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Revision as of 07:31, 18 December 2024 by Gpe (talk | contribs) (→‎Weapons)

Introduction

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

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 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.

HP and Mana

Hit Points and Mana Points

Strength and Intelligence

Strength

Strength

Intelligence

Intelligence

Trades and Crafts

Crafts

Crafts

Fluencies

Fluencies

Leveling Up

Bonuses By Level
Rank Level Warrior Semi Mage Proficiency Bonus Fluency Bonus Presence Tier
0 1 Basic abilities +0 +0 1
2 Proficiency in basic abilities
3 New tradecraft or tradecraft fluency
4 +1 presence tier 2
5 +6 HP (1d10) / +6 MP (1d10)

1 6 Class abilities and proficiency in them
7 +1 proficiency bonus / +1 fluency bonus +1 +2
8 New tradecraft or tradecraft fluency
9 +1 presence tier 3
10 +7 HP (1d12) / +5 MP (1d8) +6 HP (1d10) / +6 MP (1d10) +5 HP (1d8) / +7 MP (1d12)
2 11 Class abilities and proficiency in them
12 +1 fluency bonus +3
13 New tradecraft or tradecraft fluency
14 +1 presence tier 4
15 +7 HP (1d12) / +5 MP (1d8) +6 HP (1d10) / +6 MP (1d10) +5 HP (1d8) / +7 MP (1d12)
3 16 Class abilities and proficiency in them
17 +1 proficiency bonus / +1 fluency bonus +2 +4
18 New tradecraft or tradecraft fluency
19 +1 presence tier 5
20 +7 HP (1d12) / +5 MP (1d8) +6 HP (1d10) / +6 MP (1d10) +5 HP (1d8) / +7 MP (1d12)

Turns

Turns

Dice

Damage

Damage

Boosted Damage

Boosted Damage

Deboosted Damage

Deboosted Damage

Equipment

Presence

Presence

Attunement

Attunement

Deattunement

Deattunement

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

Armor

Armor

Shields

Shields

Spell Turning

  • Spell Turning Shields: Something that allows you to block ball, ray, touch, and tag spells with your shield. UB?
  • Spell Turning Weapons: Something that allows you to block ball, ray, touch, and tag spells with your weapons. UB?

Helms

Healing

Heal

Attacks

Attack Deliveries

AV0

AV0

UB

I've done what I can to get rid of most UB attacks.

  • Vitals attacks
    • Roll with disadvantage?
    • Must crit?
    • Subtract five from your chance to hit?
    • Maybe vitals and limb attacks are all the same?
  • Normal attacks
    • These are normal

Spell Deliveries

Resistances

Journeyman Abilities

First Aid

First Aid

Carry

Carry

Baddie Mechanics