper RPG format and hopefully do it better than the existing d20 Zelda ruleset.
As a work-in-progress, expect the contents of this page to change fairly frequently until the game nears a more finalized form.
The System So Far
Your stats are divided into three main categories:
- The Virtues of the Triforce (Power, Wisdom, and Courage),
- Your character's basic Attributes (Physical, Mental, and Spiritual),
- Your various skills (most of which are related to item classes -- bows, tools, heavy weapons, etc.).
Conflict is resolved with a d6 roll & keep system, using linear comparison for opposed checks. This means that you roll X six-sided dice (with X = your ranks in the relevant Attribute + 1/2 your ranks in the relevant skill, rounded up) and only use the Y highest rolls (with Y = your ranks in the relevant Virtue + 1/2 your ranks in the relevant skill, rounded down). Linear comparison means that in the case of a contested roll (such as in combat) you compare your highest roll to your opponent's highest, your second highest to their second highest, and so forth. If one party in the contest has more kept dice than the opponent, the extra dice are treated as unopposed, with a success threshold of 4. If the kept dice total for a roll would ever be greater than the number of dice rolled, move points from keep to roll until this is no longer the case. For example, if your pool for a check would be 2k3, you roll 3k2 instead. A pool of 2k4 becomes 3k3, 2k5 becomes 4k3, and so on.
Unopposed rolls are compared to a fixed success threshold, with a certain number of successes required to accomplish the intended task. For example, if pushing a heavy block had a difficulty rating of 4(2), two rolls greater than or equal to 4 would be required. One would roll one's Physical and keep one's Power for this case.
Character advancement is free-form, with XP investment improving skills and attributes. Virtues are extremely difficult to improve, and shouldn't change much over the course of a typical game. There are a number of special techniques available to choose from, each classified under a relevant skill. Higher skill ranks are prerequisites for more advanced techniques. Every even skill level gives you a free technique you meet the prerequisites for, but you can pay XP for more at any time.
Core races consist of Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Rito, Sheikah and Zora, with more under discussion. Races receive no bonuses to Virtues, save Hylians, who receive +1 to a virtue of their choice. Races other than Hylians receive various special abilities, as detailed in the Races section.
Each character has a Mass attribute, determined by race and armour, and influenced by other items. Mass affects movement speed, sinking/swimming, use of hookshot, resistance to knockback, and so on.
(Mass 0 is a light as a feather, while Mass 6+ sinks like a stone.)
Each weapon has a specific increment of damage - i.e. a typical sword might deal 1/2 heart per increment, while an Iron Knuckle's axe would deal 2 hearts per increment. When attacking, the number of successes you achieve over your opponent determines how many increments of damage you deal to them. Each point in Power adds 1/4 heart to the total damage dealt by your attacks. Shields add to one's dice while defending, and Armour reduces the base damage increment of an enemy's attack.
A character's maximum starting heart meter is 2 + Physical, and their starting magic meter is Mental + Magic.
Character Generation
Choose a Race: Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Rito, Sheikah or Zora. You can also choose to move one point of Mass to Movement or vice versa.
Set your Virtues: "Courage," "Power," and "Wisdom." Each starts at 1, and players may allocate an additional 4 virtue points among them. No virtue may be higher than 4 at character creation, but may go beyond that later with character advancement.
Set your Attributes: "Mental," "Physical" and "Spiritual." Each starts at 1, and players may allocate an additional 4 attribute points among them. No attribute may be higher than 4 at character creation, but may go beyond that later with character advancement.
Skill | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|---|
Cost | 0 | 1 | 1 | 2 | 2 | 3 | 3 |
Total | 0 | 1 | 2 | 4 | 6 | 9 | 12 |
Acquire Skills: Characters normally start with no skills (that is, all skills at rank 0). Players have 6 skill-points to purchase skills. A new skill costs 1 for rank 1, with the cost increasing by 1 at every odd-numbered rank. See the chart at right for the cost to advance a skill from the previous rank, and the total cost from rank 0. Skills may not be higher than rank 3 at character creation, and all skills have a maximum rank of 6.
Buy Abilities and Techniques: Characters start with a base pool of points for learning techniques. The exact number of points available has not yet been determined, as techniques are as yet still only in the early brainstorming stages.
Races
Deku Scrub: Deku Scrubs are capable of spending an action producing a deku nut to fire as a ranged 5 with a 1/4 Damage increment, as well as fire any item small enough to fit in their mouths. Deku Scrubs take +1 Damage from all Fire-based sources.
2 Mass, 8 Movement.
Gerudo: Gerudo can treat weapons as shields for the purposes of Shield Defence and |Shield| techniques. Gerudo benefit from an additional kept die on acrobatic and athletic rolls (so while a Zora PC might roll 4k2, a Gerudo PC with identical stats would roll 4k3). Gerudo take +1 Damage from Heavy-class weapons (such as the Megaton Hammer or Ball and Chain).
4 Mass, 6 Movement.
Goron: Gorons can spend a turn to assume a rolled-up form. In this form, the Goron gets a shield bonus and may move his Mass + 5 (typically 11) in a fairly straight line, damaging creatures and objects in his path. Goron take +1 Damage from Water-based sources.
6 Mass, 4 Movement.
Hylian: +1 to a Virtue of their choice (cannot exceed the character creation maximum).
4 Mass, 6 Movement.
Kokiri: Kokiri are able to suss out enemy weak spots and obtain hints about how to solve puzzles with an appropriate roll via their Faerie Guide. Kokiri take an extra point of damage from all non-Magic sources.
3 Mass, 7 Movement.
Rito: Rito can fly without using magic. Flight mechanics under development.
3 Mass, 7 Movement.
Sheikah: Sheikah can use |Brawl| techniques with thrown weapons. (In melee range, of course, hidden weapons and such)
Gain an extra keep with Stealth and Acrobatics rolls. Sheikah take +1 damage from Light based sources (If there is such)
4 Mass, 6 Movement
Zora: Zora can breathe and speak underwater, and can move freely in water without needing to make any checks provided there aren't any particularly strong currents or turbulence. Zora forearm fins count as natural Blade weapons with 1/2 damage increments. Zora take +1 damage from Ice-based sources.
4 Mass, 6 Movement.
Stats
While certain Virtue/Attribute combinations go better together than others, there's at least some application for each Virtue in the Physical, Mental, and Spiritual arenas.
- Physical Power
Physical Power governs feats requiring great bodily strength. Examples: |Heavy| weapons, wrestling a Goron, moving heavy boulders.
- Mental Power
Mental Power is used for solving conundrums, and governs the use of offensive magic, damaging or debilitating. Examples: doing complex math in one's head, Fire Rod, Bombos Medallion, Thunder Spell, Din's Fire.
- Spiritual Power
A high Spiritual Power means an imposing presence, and an aptitude for the more forceful forms of social influence. Examples: intimidation, silencing fools, being a Commissar, "fear me! but follow"
- Physical Wisdom
Finesse, stealth, control, and that sort of tricky stuff. Examples: the Sheikah, |Ranged|, balance, grappling.
- Mental Wisdom
Knowledge and understanding of lore, as well as defensive magic. Examples: useful information about an unfamiliar item or village, recalling details about something seen only once, Nayru's Love, Reflect Spell.
- Spiritual Wisdom
Spiritual Wisdom gives an understanding of subtle forces, including the ebb and flow of social exchanges. It governs social graces and logical rhetoric; a character with high Spiritual Wisdom is not only capable of making well-reasoned arguments, but also of noticing and working with the subtle cues indicating a person's disposition. Examples: sense motive, spot hidden, haggling for prices, diplomacy checks.
- Physical Courage
Physical Courage governs the use of most |melee|, as well as other feats of adventurous derring-do. Examples: taming a wild stallion, swimming in rough waters, climbing a cliff.
- Mental Courage
Mental Courage governs tenacity, resolve, and... well, courage. It also governs the use of magic for travel and utility. Examples: resisting a ReDead's cry, going without rest for long periods of time, "I shall not fear; fear is the mind-killer," not getting lost in the wilderness, Farore's Wind.
- Spiritual Courage
Spiritual Courage primarily governs your ability to inspire, so people will trust and like you. Spiritual Courage has a big impact on first impressions, and tends to have an attractive influence -- not just with people, but with flighty magical beings like fairies. Examples: leadership, improving the general disposition of NPCs, performing with |Instruments|.
Skills
Here's what we have for skills so far. As you can see, most are related to item use, in keeping with the theme of the video games. The list is currently open to expansion as needed.
Every odd-numbered rank in a skill adds one die to your rolled pool for checks related to the skill, and every even-numbered rank adds one to your kept total. Skill ranks are the main factor in technique prerequisites.
Skills for social interaction and most physical feats such as climbing, riding, and so forth will probably not be necessary, since they can be resolved simply through the Attributes and Virtues alone; however, this point is still being debated, particularly with regard to the social skills.
Item Skills
- |Shield| (Physical Courage) - Mirror Shield, Hylian Shield, Kokiri Shield, etc.
- |Heavy| (Physical Power) - Ball and Chain, Biggoron Sword, Skull Hammer, etc.
- |Melee| (Physical Power/Wisdom/Courage) - Sword, Club, Ace etc.
- |Ranged| (Physical Power/Wisdom/Courage) - Bows, Crossbows, and thrown weapons.
- |Tool| (Physical Power/Wisdom/Courage) - Hookshot, Boomerang, Grappling Hook, Spinner, etc.
- |Instrument| (Spiritual Power{?}/Wisdom/Courage) - Ocarina, Flute, Pipes, Drums, etc.
- |Magic| (Mental Power/Wisdom/Courage) - The spells from Ocarina of Time, the medallions from A Link to the Past, the magical functions of Cane of Somaria, Fire Rod, Cane of Byrna, etc. (remember: each spell is an inventory item to be used)
Creation Skills
- |Alchemy| (Mental Wisdom) - Combining various liquids and powders to concoct and administer medicines and explosives [Potion Brewing, Bomb Crafting, etc.]
Non-Item Skills
- |Acrobatics| (Physical Wisdom/Courage) - Can be used instead of |Shield| for defence and also covers wall-running, back-flipping, long-jumping, etc. For the more nimble, Sheik-like among us.
- |Stealth| (Physical Wisdom) - This should be pretty self-explanatory. Hiding, sneaking, all that jazz.
- |Sway| (Spiritual Power/Wisdom/Courage) - How much influence your character has in social situations and how much he's able to sway others' emotions or ideas.
Techniques
Techniques are purchased with XP. Most will have a prerequisite of a certain number of ranks in a relevant skill, and some may have Attribute and/or Virtue requirements as well.
Racial Techniques
Deku Bubble
- Requirements: Deku Scrub
- XP Cost: ?
This Deku may spend a number of actions to fire one bubble with the Stun property from his "nose" at a single target. For each action spent, the Deku spends 1 magic point and adds 1/4 heart to the damage increment and 10 metres to the range (I'd probably cap this at its Power, but uncapped is funnier).
Goron Spikes
- Requirements: Goron
- XP Cost: ?
Goron may spend 1 turn in rolled-up form to generate magical Spikes with a 1/2 Damage increment; each turn this is active, the Goron spends X Magic Meter. If the Goron leaves the ball form or comes to a stop, they must spend an additional turn to "regrow" them.
Fin Shot
- Requirements: Zora
- XP Cost: ?
This technique allows the Zora to use their natural Blade weapons as Ranged-type weapons (launched fins).
Lightning Shield
- Requirements: Zora
- XP Cost: ?
This Zora may, as an attack action, exude an aura that hits every creature within 1 meter for 1/2 heart of electrical damage. This costs 2 points of magic to use. This ability may only be used underwater (Damage and underwater restriction should be examined).
Weapon Techniques
Quick Spin
- Requirements: |Melee| 2
- XP Cost: ?
This person has discovered how to perform a non-magical spin attack with any Courage-based melee weapon (not a tool). As a single action, the character may attack all creatures within 1 meter (excluding those above or below him). His dice pool is reduced by half for this attack, rounded down to a minimum of 1 (example: a pool of 8k5 is reduced to 4k2)(This could be the basis of all spin attacks, with the magic spin keeping a full dice pool and the Great Spin doubling the range for twice the magic, as well as taking both actions to perform).
Dual Wield
- Requirements: |Melee| 3, |Acrobatics| 1
- XP Cost: ?
Two blades are better than one. While wielding two |Melee| weapons you get +1 to your dice pool for all Defense rolls against any attacker wielding only one weapon, as well as +1 to your dice pool for Attack rolls against targets wielding one weapon who do not have a shield. You may use both actions to attack without penalty (this is where I suggest a penalty for using both of your actions to attack in one turn), but doing so causes you to lose all dice pool bonuses granted by Dual Wield until the beginning of your next turn. Gerudo may learn this technique even if they do not meet the skill requirements.
Shield Techniques
Shield Attack
- Requirements: ?
- XP Cost: ?
As a single action this person is able to throw his shield forward striking an enemy, knocking them back and forcing them to lower their shield.
Shield Bash
- Requirements: ?
- XP Cost: ?S
As a single action this person may throw his shield forward at his targets head. If the target has his shield up then he is knocked back and forced to lower his shield, otherwise he loses one action on his next turn.
Shield Slam
- Requirements: ?
- XP Cost: ?
As a double action this person may, from a static standing position, put all of his weight into his shield shield slamming it into an enemy knocking them down and back.
Charge
- Requirements: ?
- XP Cost: ?
As a doubel action this person may charge, running at full speed with his shield in straight path knocking everybody down and away until he has finished moving or fails to push one aside.
Shield Throw
- Requirements: ?
- XP Cost: ?
This person may throw his shield as a ranged physical power attack.
Guard and Attack
- Requirements: ?
- XP Cost: ?
As a free action this person may raise his shield whenever he could make another action.
Brainstorming section:
Minish Cap's Tiger Scroll techniques: Spin Attack, Sword Beam, Dash Attack, Peril Beam, Rock Breaker, Roll Attack, Down Thrust, Great Spin Attack.
Twilight Princess's Hidden Skills: Ending Blow, Shield Attack, Back Slice, Helm Splitter, Mortal Draw, Jump Strike, Great Spin.
/tg/ Ideas: Chu Chu Refiner, Magic Infuser.
Character Advancement
Virtue: 7 × Next Level XP.
Attribute: 4 × Next Level XP.
Skill: as noted above in the Character Generation section.
Technique: as dictated by the Technique.
Pieces of Heart and Heart Containers can't be bought with XP, but instead are a reward for defeating bosses, solving difficult puzzles, etc.
Combat
Combat is turn-based, with an initiative count determined at the start of the scene by an unopposed Physical Courage check with a success threshold of 4. Whoever gets the most successes goes first, with ties resolved by who has the highest Courage score. If there's still a tie, it is resolved by an opposed Physical Courage check (if a two-way tie) or another unopposed check (for a tie between 3 or more characters).
Each turn, you get 2 actions. Each action can be used to attack, defend, move, or use an item. Heavy weapons require use of an action to recover from a swing.
For each attack, the attacker rolls dice equal to their ranks in Physical plus any dice contributed by skill ranks in their chosen weapon, and keeps a number of dice equal to their relevant Virtue (plus any kept dice contributed by relevant skill ranks). The attacker compares his kept dice to those of the defender according to the linear comparison method explained above and deals one increment of damage for every success, with ties counting as a success for the defender. The damage increment is defined by the weapon -- a knife might have a damage increment of only 1/4 heart, while an Iron Knuckle's humongous axe might have an increment of 2 hearts.
The defender's roll depends on whether he or she is defending passively or actively. Passive defence is the most general case. The defender rolls Physical and keeps Wisdom. Unopposed dice in a passive defence roll have no impact on combat. Taking an action to defend lets you use active defence against a single attack from a specified opponent. This lets you use a Shield or Acrobatics skill check (your choice) in place of the normal passive defence roll. Not only does this improve your chances of beating the attacker's rolls, but it also lets you deduct one increment of damage for every unopposed success on your defensive roll.
Armour reduces the damage increment of any weapon used against the wearer by a fixed margin, but (except for the absolute best-of-the-best armours) can never reduce a weapon's damage increment to less than 1/4 heart. For instance, if you were wearing armour with an armour rating of 2, a weapon that normally deals damage increments of 1 1/2 heart would instead deal damage in 1 heart increments, and a weapon with a base damage increment of 1 heart would be reduced to 1/2 heart. Each point of armour rating reduces the damage increment by 1/4 heart. However, this same armour would only reduce a 1/2 heart damage increment to 1/4, and would have no effect on weapons with a 1/4 heart damage increment.
Character Sheets
-
The landscape format is reminiscent of the video games' menu screens and HUD.
-
A prettied-up version of the landscape format.
-
A portrait-layout version, for those who'd prefer a more traditional character sheet.
GM Resources
External Links
- Probability tables for the roll & keep dice system: http://tinyurl.com/LoZ-Dice
- First thread: http://suptg.thisisnotatrueending.com/archive/14975165
- Second thread: http://suptg.thisisnotatrueending.com/archive/15007189
- Third thread: http://suptg.thisisnotatrueending.com/archive/15015368
- Fourth thread: http://suptg.thisisnotatrueending.com/archive/15029972
- Fifth thread: http://suptg.thisisnotatrueending.com/archive/15051875
- Sixth thread: http://suptg.thisisnotatrueending.com/archive/15069694/
- Seventh (current) thread: http://boards.4chan.org/tg/res/15091730
- Source of info: http://www.zeldawiki.org/Main_Page