StolenMadWolf
locally escaped lab trans wolfess
- Location
- The soggy place called Britain
- Pronouns
- She/Her
Heya, I've been working on some artwork for a setting of mine that I call the ARCSverse, specifically Arcbots. The idea around this setting is that almost all humans have access to powerful 3D printers, allowing them to create powerful combat robots, these robots are essentially walking, talking 3D printers in their own right, and can produce their own weapons on the fly. These Adaptive and Regenative Combat Systems (ARCS), or simple Arcbots, have completely changed not only warfare, but society itself, as they are often custom built with their own unique weapons and builds.
Now, I've been unsure of how to extend this from my prexisting art work, and into a written/animated format. I wasn't sure if writing would help me (given my current difficulties in releasing a werewolf novel due to funds and concerns of getting a readerbase) nor do I have the skills to animate or create a show/game. But as it turns out, I could work on a tabletop/online roleplay featuring Arcbots.
So, I've started working on building a prototype combat system to use for the setting to use in online roleplay on Forums like SV and SB, as well as Discord, partly to see how well it could work, but also to help get a little bit more interest in Arcbots as a whole, or at least to test the waters. If not, at least it might make a fun RP featuring players battling each others own Arcbots in the form of competitive matches, including a little leaderboard. It could be expanded further from there.
The System Concept/Rough Ideas
A competitive tabletop/online RPG like this would need specific stats for an Arcbot and their individual weapons, with a specific point limit to prevent bots from becoming overpowered. The big problem that I have with most tabletop RPGs however is they are either too complicated, too long winded or worse, both, hence making them rather boring affairs for those who are used to computer games. The idea for the system is to be simple and fast enough to allow for quick, fun gameplay, but offering enough depth to still allow players to strategise in the middle of a fight.
Movement would be settled with at least one D6 dice, whilst combat rolls would be settled through the use of at least one D20 or D100. Modifiers would be kept at a maximum of 2-3. Second dice would only be allowed for either particularly fast characters, or with critical impacts. Some folks have suggested looking towards BattleTech, but I want to keep it simpler than that to help speed up the matches. Weapons could eventully be further defined through cards that players could make themselves.
Here are some early stat ideas:
Power – Physical Strength, used in melee combat.
Armour – Defensive Properties, used in resisting damage.
Motion – Speed Stat, used to define movement and evasive chances
Willpower – A stat used to define regeneration, use of criticals, overdrive, interventions and sometimes in resisting attacks or improving accuracy.
Defense – Exclusive to Shields, shows resistance to damage.
Fire Rate – Fire Rate of the Weapon, used in ranged combat to allow for multiple shots.
Range – Range of the Weapon, determines how far the target can be engaged from.
Accuracy – How accurate the weapon the weapon is, affected by target's motion.
Reload/Cooldown – Time needed before the weapon can fire again. Magazine based for kinetics/missiles, can be refreshed with energy.
Capacity – How many shots can be fired before the weapon needs reloading/cooling down
Critical Chance – Modifier to allow for critical hit.
In the case of the above, Arcbots and Weapons would have a small pool of simple stats, movement can make a target more evasive whilst terrain or holding ground could increase defense. A key part of the game would be players having a chance to jump the initative queue, taking a chance at being able to act before an opponent (say to throw off an attack or even strike first) or maybe strike at the same time. Another, third player could even intevene as well, provided they were within range. Overdrive would essentially offer a boost to all stats for a short time. Weapons can be swapped out on the fly, meaning generalist builds are often more useful than specialists.
Whilst early prototypes would just work on similar bots, there would be a combat circle featuring five different weight classes, Micro, Light, Medium, Heavy and Mega-Class Arcbots, they would have their own quirks and traits, such as higher evasion, higher defence or carring capacity, but they would have a strength against another bot class. Micros<Lights<Mediums<Heavies<Megas<Micros.
That's just some of the early basics, I've just been wanting to bounce some ideas in here, especially since I don't really know how stat-heavy RPGs really work, especially those dependent on dice rolls, as the Roleplays I've managed in the past are far more casual in scope.
Any initial thoughts?
Now, I've been unsure of how to extend this from my prexisting art work, and into a written/animated format. I wasn't sure if writing would help me (given my current difficulties in releasing a werewolf novel due to funds and concerns of getting a readerbase) nor do I have the skills to animate or create a show/game. But as it turns out, I could work on a tabletop/online roleplay featuring Arcbots.
So, I've started working on building a prototype combat system to use for the setting to use in online roleplay on Forums like SV and SB, as well as Discord, partly to see how well it could work, but also to help get a little bit more interest in Arcbots as a whole, or at least to test the waters. If not, at least it might make a fun RP featuring players battling each others own Arcbots in the form of competitive matches, including a little leaderboard. It could be expanded further from there.
The System Concept/Rough Ideas
A competitive tabletop/online RPG like this would need specific stats for an Arcbot and their individual weapons, with a specific point limit to prevent bots from becoming overpowered. The big problem that I have with most tabletop RPGs however is they are either too complicated, too long winded or worse, both, hence making them rather boring affairs for those who are used to computer games. The idea for the system is to be simple and fast enough to allow for quick, fun gameplay, but offering enough depth to still allow players to strategise in the middle of a fight.
Movement would be settled with at least one D6 dice, whilst combat rolls would be settled through the use of at least one D20 or D100. Modifiers would be kept at a maximum of 2-3. Second dice would only be allowed for either particularly fast characters, or with critical impacts. Some folks have suggested looking towards BattleTech, but I want to keep it simpler than that to help speed up the matches. Weapons could eventully be further defined through cards that players could make themselves.
Here are some early stat ideas:
Arcbot Stats
Endurance – Serves as health points, how many points that have to be removed before death.Power – Physical Strength, used in melee combat.
Armour – Defensive Properties, used in resisting damage.
Motion – Speed Stat, used to define movement and evasive chances
Willpower – A stat used to define regeneration, use of criticals, overdrive, interventions and sometimes in resisting attacks or improving accuracy.
Weapon Stats
Damage – Power of the Weapon, used in ranged combat on it's own, or amplified with physical strength with melee weapons. Can be resisted by Armour.Defense – Exclusive to Shields, shows resistance to damage.
Fire Rate – Fire Rate of the Weapon, used in ranged combat to allow for multiple shots.
Range – Range of the Weapon, determines how far the target can be engaged from.
Accuracy – How accurate the weapon the weapon is, affected by target's motion.
Reload/Cooldown – Time needed before the weapon can fire again. Magazine based for kinetics/missiles, can be refreshed with energy.
Capacity – How many shots can be fired before the weapon needs reloading/cooling down
Critical Chance – Modifier to allow for critical hit.
Arcbot RP Combat essentially runs on simultaneous turns, the principle being that the turn order varies each time. The first roll in a round would be the iniative roll, and would be done with a d20 + the Arcbot's Motion Stat. Highest rolls allow for appearing first in the order.
After this, Arcbots can either move, attack, or standby to gain additional bonuses to defence, motion or willpower. Arcbots will typically receive two actions which they can perform in any order they like (standby allows them to save an action point for later use), although Micros and Lights can use three minimum.
A player can standby after taking an action, allowing them to drop down to the bottom of the initiative order, but saving that move for later. It is possible for a player to 'jump' the iniative order during another player's action. For example, if a player A attacks player B, then B, if they wish, can declare an intervention. This would be dependent on a d20+Willpower Roll. If this exceeds A's Motion Roll, then B has the ability to respond to the attack before it's launched. Failing it would knock them down the Iniative order. Likewise, a third party, C, could also intervene on the behalf of another player, provided they are in range.
Movement is handled through D6 rolls, plus a modifier based on the motion stat. A player could use additional actions to extend their travel distance, which is handled either through another D6, or an extra modifier. The further a bot travels, the more evasive checks they receive.
Attacks and defences are handled through D20s/D100s. An Accuracy Roll is done against Motion+evasive checks. A successful hit allows for damage to be rolled. D20/D100+Attack Stat-Opp!Defence Stat. If certain conditions are met, a Critical Hit is triggered, allowing for a second D20/100 to be rolled.
If Overdrive is enabled, a D20 dice is added, or a second D6 in the case of movement.
After this, Arcbots can either move, attack, or standby to gain additional bonuses to defence, motion or willpower. Arcbots will typically receive two actions which they can perform in any order they like (standby allows them to save an action point for later use), although Micros and Lights can use three minimum.
A player can standby after taking an action, allowing them to drop down to the bottom of the initiative order, but saving that move for later. It is possible for a player to 'jump' the iniative order during another player's action. For example, if a player A attacks player B, then B, if they wish, can declare an intervention. This would be dependent on a d20+Willpower Roll. If this exceeds A's Motion Roll, then B has the ability to respond to the attack before it's launched. Failing it would knock them down the Iniative order. Likewise, a third party, C, could also intervene on the behalf of another player, provided they are in range.
Movement is handled through D6 rolls, plus a modifier based on the motion stat. A player could use additional actions to extend their travel distance, which is handled either through another D6, or an extra modifier. The further a bot travels, the more evasive checks they receive.
Attacks and defences are handled through D20s/D100s. An Accuracy Roll is done against Motion+evasive checks. A successful hit allows for damage to be rolled. D20/D100+Attack Stat-Opp!Defence Stat. If certain conditions are met, a Critical Hit is triggered, allowing for a second D20/100 to be rolled.
If Overdrive is enabled, a D20 dice is added, or a second D6 in the case of movement.
In the case of the above, Arcbots and Weapons would have a small pool of simple stats, movement can make a target more evasive whilst terrain or holding ground could increase defense. A key part of the game would be players having a chance to jump the initative queue, taking a chance at being able to act before an opponent (say to throw off an attack or even strike first) or maybe strike at the same time. Another, third player could even intevene as well, provided they were within range. Overdrive would essentially offer a boost to all stats for a short time. Weapons can be swapped out on the fly, meaning generalist builds are often more useful than specialists.
Whilst early prototypes would just work on similar bots, there would be a combat circle featuring five different weight classes, Micro, Light, Medium, Heavy and Mega-Class Arcbots, they would have their own quirks and traits, such as higher evasion, higher defence or carring capacity, but they would have a strength against another bot class. Micros<Lights<Mediums<Heavies<Megas<Micros.
That's just some of the early basics, I've just been wanting to bounce some ideas in here, especially since I don't really know how stat-heavy RPGs really work, especially those dependent on dice rolls, as the Roleplays I've managed in the past are far more casual in scope.
Any initial thoughts?