Roll a D20. Ya' die.
Posted August 27th, 2014 at 3:49 AM by Sonata
Pointless rambling, read if you want blah blah blah, real stuff is below.
Attack on Titan D&D. Yea.
This morning over breakfast I started writing up some just basic things for it. I have what part of the government you're in, if you're a titan, what your job is, your living conditions before and after joining the military, if you're a titan you roll to decide what class of titan you are, and then you have a pay scale for being in the military. Now obviously I had to make the game a little less dangerous than the anime and manga, so I added a few addition classes to the mix and I upgraded the defenses of the walls. So I'm just going to list what I have because I think that'd be simpler and what I could really use is some pointers on things like what kinds of pluses would be reasonable for different classifications of titans, a leveling system since it's just basic humans and then titans would be more of an aging process rather than leveling up, and anything else that really should go in. I co-gm the games that we're currently playing and usually I just do stuff off the top of my head so I'm not really the best at thinking of what it needs until someone actually brings it up.
------------------------------
Placement: roll d4
1- Titan
2- Garrison
3- Survey Corps
4- Military Police
------------------------------
Titan Types- roll d6
1- 3-5 meter
2- 10-15 meter
3- 30 meter
4- 50 meter
5- defiant (stacks, roll again)
6- Special (stacks, roll again)
------------------------------
Jobs- roll d6
1- Medic (doctor, may be on the field, pistol or saber use)
2- Infantry (Horseback or on foot, used as bait, pistol or saber use)
3- Mage (uses items and potions to gain effects, explosives use, potionmaking, herblore, etc.)
4- Alchemist (a weaker version of a FMA alchemist who has seen their door)
5- 3D Gear (someone who uses the 3D gear, 3D gear use)
6- Transformer (stacks, roll again, someone who can transform into a titan, roll for special titan type)
------------------------------
Pay Scale- based on job and placement, paid daily
1- 2 (starting Garrison pay)
2- 5 (transformer or 3D gear user garrison pay)
3- 10 (Survery corps starting pay)
4- 15 (Survey Corps 3D/Tran pay)
5- 50 (Military Police pay)
6- 65 (3D/Tran user MP pay)
7- 100 (upgrade)
8- 150 (upgrade)
9- 200 (upgrade)
10- 500 (upgrade)
------------------------------
Living Conditions- roll D6
1- Outside walls (you live outside the walls, starting place for all titans)
2- Inside wall Maria ( underground wall maria society or orphaned and hiding somewhere within wall maria)
3- Homeless (you are homeless, roll d4 to see which walls you're within)
4- Inside wall Rose (you live inside of wall Rose)
5- Inside wall Sina (you live inside of wall Sina, upgrade pay to level 5 if applicable)
6- Royal Palace (you live in the royal palace and are part of the royal family, upgrade pay to level 7)
------------------------------
Human stats: Starting cap is 15, basic human is 10 per stat rearrange to your liking, every 5 in a stat is a +1 to checks for that stat
HP: (how much life you have)
Strength: (how much you can lift and how hard you can hit)
Speed: (reflex and how fast you are)
Charisma: (charm, looks and speach)
Will: (ability to resist pain, death, mutations, etc.)
Intelligence: (how intelligent you are, used for reading, writing, deciphering, discerning things, etc.)
Dexterity: (hand eye co-ordination, control)
Perception: (sight and hearing)
------------------------------
Titan stats: Starting cap is based on your titan type, special titan stats explained later, defiant titans get +10 to will and are not counted towards allotted points but are counted towards cap, again every 5 is a +1 to checks
HP:
AC: (How thick your skin or armor is)
Strength:
Speed:
Will:
Intelligence:
Dexterity:
Perception:
3-5 meter titans: cap is 20, basic is 15 per stat rearrange as you see fit
10-15 meter titans: cap is 30, basic is 20 per stat rearrange as you see fit
30 meter titans: cap is 50, basic is 30 per stat rearrange as you see fit
50 meter titans: cap is 75, basic is 45 per stat rearrange as you see fit
------------------------------
Special Titans: List to be edited with more special titans
Armored titan: +50 to AC, cap for all other stats is 35, basic is 25 rearrange as you see fit
Colossal titan: 100 meter titan, cap is 150, basic is 60 per stat rearrange as you see fit
Sentient titan: +50 to intelligence, stats are based on your size (except for int)
Winged titan: Titan with wings, flies with 1/4 of your speed, can fly 3x your height, stats based on height
Rusher titan: +50 to speed, stats based on height
Tinker titan: +50 to dexterity, no bloodlust, intrigued by everything, ability to learn and build, stats based on height
Screecher titan: Makes screeching sounds that reach a high enough frequency to bust human and titan ear drums, screeches reach 2x your height in distance from you in all directions, stats are based on height
Healing titan: Heals quickly, flesh heals anything that ingests it instantly, specifically hunted by the military for medical purposes, stats based on height
Aphrodite titan: Calls titans to it and basically makes them its servants, stats are based on height, will decides if you successfully control or are killed, bad will means dead good will means you now have a small titan army
More titans later
------------------------------
Class items for humans- I have no idea. Bombs, 3D gear, swords, guns, hand cannons, wall cannons, whatever
------------------------------
Military armor- based on your rank and branch of military
Basic Garrison - hard leather armor, cotton and wool undercoating
Basic Survey Corps - Thermal underclothes, black latex suit with Survey Corps insignia
Military Police - Military Police dress code
Spoiler:
Attack on Titan D&D. Yea.
This morning over breakfast I started writing up some just basic things for it. I have what part of the government you're in, if you're a titan, what your job is, your living conditions before and after joining the military, if you're a titan you roll to decide what class of titan you are, and then you have a pay scale for being in the military. Now obviously I had to make the game a little less dangerous than the anime and manga, so I added a few addition classes to the mix and I upgraded the defenses of the walls. So I'm just going to list what I have because I think that'd be simpler and what I could really use is some pointers on things like what kinds of pluses would be reasonable for different classifications of titans, a leveling system since it's just basic humans and then titans would be more of an aging process rather than leveling up, and anything else that really should go in. I co-gm the games that we're currently playing and usually I just do stuff off the top of my head so I'm not really the best at thinking of what it needs until someone actually brings it up.
------------------------------
Placement: roll d4
1- Titan
2- Garrison
3- Survey Corps
4- Military Police
------------------------------
Titan Types- roll d6
1- 3-5 meter
2- 10-15 meter
3- 30 meter
4- 50 meter
5- defiant (stacks, roll again)
6- Special (stacks, roll again)
------------------------------
Jobs- roll d6
1- Medic (doctor, may be on the field, pistol or saber use)
2- Infantry (Horseback or on foot, used as bait, pistol or saber use)
3- Mage (uses items and potions to gain effects, explosives use, potionmaking, herblore, etc.)
4- Alchemist (a weaker version of a FMA alchemist who has seen their door)
5- 3D Gear (someone who uses the 3D gear, 3D gear use)
6- Transformer (stacks, roll again, someone who can transform into a titan, roll for special titan type)
------------------------------
Pay Scale- based on job and placement, paid daily
1- 2 (starting Garrison pay)
2- 5 (transformer or 3D gear user garrison pay)
3- 10 (Survery corps starting pay)
4- 15 (Survey Corps 3D/Tran pay)
5- 50 (Military Police pay)
6- 65 (3D/Tran user MP pay)
7- 100 (upgrade)
8- 150 (upgrade)
9- 200 (upgrade)
10- 500 (upgrade)
------------------------------
Living Conditions- roll D6
1- Outside walls (you live outside the walls, starting place for all titans)
2- Inside wall Maria ( underground wall maria society or orphaned and hiding somewhere within wall maria)
3- Homeless (you are homeless, roll d4 to see which walls you're within)
4- Inside wall Rose (you live inside of wall Rose)
5- Inside wall Sina (you live inside of wall Sina, upgrade pay to level 5 if applicable)
6- Royal Palace (you live in the royal palace and are part of the royal family, upgrade pay to level 7)
------------------------------
Human stats: Starting cap is 15, basic human is 10 per stat rearrange to your liking, every 5 in a stat is a +1 to checks for that stat
HP: (how much life you have)
Strength: (how much you can lift and how hard you can hit)
Speed: (reflex and how fast you are)
Charisma: (charm, looks and speach)
Will: (ability to resist pain, death, mutations, etc.)
Intelligence: (how intelligent you are, used for reading, writing, deciphering, discerning things, etc.)
Dexterity: (hand eye co-ordination, control)
Perception: (sight and hearing)
------------------------------
Titan stats: Starting cap is based on your titan type, special titan stats explained later, defiant titans get +10 to will and are not counted towards allotted points but are counted towards cap, again every 5 is a +1 to checks
HP:
AC: (How thick your skin or armor is)
Strength:
Speed:
Will:
Intelligence:
Dexterity:
Perception:
3-5 meter titans: cap is 20, basic is 15 per stat rearrange as you see fit
10-15 meter titans: cap is 30, basic is 20 per stat rearrange as you see fit
30 meter titans: cap is 50, basic is 30 per stat rearrange as you see fit
50 meter titans: cap is 75, basic is 45 per stat rearrange as you see fit
------------------------------
Special Titans: List to be edited with more special titans
Armored titan: +50 to AC, cap for all other stats is 35, basic is 25 rearrange as you see fit
Colossal titan: 100 meter titan, cap is 150, basic is 60 per stat rearrange as you see fit
Sentient titan: +50 to intelligence, stats are based on your size (except for int)
Winged titan: Titan with wings, flies with 1/4 of your speed, can fly 3x your height, stats based on height
Rusher titan: +50 to speed, stats based on height
Tinker titan: +50 to dexterity, no bloodlust, intrigued by everything, ability to learn and build, stats based on height
Screecher titan: Makes screeching sounds that reach a high enough frequency to bust human and titan ear drums, screeches reach 2x your height in distance from you in all directions, stats are based on height
Healing titan: Heals quickly, flesh heals anything that ingests it instantly, specifically hunted by the military for medical purposes, stats based on height
Aphrodite titan: Calls titans to it and basically makes them its servants, stats are based on height, will decides if you successfully control or are killed, bad will means dead good will means you now have a small titan army
More titans later
------------------------------
Class items for humans- I have no idea. Bombs, 3D gear, swords, guns, hand cannons, wall cannons, whatever
------------------------------
Military armor- based on your rank and branch of military
Basic Garrison - hard leather armor, cotton and wool undercoating
Basic Survey Corps - Thermal underclothes, black latex suit with Survey Corps insignia
Military Police - Military Police dress code
Total Comments 4
Comments
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Posted August 27th, 2014 at 3:58 AM by Oryx
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I actually like it better having more of the people split up from each other, because they're all kinda dicks to each other except for 3 or 4 of them because we're actually friends and everyone else just plays around. "Oh there's a titan and I have so and so next to me? I push them to the ground and take their equipment when they die." There's also a lot of people that play the games but don't really understand how you should play the game. The other games we're playing there is not a single party yet, everyone is on completely different planets from each other so it helps to get used to having to deal with 5+ storylines at once which is probably what will be dealt with here, and then co-gms help by taking on people's storylines and always gming them personally so I don't have to worry about them until later when a party does get formed.Posted August 27th, 2014 at 4:04 AM by Sonata
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I guess I did read that there were 15-20 people which does change things - most tabletop groups are 10 at the very max, some won't take on more than 6 or so.
I do think you should at least read character creation of established games though, even if you don't play them. There's a reason why these games are so popular, and a reason why things are done the way they are, and that would give you insight into what kind of game you want this to be. Call of Cthulhu has characters you can roll out in half an hour, which works well in a game full of oneshots where you die often and shouldn't get too attached to a character, just as an example.
The reason I brought this up is because of all the randomness in your character creation. People don't even get to decide if they want to be a titan, it's decided for them. This works well for a game where you will die often, because in general players will not feel attached to these characters; they didn't even get to choose backstory like where they live. Just looking at an official handbook for D&D or other tabletop character creation and asking "why did they do that?" would be a good start in assessing what kind of game you're creating and how each part of it would work. Why does D&D let you choose your race and class? Because it's generally long campaigns so you should actually like your character, not be stuck as a wizard if you hate having to rely on spell slots. Why does Call of Cthulhu make education 3d6+3 instead of 2d6+6 like intelligence? Because although the averages and min/max are nearly identical, the more dice you add to a roll the more likely it is to come out roughly average and education is too important a stat in CoC so the makers wanted to make it more even.
So what I'm trying to say is before you start deciding how someone is going to roll stats you need to decide what kind of game it is, how long each campaign will take, how invested you want people to be, how stats will apply to the actual game, etc. Starting with character creation before game mechanics creation is like a sport having plays but no field. How do you know that play will work if you don't even know how long the field is, or if the goal is to get the ball to the end of the field?
PS: HA I beat you PC, I knew it would give me a "blog comment is too short" error and erase everything so I copied it firstPosted August 27th, 2014 at 5:18 AM by Oryx
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I understand where you're coming from. I am having in game things where you can revert from a titan into a human as they have done in the manga/anime and probably will do more of in the future. And then there's also multiple ways for humans to become titans, one of the main reasons I have a will stat. And then say you're given the medic class and you don't really like being a medic, you do deal with it for a short time because this is what you were born to do like a destiny I might say, but you don't have to follow your destiny, you can go off and train yourself in other things. I plan to have all new characters start out in training camp so they can get some of their skills in their classes to lvl 1 instead of lvl 0, which would give them a +1d6 roll with their d20 roll or they can choose to train in something else. And then you can turn from a basic titan into a special titan or even into a human as I said earlier in this reply. And if people did want to make a backstory I would allow them to do that, however not completely because I wouldn't want someone saying they were born in the royal family, are a special deviant titan transformer alchemist who also has been trained in the use of 3D gear because that would just yea. I just think that allowing people customization in a game such as this would allow for people to become too op too quick because the world is so 'normal'. And I think that the campaigns will more or less be following next to the main storyline, game ends either when you die or when the main storyline ends, which it's still ongoing so who knows when exactly the game will end? Could go on until their entire world collapses around them even though every tries their best. I find calamity is the best end to any game, closure where nobody is successful. And for the most part everything will be d20 based and then the only other dice you would need is d6 for your skills leveling up and then percentiles for comprehension of things. Still trying to figure how I would want to do leveling though, in one of the games we have two separate leveling systems because nobody really agreed on either one so we're just running whichever each player wants. One way is percentiles; to level up a skill you have to first roll a 95-100 to level up to lvl 1, then 90-100 for level 2, 85-100 for level 3, so on and so forth but you can only roll 10 times a turn. Then the other way is with a d6; you pick a number on the d6 and roll it 40 times and to get to level 1 you have to get your number 8 times, then level 2 you roll it 32 times and you have to get your number 12 times and you add a d6 to your roll and choose a number combination so like you have to roll 12 12 times or 7 12 times, level 3 you roll it 26 times and you have to get your number 14 times and you add another d6 and pick a combination, and so on which is obviously the harder option, but your skill mastery is half the levels of what it would be for normal people so if mastery is 12 then you only need level 6. But honestly not sure what I want because I do like the d6 but it is harder and the game is already hard enough but I don't like the percentile and I don't want anything too easy because I don't want to make anything a cakewalk for players.Quote:I guess I did read that there were 15-20 people which does change things - most tabletop groups are 10 at the very max, some won't take on more than 6 or so.
I do think you should at least read character creation of established games though, even if you don't play them. There's a reason why these games are so popular, and a reason why things are done the way they are, and that would give you insight into what kind of game you want this to be. Call of Cthulhu has characters you can roll out in half an hour, which works well in a game full of oneshots where you die often and shouldn't get too attached to a character, just as an example.
The reason I brought this up is because of all the randomness in your character creation. People don't even get to decide if they want to be a titan, it's decided for them. This works well for a game where you will die often, because in general players will not feel attached to these characters; they didn't even get to choose backstory like where they live. Just looking at an official handbook for D&D or other tabletop character creation and asking "why did they do that?" would be a good start in assessing what kind of game you're creating and how each part of it would work. Why does D&D let you choose your race and class? Because it's generally long campaigns so you should actually like your character, not be stuck as a wizard if you hate having to rely on spell slots. Why does Call of Cthulhu make education 3d6+3 instead of 2d6+6 like intelligence? Because although the averages and min/max are nearly identical, the more dice you add to a roll the more likely it is to come out roughly average and education is too important a stat in CoC so the makers wanted to make it more even.
So what I'm trying to say is before you start deciding how someone is going to roll stats you need to decide what kind of game it is, how long each campaign will take, how invested you want people to be, how stats will apply to the actual game, etc. Starting with character creation before game mechanics creation is like a sport having plays but no field. How do you know that play will work if you don't even know how long the field is, or if the goal is to get the ball to the end of the field?
PS: HA I beat you PC, I knew it would give me a "blog comment is too short" error and erase everything so I copied it firstPosted August 27th, 2014 at 5:55 AM by Sonata




