Topic: RPG possibilities
Crappo...
All of this talk of RPG *stuff* has gotten me to thinking about the possibilities of using Clash of Swords, or something similar, for the basic game mechanics for an RPG.
So I thought I'd post some numbers to show you the "costs" of the various dice combinations I'm using in CoS.
The following table shows the "rank" of the 25 dice combinations I'm using for CoS.
Dice Multiplier Table
Dice Dice Multiplier (DieMult)
1d4 1.0
2d4 2.0
3d4 3.0
4d4 4.0
5d4 5.0
1d6 2.0
2d6 4.0
3d6 6.0
4d6 8.0
5d6 10.0
1d8 3.0
2d8 6.0
3d8 9.0
4d8 12.0
5d8 15.0
1d10 4.0
2d10 8.0
3d10 12.0
4d10 16.0
5d10 20.0
1d12 5.0
2d12 10.0
3d12 15.0
4d12 20.0
5d12 25.0
The dice multiplier (DieMult) is one of the multipliers used for calculating the point cost of a model in CoS. What the above data is showing is the relative worth of the various dice combinations.
For example, 2d6 has a DieMult value of 4.0, while 1d10 also has a value of 4.0. This indicates that, based on the mechanics I'm using, that those two combinations are very similar in worth.
As the majority of stats in CoS use this multiplier table, for RPG purposes these multipliers could probably could be used directly as points when building a character.
The stats using the table are: CC, RC, Armor, and Magic "Defense."
Spells are also assigned dice.
Currently Morale uses a different value, although these values are also ranked in a similar manner. All movement is in inches, which could also be directly converted to charatcer points.
I've put together the following table to help in model design.
# CC dice+++Weapon size+++CC die type+++Training/skill
1dx+++Dagger+++xd4+++Untrained AND limited skill
2dx+++Smaller weapons+++xd6+++Untrained OR limited skill
3dx+++Medium weapons+++xd8+++Average
4dx+++Large weapons+++xd10+++Trained OR skilled
5dx+++Giant weapons+++xd12+++Trained AND skilled
So the number in front of the die type can be thought of as representing the size or type of weapon a model has.
The die type (dx) represents the weapon skill, or CC skill, of a model.
Let's look at an average fighter type.
We'll assume a typical sword, with average training: so 3d8, or 9 points.
# Armor dice+++Armor type+++Armor dice+++Defensive skill
1dx+++None+++xd4+++Untrained AND limited skill
2dx+++Leather+++xd6+++Untrained OR limited skill
3dx+++Chainmail+++xd8+++Average
4dx+++Partial plate+++xd10+++Trained OR skilled
5dx+++Full plate+++xd12+++Trained AND skilled
The number in front of the die type can be thought of as representing the type of armor a model has, or how tough a model is. A shield will typically add one additional die to the armor dice.
The die type (dx) represents the defensive skill of the model.
So in getting back to our fighter, we'll assume leather armor with a shield: 2d8+1d8=3d8, or again 9 points.
In order to save time, I won't post the magic table, but we'll assume below average magic defense: so 2d6, or 4 points.
I'll leave out morale for now, as it's usually not used in RPGs.
For movement, we'll assume an average speed of 4 inches, which we'll assume translates directly to 4 points.
Wounds haven't been touched on yet, but they are also a direct multiplier for point costing. So I guess I'd convert them over directly as points.
We'll assume, for RPG purposes, that an average model has six wounds it can take before being killed. So we'll give our fighter the average number of wounds (6), or 6 points.
That completes the basic model, assuming no special abilities.
It looks like it costs 32 character build points.
However, it would be very easy to put a lower limit on a beginning character, so that one or two dice are used primarily used in the stat line.
Does this approach intrigue anyone?
Kevin