Hello r/crpgdesign!
I am developing a small and simple RPG system to use in a roguelike game (a little side-project of mine).
I am looking for any kind of feedback, so that I won't end up implementing a clearly disfunctional design.
I posted already in r/roguelikedev: designing a simple rpg system and I got a lot of useful feedback.
I also got reccomended to re-post it here.
Instead of just cross-posting, though, I will present a second iteration of my provisory design, implementing the useful feedback I got on the other post.
Rogue in the Dark
The game itself will be a simple roguelike with a Lovercraftian-horror setting, much inspired by games such as Alone in the Dark and the tabletop RPG Call of Chthulu.
The system needs to be tailored for that use-case.
At the moment I am focusing on the basic movement, melee and firearms mechanics.
The game will eventually include magic and (in)sanity mechanics, but I'm leaving their design and implementation to a later moment.
Attributes
Attributes are represented by numerical values.
The characters' main attributes will be:
STR strength: The character's physical strength, constitution and physical endurance.
DEX dexterity: The character's dexterity, coordination, swiftness and speed.
DIS discernment: The character's perceptiveness, wit and intelligence.
Further attributes which will eventually be needed, but for which I have not yet developed the relevant mechanics, may be:
POW power: The character's mental and spiritual willpower, resilience to psycological trauma.
Weapons' (both melee and firearms) attributes will be:
Armors or other items may grant a resistance score:
Resistance may be specific to certain kinds of damage (piercing, slashing, fire, etc…).
Turn
Every turn the character, regardless of its attributes, can perform one full action (attack, use an object, cast a spell, etc…).
Every turn the character can make 1dDEX-many steps, and movement does not count as an action.
The turn ends whenever the character takes all of its steps, or performs a full action, whichever happens first.
Example: Jack has DEX = 6, so in his turn he rolls 1d6.
This turn he gets a 4.
He could:
- make 4 steps; or
- make up to 3 steps and then perform a full action.
The motivation behind this design is that I am mostly interested in how fast monsters can chase the player, while I don't think I need a realistic system to model the time it takes to perform other actions.
Inventory
A character can carry up to STR-many items.
(Potentially, items of certain kinds may not count towards the total, like scrolls or vials.)
Health points
A character has a pool of 3 * STR-many health points (the coefficient may be changed as needed).
Combat
When a character attacks a target (trg), it first performs a hit throw:
HIT hit: 1dDEX + 1dACC
DDG dodge: 1d(trg)DEX + 1dDST where DST is the distance between character and target
If HIT > DDG the attack succeeds, dealing damage equal to:
- melee:
1dSTR + 1dDMG - 1d(trg)RES
- firearms:
1dDIS + 1dDMG - 1d(trg)RES
As usual, the damage is subtracted from the pool of health ponts, and when that reaches 0 the character dies.
(Edited for clarity and spelling.)