Saturday, December 31, 2011

The Kill It With FIre Math

Last post I layed out the rules for the Kill It With Fire game. Though I had been thinking of ideas for a new RPG system for about a week, the actual writing of that post came fast and from the hip, so the rules will inevitably change a bit.

Actually, what I am concerned about with at the moment is math. To hit a target, I wrote that you add 10+current hit dice (which fluxuate throughout the session)+3d6.
3d6 average out to 10 themself, if I remember my Arcana Unearthed 3.5 info correctly. Meaning you may be rolling well over 20 eight times out ten when you attack. Seems a bit high.

Remember, a defense is based off a trait, which is from 1 to 5 +10+ hit dice (not current, but the static number). So ability to hit will get weaker as combats rage on, but defenses will stay the same, barring interesting abilities and effects.

So what I am thinking is of lowing that 10 in attack calculations to 5. But I am not sure how hard it will be to start hitting monsters once they have ten, twenty or thirty hit dice at higher levels of play. The players own hit dice will supposedly make up the difference... it's hard to tell because this is a completely untested game.

I'm sure Kill It With Fire's system can't be completely original. I heard something about Tunnels and Trolls using tons of d6s last night*. I also vaguely recall the Ghostbusters and Star Wars RPGs use d6s. So maybe I should start by looking at how they handle things. I know there are exploding d6s in many games, but in the case of Kill It With Fire, I'm reserving things like exploding d6s and wild dice for certain classes.

*My familiarity with Tunnels and Trolls is primarily limited to a Japanese record of a campaign, which I've not really read yet, found in the book pictured at the top of the post. If you read Japanese, you can find books like this occasionally at Book Off here in Japan or on I'll post more about my collection another time.