Sunday 21 October 2012

Gameplay


Gameplay of Mundus RPG


For Mundus RPG we have created a system which allows diverse gameplay opportunities. To achieve this, we have decided to ditch the classical D&D styled class system and instead to use more flexible skill based rules. This means that characters don’t gain levels, instead they use experience points to increase their skills, attributes and other abilities as they wish.

Mundus RPG uses two six sided dice and is based around attributes, skills, traits and perks. Attributes consist of Strength, Endurance, Agility, Perception, Concentration, Intelligence and Charisma. We also have a special attribute called Luck. Skills are divided to Primary and Secondary skills. Primary skills are mostly combat skills and they gain special perks as they level up. Perks are special bonuses and abilities that are gained for free at fixed levels and some of them allow characters to customize their skills. Secondary skills are mostly non-combat fluff skills such as Art, Riding and Swimming and they have only four levels instead of the total 20 levels of primary skills. Traits are character’s special quirks or features which can either benefit or hamper the character.

The rules of Mundus RPG revolve around combat and we prefer to leave most of the non-combat character interaction for the players to actually roleplay. By this we mean that players actually need to speak and interact instead of just rolling some dice. For the combat we decided to go with a more detailed approach. This means that combat is best in one-on-one duels or in small groups of 3 vs. 3 or 5 vs. 5 etc. More about combat in future blog posts.

By having multiple combat skills with levels from 0 to 20 we have made it possible to play the game at multiple levels. By this we mean, with characters that have their combat skills at level four or so are considered to be normal humans. Gameplay-wise this means more Seven Samurai styled combat. At skill level 10 characters are considered to have achieved human perfection in the given skill. Forwards from the skill level 11 characters are considered to be inhumanly skilled and at these levels combat starts to be more Bleach- and wuxia-like with gravity defying jumps and stone crushing sword swings.

See you next Sunday!

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