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And these were things that were ''not'' goals of the design process.
And these were things that were ''not'' goals of the design process.
* No regard was given to simulating live action FanWar.
* No regard was given to simulating {{LARP}}.
* No regard was given to replicating the precise balance of live action FanWar. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around ''player characters''.
* No regard was given to replicating the precise balance of {{LARP}}. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around ''player characters''.
* The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.
* The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.


=== How to Use This Wiki ===
=== How to Use This Wiki ===


This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being [[Frozen]] works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like [https://2e.aonprd.com/PlayersGuide.aspx Archives of Nethys].
This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being {{L|Condition|Frozen]}} works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like [https://2e.aonprd.com/PlayersGuide.aspx Archives of Nethys].
=== One Last Note ===
=== One Last Note ===
While designing this system, I've typically leaned on the ''more experimental'' side. Not everything I've come up with will work out. I've flagged mechanics I'm particularly unsure about. Feedback (preferably after playtesting) would be very much appreciated.
While designing this system, I've typically leaned on the ''more experimental'' side. Not everything I've come up with will work out. I've flagged mechanics I'm particularly unsure about. Feedback (preferably after playtesting) would be very much appreciated.
== Character Stats ==
=== HP and Mana ===
{{:Hit Points and Mana Points}}
=== Strength ===
{{:Strength}}
=== Intelligence ===
{{:Intelligence}}
=== Fastness ===
{{:Fastness}}
== Combat ==
=== Turns ===
{{:Turns}}
=== Attacking ===
{{:Attack|{{=}}{{=}}{{=}}{{=}}}}
=== Blocking ===
{{:Block}}
=== Healing ===
{{:Heal}}
=== Spells ===
Many spells that don't cost mana in live action FanWar, cost mana now.
=== Deliveries ===
==== AV0 ====
{{:AV0}}
==== UB ====
{{:UB}}
==== Spell Stones ====
{{:Spell Stones}}
===== Balls =====
{{:Balls}}
===== Rays =====
{{:Rays}}
==== Touches ====
{{:Touches}}
==== Auras ====
{{:Auras}}
=== Damage ===
{{:Damage}}
==== Boosted Damage ====
{{:Boosted Damage}}
==== Deboosted Damage ====
{{:Deboosted Damage}}
== Trades and Crafts ==
=== Crafts ===
{{:Crafts}}
=== Fluencies ===
{{:Fluencies}}
== Leveling Up ==
{{RankTable|ranks=3}}
== Equipment ==
=== Wielding Items ===
{{:Wield}}
=== Presence ===
{{:Presence}}
==== Attunement ====
{{:Attunement}}
==== Deattunement ====
{{:Deattunement}}
== Equipment Statistics ==
=== Weapons ===
Unlike in live action FanWar, different weapons deal different amounts of damage. They also now have well-defined weights which a GM is free to make characters keep track of if they see fit.
{{:Weapons Table}}
=== Armor ===
{{System}} has no concept of Armor Zones. Instead, all types of armor are assigned a straightforward boost to a character's [[Armor Class]] (AC).
{{Note|Trying to have an "elegant" system that replicated the zones of live action FanWar ended up being too computationally arduous (and also not useful, since zones were ''already'' a simulation). All the other mechanics that connect to zones ([[AV0]], [[Martial Arts]], [[Vitals]], [[Unbreachability]], etc.) have been reworked into this simpler system.}}
{{:Armor Table}}
=== Shields ===
Shields offer large [[Block Bonus]]es but cannot be used to [[Attack]]. They often have large [[Hit Penalty|Hit Penalties]] and may have other flaws.
{{:Shields Table}}
== Journeyman Abilities ==
=== First Aid ===
{{:First Aid}}
=== Carry ===
{{:Carry}}
== Resting ==
=== Short Rests ===
{{:Short Rest}}
=== Long Rests ===
{{:Long Rest}}
== Baddie Mechanics ==

Revision as of 10:04, 24 January 2025

Introduction

This wiki documents a system for converting Teriock FanWar LARP to an online system.

Find Stuff

Rules

Desiderata

These were the main principles that influenced the design of the system.

  • Be built first and foremost for online and tabletop gameplay.
  • Keep consistent keywords with live action FanWar so as to make system conversion smooth.
  • It should also be possible to convert from this system back to live action for when Teriock officially returns to Chris.
  • Be built for small parties with long adventuring days (D&D or Pathfinder style, not live action MMO style).
  • Mechanics (especially combat mechanics) should be "crisp" and well defined.
  • There should be a robust (if simple) system for non-combat mechanics as well.
  • Resource management should matter.
  • Combat should be dynamic, interesting, and not entirely predictable.
  • For now, I've retained the "junior league" rank system and added some items at intermediate levels. This is for conversion and playtest purposes. However, leveling up will not operate on a "set" or "three hour" basis. It will be more milestone style (up to GM discretion). I've added additional level up bonuses between ranks to accommodate for this.
  • It'd be nice if the classes are balanced.

And these were things that were not goals of the design process.

  • No regard was given to simulating live action FanWar.
  • No regard was given to replicating the precise balance of live action FanWar. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around player characters.
  • The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.

How to Use This Wiki

This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being [[:Condition:Frozen]|frozen]]] works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like Archives of Nethys.

One Last Note

While designing this system, I've typically leaned on the more experimental side. Not everything I've come up with will work out. I've flagged mechanics I'm particularly unsure about. Feedback (preferably after playtesting) would be very much appreciated.