Post by laughingman on Dec 20, 2005 2:09:02 GMT -5
The WFCS system is essentially similar to D20 in alot of aspects, but with a few D20 issues ironed out.
D20 Problem 1: You can get hit 500 times with a great ax and not die.
D20 Problem 2: The randomness gap is too big. Using a skill or talent in real life does not yeild signifigantly varying results.
D20 Problem 3: Characters start out really weak and become outrageously strong. A Barbarian can flee from children tossing rocks one day, to butchering a city the next.
D20 Problem 4: Classes are inflexible. It is impossible to play a wizard and be good at using a sword at the same time. If you want to be good at using a sword and be a wizard, your power is signifigantly impared.
D20 Problem 5: One cannot block incoming attacks, only your armor helps you.
WFCS solves these problems by doing the following:
1) A roll is: Skill + relevant attribute worth of D6s. E.G. Bob is using the computer, he adds his intelligence to his comp use skill and get 8. He then rolls 8 six sided dice and adds up the total number of dice that rolled above a three, those are the successes. The number of successes is compared to the difficulty of what he is trying to do. So if he got 4 successes and the difficulty was 3 he succeded, if it was 5 he failed. This system allows for a farily consistent number of successes without totally iliminating randomness.
2) Introducing a realistic HP system. All characters have 10HP+ (End-4). Whenever damage is taken characters roll their body save, and for each success reduces damage taken by 1. The HP is devided into thirds, and for each third a Char looses, he get penalties to rolls (its difficult to shoot back once youve been hit). Note: an average gun does 6 damage.
3) Realistic combat system. When rolling too attack, a charater adds his skill with the wepon to the attribute Ajl. A defending char also rolls his wepon skill and Ajl. If the agressor succedes, he hits the defendent, and gets one additional point of damage for each sucess he surpasses the defendents sucesses. If the defender succedes in blocking, he isnt hit, and gets one bonus dice to his next attack, per success which his defencive roll surpassed (representing throwing the agressor off balance or taking advantage of an uninteded gap).
4) Charater creation and advancement is similar to that of Elder Scrolls. You pick what you want with absolutely no restrictions, and you get better at things only by use (albeit slowly).
Average combat sequence in medival WFCS:
Thurak: I hit the elf with my great ax. 8 successes (Rolls 14 dice)
Anolus: I defend with 10 successes (rolls 18 (elves have high ajl) dice)
Anolus: I attack. 10 successes (rolls 18 dice plus 2 bonus from last turn)
Thurak: 5 defence successes
DM: Thurak you take 13 damage (4 from wepon, 5 from success differnce, 4 from Anolus`s strength)
Thurak: 8 successes to absorb (rolles 17 soak dice) take 5 damage (currently at 2/3 HP)
Thruak: I attack ohh! 10 successes!
Anolus: Crap 8 defence.
DM: Anolus you take 16 damage (6 from the ax, 8 from Thurak`s strength, 2 from sucess difference)
Anolus: I get 2 sucesses to soak.
DM: Thorak, your ax has just smashed the stinky elf.
As you can see, Anolus has a generative advantage. The longer Combat goes on, the better Anolus is, he doesnt deal enough damage to outright kill opponents, but he typically hits them, and deals enough to weaken them, and his successes almost always stack. Thorak on the other hand, relies on beefyness and a lucky strike to slay his opponents in one hit.
WFCS Sin City combat example:
Bob: I shoot Jeff in the back with my Desert Eagle. 5 successes (the skill with a pistol is 7, plus ajility of four equals 11 dice)
Jeff: WTF!?! we`re supposed to be on the same team?!
Bob: I know, but I`m psychotic.
DM: Jeff, you dont get your ajility to doge since you werent expecting it, roll to soak 13 points of damage (8 eagle damage, plus 5 successes)
Jeff: God dammit I new I shouldnt have played a normal person, 3 successes.
DM: Bob, you just splattered Jeff`s lungs across the bartable.
As you can see, WFCS for guns is much more volitile. The rules are a little tweaked from the WFCS medivle but its still similar.
D20 Problem 1: You can get hit 500 times with a great ax and not die.
D20 Problem 2: The randomness gap is too big. Using a skill or talent in real life does not yeild signifigantly varying results.
D20 Problem 3: Characters start out really weak and become outrageously strong. A Barbarian can flee from children tossing rocks one day, to butchering a city the next.
D20 Problem 4: Classes are inflexible. It is impossible to play a wizard and be good at using a sword at the same time. If you want to be good at using a sword and be a wizard, your power is signifigantly impared.
D20 Problem 5: One cannot block incoming attacks, only your armor helps you.
WFCS solves these problems by doing the following:
1) A roll is: Skill + relevant attribute worth of D6s. E.G. Bob is using the computer, he adds his intelligence to his comp use skill and get 8. He then rolls 8 six sided dice and adds up the total number of dice that rolled above a three, those are the successes. The number of successes is compared to the difficulty of what he is trying to do. So if he got 4 successes and the difficulty was 3 he succeded, if it was 5 he failed. This system allows for a farily consistent number of successes without totally iliminating randomness.
2) Introducing a realistic HP system. All characters have 10HP+ (End-4). Whenever damage is taken characters roll their body save, and for each success reduces damage taken by 1. The HP is devided into thirds, and for each third a Char looses, he get penalties to rolls (its difficult to shoot back once youve been hit). Note: an average gun does 6 damage.
3) Realistic combat system. When rolling too attack, a charater adds his skill with the wepon to the attribute Ajl. A defending char also rolls his wepon skill and Ajl. If the agressor succedes, he hits the defendent, and gets one additional point of damage for each sucess he surpasses the defendents sucesses. If the defender succedes in blocking, he isnt hit, and gets one bonus dice to his next attack, per success which his defencive roll surpassed (representing throwing the agressor off balance or taking advantage of an uninteded gap).
4) Charater creation and advancement is similar to that of Elder Scrolls. You pick what you want with absolutely no restrictions, and you get better at things only by use (albeit slowly).
Average combat sequence in medival WFCS:
Thurak: I hit the elf with my great ax. 8 successes (Rolls 14 dice)
Anolus: I defend with 10 successes (rolls 18 (elves have high ajl) dice)
Anolus: I attack. 10 successes (rolls 18 dice plus 2 bonus from last turn)
Thurak: 5 defence successes
DM: Thurak you take 13 damage (4 from wepon, 5 from success differnce, 4 from Anolus`s strength)
Thurak: 8 successes to absorb (rolles 17 soak dice) take 5 damage (currently at 2/3 HP)
Thruak: I attack ohh! 10 successes!
Anolus: Crap 8 defence.
DM: Anolus you take 16 damage (6 from the ax, 8 from Thurak`s strength, 2 from sucess difference)
Anolus: I get 2 sucesses to soak.
DM: Thorak, your ax has just smashed the stinky elf.
As you can see, Anolus has a generative advantage. The longer Combat goes on, the better Anolus is, he doesnt deal enough damage to outright kill opponents, but he typically hits them, and deals enough to weaken them, and his successes almost always stack. Thorak on the other hand, relies on beefyness and a lucky strike to slay his opponents in one hit.
WFCS Sin City combat example:
Bob: I shoot Jeff in the back with my Desert Eagle. 5 successes (the skill with a pistol is 7, plus ajility of four equals 11 dice)
Jeff: WTF!?! we`re supposed to be on the same team?!
Bob: I know, but I`m psychotic.
DM: Jeff, you dont get your ajility to doge since you werent expecting it, roll to soak 13 points of damage (8 eagle damage, plus 5 successes)
Jeff: God dammit I new I shouldnt have played a normal person, 3 successes.
DM: Bob, you just splattered Jeff`s lungs across the bartable.
As you can see, WFCS for guns is much more volitile. The rules are a little tweaked from the WFCS medivle but its still similar.