Saturday, February 25, 2012

Modular Item Generation in Radiant Fantasia

I want to talk a little about item creation in Radiant Fantasia, because I think it's one of the biggest strengths of the system.

In a game like D&D, if the GM or another player wants to have an item that doesn't exist, the parameters of that item basically need to be hand-waved. There is no methodical way to determine how to make new types of items; I mean let's say you want to add black powder hand-cannons to a game that is normally for bows and arrows. How would you do that? You could just say it has the same parameters as a bow, but obviously arrows don't deal as much damage as a hand-cannon blasting rock shrapnel, so how does one mimic the versatility of a hand-cannon in a system that doesn't offer any way to build items from scratch? Better yet, how do you determine the monetary worth of such an item, or the crafting skill level needed to create it?

This is where Radiant Fantasia shines. There is a modular system for GMs to design items that do not exist and have the parameters of the item determine how much it costs and how difficult it is to make, and have this item balanced with existing items already in the core rulebook.

My system is similar in concept and purpose to the "item budget" system used in World of Warcraft but very different in execution since the formulas used in Radiant Fantasia are completely different than in WoW.

The following are excerpts from my core rulebook that talk about item creation.

(Note: This system is NOT to be confused with item crafting, which is the in-game system players will use to enhance items or make items that have been built by the GM or are included in the core rules. The system described below is NOT intended for players to make items with, but to expand the list of items a character can discover or make during play. )

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Weapon Sizes

Weapon Sizes are not the same as object sizes. Instead Weapon Sizes determine how big or small of a character the weapon was built for.

For example, a Medium size Weapon is built for Medium size characters (such as humans); a Diminutive size Weapon is built for Diminutive size characters (such as Pixies; and a Large size Weapon is built for Large size characters (such as Minotaurs).

Weight, Hardness and Durability Adjustments
In the stat blocks for weapons in this book, the Cost, Weight, Hardness and Durability for the item is listed with are Medium size values.

To determine these stats for a weapon built for a character of different size, use the following formulas:

Tiny*: ½ as much Cost, Hardness and Durability; 1/10 the Weight.
 *Or smaller than Tiny.

Small: Identical Cost, Hardness and Durability; ½ the Weight.

Large: x2 the Cost, Hardness, Durability and Weight.

Huge: x4 the Cost, Hardness and Durability; x5 the Weight.

Gargantuan: x8 the Cost, Hardness, Durability and Weight.

Colossal: x16 the Cost, Hardness and Durability; x12 the Weight.

Weapon Base Power
A weapon‘s base power is determined by its Weapon Size.

Table X: Weapon Base Power
Size              Damage  Critical
Tiny                 1            12
Small               2            12
Medium           3            12
Large              4             12
Huge               5            12
Gargantuan      6            12

Note that damage can never be lower than 1.

Using weapons meant for other character sizes than your own
A weapon is considered  'light-weight' for a character when it is a size category smaller than the current wielder (example: a human using a weapon created for Small size characters would consider that weapon light-weight). A character wielding a weapon they consider light-weight weapon can use it with one-hand, even if it is normally a two-handed weapon. They can also choose to substitute their Strength score for their Reflexes score when making Accuracy rolls with that weapon and determining Weapon Attack.

A weapon is considered 'heavy-weight' for a character when it is a size category higher than the current wielder (example: a human using a weapon created for Large size characters would consider that weapon heavy-weight). A character wielding a weapon they consider heavy-weight must wield the weapon with two hands and they take a -1 Accuracy roll penalty for every category of size difference above their own.

Unless the character has the Gigantic Weapon feat, a character cannot lift a weapon that is more than one size category larger than they are. Even with the Gigantic Weapon feat, they will take a -2 Accuracy roll penalty with that weapon.

Weapon Damage Types
Every weapon has a certain type of damage it deals. These damage types are,

Bludgeoning damage: This is damage inflicted by smashing, bashing or striking with blunt force to cause trauma and bruising. It is commonly dealt by clubs and staffs.

Piercing damage: This is damaged inflicted by stabbing, thrusting or penetrating with a sharp point. It is commonly dealt by arrows, teeth, knives and spears.

Slashing damage: This is damage inflicted by cutting, chopping or slicing with a sharp edge. It is commonly dealt by swords and claws.

All tools created to be weapons will be capable of dealing at least one of these damage types. Note that many monsters have Damage Reduction against certain damage types

Weapon Class
Weapons have a Class. The Weapon Classes are Melee weapon, Ranged weapon, Natural weapon and Siege weapon. These four classes determine whether certain weapon qualities apply.

Melee Weapons use the character‘s Base Attack Bonus plus Strength score to determine the Melee Attack Bonus. Melee weapons are weapons that characters wield. Melee weapons can only be wielded by characters that have opposable thumbs and the correct size.

Axes, Knives, and similar instruments are classified as Melee Weapons.

Ranged Weapons use the character‘s Base Attack Bonus plus Reflexes score to determine the Melee Attack Bonus. Melee weapons are weapons that characters wield.

Ranged weapons can only be wielded by characters that have opposable thumbs and the correct size. Bows and Crossbows are classified as ranged weapons.

Natural Weapons can use either Strength or Reflexes (whichever score is higher) to determine the Melee Attack Bonus. Natural weapons are something the character was born with or is an integral part of their body—for example, the claws and teeth of a dog are his natural weapons. Usually a character with a natural weapon is considered proficient with it.

Siege Weapons are weapons used to conduct large-scale battles. They can use either Strength or Reflexes (whichever score is higher) to determine the Melee Attack Bonus. Siege Weapons are often ship cannons and catapults.

That‘s simple enough to remember, right?
(I sure hope so!)

Weapon Types
All weapons have Weapon Types. Weapon Types classify the weapon into a specific category and determine what kind of feats and abilities will apply to the weapon, along with what Weapon Techniques can be performed with it.

Melee Weapon Types fall under the following categories:

Axes        Battle     Gloves    Bows    Claws
Hammers Knives   Shields    Spears
Staffs      Swords   Whips    Unique

Siege Weapon Types fall under the following categories:
Ballista     Cannon   Catapult   Ram
Unique

All weapons fall under a certain type, even if they have another name.
For example, Gestalt‘s Firebrand from the Pandemonia Chronicles novels is a +3 orichalcum medium long-sword (a sword subtype) with the Flaming enchantment.

What this means is that the Firebrand is a Sword type melee weapon forged out of orichalcum metal and built for Medium size characters, with a magical enhancement that makes its damage aligned with the element of fire.

Weapon Sub-types
Below the Type is a sub-type, which is a kind of template for a weapon. Sub-types are
just as important for weapons as their type is because the sub-type determines the
inherent special qualities of the weapon.

For example, katana is a Sword subtype. It means the weapon deals slashing damage and has the keen quality that increases its critical range by +1.

The sub-type also determines the base Cost of the weapon. The base Cost represents how much the weapon costs to purchase from an NPC merchant if it is made out of the base material (such as iron). The base Cost is calculated based on the type of weapon and what qualities it possesses.

Note: Beyond the weapon subtypes listed in this book, the GM may create new
weapon subtypes at their own discretion. Players wishing to create a new subtype for their character to use may only do so with GM permission. GMs are advised that new weapon subtypes should have a base Cost under 100 zenny; weapons above that value may be too powerful.
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Here I'm going to take a pause. Once the Weapons Class, Type and Sub-type have been determined, you then select the "Qualities" the weapon has. These determine the majority of the parameters, allowing you to add damage and weight and so forth. Some qualities are positive and others are negative. They are intended to be used to model items, like different types of swords or spears. Attached to each Quality is a "zenny value" (the currency of Radiant Fantasia) and a Complex value. These values are added together to determine how much an item is worth and how difficult it is to create it.

I'll list a few Qualities below so you get an idea of how they work, but this list is hardly comprehensive of all the Qualities that exist for weapons (armor, consumable items and equipment have their own unique lists of Qualities relative to the needs to build those kinds of items).
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List of Weapon Qualities

Balanced (+5 zenny) 2 complex
A weapon with this quality is treated as a light-weight weapon for the character size it is created for, even if the weapon isn‘t considered light-weight for the character. However, the weapon cannot be wielded in two-hands for bonus damage.

This quality is useful for a character with the Weapon Finesse feat that allows them to use their Reflexes
score instead of their Strength score for melee Accuracy rolls.

This quality also adds +2 Complexity.

Blade (+1 zenny) 1 complex
A bladed weapon deals slashing damage.

This quality also adds +1 Complexity.

Blunt (+1 zenny) 1 complex
A blunt weapon deals bludgeoning damage.

This quality also adds +1 Complexity.

Bomb (+1 zenny) 2 complex
A bomb is a special kind of ranged weapon that can be thrown. Upon impact it will detonate or shatter and deal its damage to the opponent. A bomb has only a single use and after used will be destroyed.

This quality also adds +2 Complexity.

Cavalry (+20 zenny) 5 complex
While mounted, the weapon deals double damage.
If the weapon is considered a melee heavy-weight weapon by the character wielding it, then the weapon
can be wielded with one hand if the character is mounted.

This quality also adds +5 Complexity.

Concealable (+1 zenny) 1 complex
The weapon is easy to hide on the wielder. The owner gains a +1 bonus to Acrobatics checks made to hide this item on their person.

This quality also adds +1 Complexity.

Team (-3 zenny)
This quality can only be applied to a Siege class weapon. The weapon requires more than one person to operate. Each quality increases the number of individuals required to make
the weapon function.

Hazard (-10 zenny)
A hazardous weapon is as likely to hurt the wielder as it is the opponent. Upon a natural roll of 2, whatever attack the wielder was attempting to perform deals a critical attack to the wielder. The wielder is not allowed any defense or resistance checks against this attack.

Hurl (+10 zenny)
If this quality is found on a ranged weapon such as a bow it increases the Range of the weapon to Long Range.

Hook (+10 zenny) 1 complex
The weapon has an inherent +1 bonus to disarm attempts made with the weapon.

This quality can stack multiple times with itself and each time it increases the disarm bonus by +1.

This quality also adds +1 Complexity.

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Now let's examine what an item stat block looks like and how to read it.
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Understanding Weapon Stat Blocks
Some weapons have inherent qualities based on their sub-type.

Availability
How available the item is when trying to purchase it from stores, and where it may be found.

Cost
The base Cost of a weapon is how much that weapon is worth if it is purchased from an NPC merchant. The cost is given in zenny. Different subtypes have different costs associated with them based on the value of their inherent qualities.

A weapon must have a cost of at least 1 zenny and may never go below that cost.

Damage Type
The damage type of the weapon is what damage type it deals. Some weapons are capable
of dealing more than one damage type. (See Weapon Damage Types on page x).

Durability
This represents the number of hit points until the weapon is destroyed.

Critical Range
The critical range of a weapon is what number must be naturally rolled on the Accuracy roll to score a critical hit (a natural roll is what your dice rolled before you apply any Accuracy roll bonuses or penalties).

The default critical range for weapons is 12, meaning a character must naturally roll a 12 to score a Critical Hit.

However, some weapons (such as the previously mentioned katana) have special qualities that alter their critical range.

Size
Size is the Weapon Size of the weapon—what size of character it was built to be used by. If it is a natural weapon then its size is the same as the creature it belongs to.

Reach
Reach is only of use to melee weapons. It determines what row of the enemy formation the weapon can make attacks against.

All weapons have a default Reach of 1, which means they can only be used to attack one character in the first row of the enemy formation.

A Reach of 2 means the weapon can attack a character in the first or middle row.

A Reach of 3 means the weapon can attack characters in the front, middle or back row.

Range
Range determines how far the weapon can be thrown or launch projectiles.

Melee weapons are inherently Short Range.
Ranged weapons are inherently Medium Range.
Siege weapons are inherently Short Range.

A weapon subtype can be made to have a lower Range than the inherent Range at no additional cost.

Range will also list the Target type.

Single target means it can only hit one character at a time. All weapons have this
by default.

Line target means it can hit a column of characters at a time.

Group means it can hit an entire formation of characters. This is usually found on bombs.

Hardness
Hardness represents how well the weapon resists damage if it is the subject of a sunder
attack. Hardness reduces the number of Durability points the object takes when damaged.

All items have a default Hardness of 5.

Qualities
This lists the qualities of the weapon that determines the bulk of its parameters.

Weapon Damage
Weapon Damage is how much damage the weapon deals with normal attacks. A weapon‘s base damage is determined by its Weapon Size (see page x). Some weapon subtypes have bonuses to weapon damage based on the Qualities they have.

Weight
Weight determines how heavy the weapon is. Weight is measured in weight units. Some weapon subtypes are heavier than other subtypes.

When listed in a stat block, the weight is calculated for a Medium size character. Melee and Range Weapons have a default base weight of 6 weight units. They may weigh less than that at no additional Cost.

Siege Weapons have a default base weight of 10,000 weight units. They may weigh less than that at no additional Cost.

Complexity
Complexity determines how difficult it is to craft the item. When crafting the Complexity becomes the DC for a successful crafting checking.

Complexity is determined by a variety of factors such as what qualities the item has.

Additional qualities can be added to a weapon by adding Weapon Augments to them. For example, Gestalt‘s Firebrand has the Flaming enchantment. An enchantment is a type of Augment (note: I'll explain these in a different post, but this is part of the item crafting system for players to improve items).

Also, weapons made out of special materials may have additional properties. Augments and special materials dramatically increase the Cost of an item.
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Here are a few sample items. Note the cost of the items are probably a'bit off because I fiddle often with zenny and complexity value of Qualities but have yet to update the value of generated items in the book, since that is time consuming. I intend to update the values before the system is ready for in-depth playtesting.

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Axe, throwing
Weapon Class / Types: Melee; Axe      Cost: 6 zenny
Critical range: 12                                  Weapon Damage: Size dependent
Damage Type: Slashing                         Availability: Common
Weight: 1                                              Size: Varies
Range: Medium, Single                          Hardness: 5
Qualities: Blade, Thrown                       Reach: 1
                                                            Durability: 5                                      
                                                            Complexity: 3
Description:
A throwing axe can be accurately thrown up to Medium Range and it can also be used as a melee weapon.

Cavalryman‘s Axe
Weapon Class / Types: Melee; Axe       Cost: 32 zenny
Critical range: 12                                   Weapon Damage: Size dependent
Damage Type: Slashing and Piercing       Availability: Common
Weight: 3                                               Size: Varies
Range: Short, Single                               Hardness: 5
Qualities: Blade, Cavalry, Pointed,          Reach: 1
Weapon Damage II                                Durability: 5
                                                             Complexity: 9
Description:
This is a hatchet-sized axe that resembles a small halberd. It sports a hole in the shaft for a leather strap to be passed around the wrist, assisting in its use while mounted. It‘s designed for use by cavalry. It has a +2 bonus to Weapon Power.

Knuckle duster, pair
Weapon Class / Types: Melee; Battle Gloves   Cost: 1 zenny
Critical range: 12                                            Weapon Damage: Size dependent
Damage Type: Bludgeoning                             Availability: Common
Weight: ½                                                       Size: Varies
Range: Short, Single                                        Hardness: 5
Qualities: Blunt                                                Reach: 1
                                                                      Durability: 5
                                                                      Complexity: 1
Description:
The knuckle-duster—sometimes called a brass knuckle— is a piece of metal shaped to fit
around the knuckles. Wearing it allows a character to deal lethal damage with unarmed
strikes. Only one glove can be wielded in a hand at a time.

Katar, pair
Weapon Class / Types: Melee; Claw                   Cost: 22 zenny
Critical range: 12                                                Weapon Damage: Size dependent
Damage Type: Piercing or Slashing                      Availability: Uncommon
Weight: 1                                                            Size: Varies
Range: Short, Single                                            Hardness: 5
Qualities: Blade, Penetration (piercing), Pointed,   Reach: 1
Weapon Damage II                                             Durability: 5
                                                                           Complexity: 7
Description:
Katars are bladed instruments attached to a frame. The unusual horizontal hand grip allows the triangle-shaped blade to deliver punching-like jabs that tear into organs and penetrate armor. The weapon has a +2 bonus to Weapon Power and can ignore Damage Reduction against piercing attacks. One katar can be worn on each hand.

Nunchakus
Weapon Class / Types: Melee; Hammer            Cost: 26 zenny
Critical range: 12                                              Weapon Damage: Size dependent
Damage Type: Bludgeoning                              Availability: Common
Weight: 1                                                         Size: Varies
Range: Short, Single                                         Hardness: 5
Qualities: Balanced, Blunt, Double,                   Reach: 1
Weapon Damage III                                         Durability: 5
                                                                       Complexity: 11
Description:
Nunchakus are a weapon created by chaining two wooden or metal handles together. It‘s an evolved, more military oriented form of the farming flail. By manipulating the handles so they swing back and forth between the hands, the wielder can surprise enemies by attacking with the weapon from multiple angles. The swinging motion of the handles also serves to amplify the force of the blows.

As a weapon that relies more on grace than strength, they are useful for a character with the Weapon Finesse feat that allows them to use their Reflexes score instead of their Strength score for melee Accuracy rolls.

Nunchakus have a +2 Weapon Power bonus and can be treated as a double weapon.

Tower Shield
Weapon Class / Types: Melee; Shield               Cost: 64 zenny
Critical range: 12                                             Weapon Damage:  Size dependent
Damage Type: Slashing, Bludgeoning                Availability: Common
Weight: 20                                                       Size: Varies
Range: Short, Single                                        Hardness: 15
Qualities: Blade, Blunt, Cover, Deflection III,   Reach: 1
Durable II, Weapon Damage II                       Durability: 15
                                                                      Complexity: 17
Description:
This massive shield is nearly as tall as the character it is built for. It gives the wielder a +3 Defense bonus and a +2 bonus to Weapon Power.

As a full round action a tower shield can be used as total cover.

(You will notice that shields are considered a weapon here. This is because in reality shields actually ARE a type of weapon, and metal shields can be used to slash as much as they can be used to bash. Sadly the true offensive abilities of a shield are rarely acknowledged in game systems and other media. I decided I would try to be more accurate. Thus, Radiant Fantasia has Weapon Techniques for shields allowing a wide variety of defensive and offensive abilities to be used that rely on the shield, and they are built as weapons. )

Katana
Weapon Class / Types: Melee; Sword            Cost: 37 zenny
Critical range: 10-12                                      Weapon Damage: Size dependent
Damage Type: Piercing or Slashing                 Availability: Uncommon
Weight: 2                                                       Size: Varies
Range: Short, Single                                      Hardness: 5
Qualities: Blade, Keen II, Pointed,                 Reach: 1
Penetration (slashing) Weapon Damage I       Durability: 5
                                                                    Complexity: 6
Description:
A katana is an extremely sharp sword that can be wielded with one or two hands. The katana has a critical range of 10-12, a +1 Weapon Power bonus, and can ignore Damage Reduction against slashing damage.

Whip, leather
Weapon Class / Types: Melee; Whip                Cost: 12 zenny
Critical range: 12                                              Weapon Damage: Size dependent
Damage Type: Slashing                                     Availability: Common
Weight: ½                                                         Size: Varies
Range: Short, Single                                         Hardness: 5
Qualities: Balanced, Blade, Extend I                 Reach: 2
Weapon Damage I                                           Durability 5
                                                                       Complexity: 5
Description:
A leather whip is a weapon with a stiff handle and a flexible tail made of braided leather that is swung at opponents. Although it has no blade, it is capable of causing lacerations due to a knotted throng at the tip and the high velocity the whip swings at. The whip can be used to strike an opponent two rows away. It cannot be double gripped for a damage bonus, but it is perfectly balanced.

This weapon is useful for a character with the Weapon Finesse feat that allows them to use their Reflexes score instead of their Strength score for melee Accuracy rolls.
A leather whip can be made out of special materials such as Tarrasque hide and Dragon hide to gain damage bonuses.

A leather whip has a +1 Weapon Power bonus.

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Anyway, that's probably plenty to give you an idea of how flexible the rules are and how many different types of weapons can be made using them.

Using a modified version of the Weapon rules, other types of items can be made, like armor..........

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Turban
Armor Class / Types: Light; Head                Cost: x zenny
                                                                   Defense: +2
Damage Reduction: --                                  Availability: Common
Weight: 1                                                     Size: Varies
Max. Reflexes Bonus: --                              Hardness: 5
Qualities: Deflection II, Weather (hot) I        Durability: 5
                                                                   Complexity: 2
Description:
This special hat keeps the head cozy and safe from desert sun rays. Wearing it gives a +1 aptitude bonus to Physical Resistance checks made against an intensely hot environment.

Cuirass
Armor Class / Types: Heavy; Body                            Cost: 100 zenny
                                                                                 Defense: +7
Damage Reduction: Bludgeoning, Slashing, Piercing   Availability: Common
Weight: 14                                                                Size: Varies
Max. Reflexes Bonus: 4                                           Hardness: 20
Qualities: Cumber IV, Curved, Deflection VII,          Durability: 20
Durable III, Hinder II, Padded, Plated,                     Complexity: 26
Weighted VII
Description:
Strong armor that protects the front and back of the torso from blows, usually made from
metal or bone.

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.....and food, drink and equipment.

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Meat, Generic Cooked
Edibles Class / Types: Food; Meat        Cost: 3 zenny
Weight: 1                                              Availability: Common
Meal Points: 1                                       Hardness: 1
Fluid Points: 0                                       Longevity: 3 days
Qualities: Yummy III                             Durability: 1
                                                            Complexity: 3
Description:
Unless otherwise mentioned, consuming a piece of cooked meat is worth 3 meal points
and has no food bonus.

Ambrosia
Edibles Class / Types: Drink; Potion         Cost: 122 zenny
Weight: 1                                                 Availability: Common
Meal Points: 0                                          Hardness: 1
Fluid Points: 0                                          Longevity: 17 days
Qualities: Miracle IV, Preserved II            Durability: 1
                                                               Complexity: 26
Description:
A delicious potion, sometimes called the elixir of life. Those who drink it recover 20
Wound points.

Bandages
Equipment                                         Cost: 11 zenny
Weight: 1                                          Availability: Common
Qualities: Consumable,                      Hardness: 1
Cure (Bleeding),                               Durability: 1
Talent (Treat Injury; Bleeding) I        Complexity: 4
Description:
Bandages can be purchased or improvised with a First aid check from available cloth materials. Successfully bandaging a character will stop bleeding effects on a character.

It also gives a +1 equipment bonus to Treat Injury checks made to treat bleeding.

Bag, Large
Equipment                              Cost: 27 zenny
Weight: 1                                Availability: Common
Qualities: Space XXVI           Hardness: 1
                                              Durability: 1
                                              Complexity: 27
Description:
This leather sack can hold up to 27 weight units. For purposes of encumbrance items stored within the bag weigh ½ as much.

Rope, climbing
Equipment                       Cost: 10 zenny
Weight: 2                        Availability: Common
Qualities: Rope I              Hardness: 1
                                       Durability: 1
                                       Complexity: 3
Description:
This 60 meter long rope can hold approximately 217 weight units (about the weight of
three human-sized characters). The rope itself weighs 4 weight units. It is useful for
rappelling and climbing.

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Anyway, the item stat blocks are larger than in D&D 3rd edition, or earlier versions, but they do fit nicely on index cards. I intend to have some applications programmed to make it easier for using the rules to make new items, but I'm not a programmer myself. I've been fine tuning the rules with paper and calculator the old fashioned way, but I'd prefer GMs not need to do that to make new items. Before any in-depth playtesting,

I'll try to have a program made that will make it easier to build items.

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