I've hustled before, and let me tell you. I'd appreciate it if you at least knew the rules to the game.
I swear to God Jutsu and Nish are some fucking old married couple that do nothing but argue about trivial shit, but they're too lazy to really get into it.
So I've been working a fuckton on this new game, and this is what I've settled on for the passive stat checks, such as Charisma or Intelligence.
Either I have the dice system:
1d10 + Skill (1-10) = Difficulty (1-15)
If 1d10 + Skill are greater than Difficulty, you pass. If not, you fail.
Or the % system:
(0-100% Random) + Skill (1-100 [10 point increments]) + Circumstance (1-100%) = Difficulty (1-100%)
(Circumstance means any single-use abilities you have, or special circumstance)
Same rules. I mean, Dice and % are really the same thing, but if I'm doing this on a computer, I might as well use %. I'm not sure how they'd work with this game.
Anyways.
After a pass or fail, you roll a "Effect Roll" (Need a better name), which determines exactly how effective your fail/pass was based on 1 being little effect, and 10 being extremely effective.
Example (With Dice):
You walk into a cantina and approach some alien drug dealer dude. He's crazy as fuck, so you try your charisma on him to get him to buy your drugs at a higher price, rather than 100 credits. If you fail, he gets mad and demands about 200 credits minimum, but if you pass, you pay at least 50 credits, based on your Effect Roll.
So his Charisma difficulty is 12. He's really hard to convince.
Your Charisma skill (Out of 10) is 7, which makes you "Pretty Good" at Charisma shit.
1d10 + Skill + = Difficulty
You roll.
3 + 7 < 12
You fail to convince him. You roll your Effect Roll.
1d10 ----> 9.
He stands up, and is not even offended by your offer, but completely enraged, and pulls out his pistol. He draws initiative automatically and shoots you first, and then the whole combat system comes into play.
I think I'm going the % route, because it's essentially dice with more sides, and thus more liberty, as well as the potential for suspense yet reliability for shit that should make sense. So far on the game, I'm using stats from Fallout, passive ability checks from DnD (as well as heavy mixing of my own), and the combat model from Warhammer 40k.
For gun combat, I've got the following.
You fight on a grid, with each square representing 10 meters (????). Your Agility determines how far you can move in a single turn. I'm not sure which stat your accuracy should rely on, seeing as I have the following stats:
Strength - Lifting shit (Melee combat)
Perception - Noticing/Seeing shit (Ranged Combat? Probably)
Endurance - Your health shit (Life? Maybe.)
Charisma - Picking up bitches shit (Talking)
Intelligence - Your brain muscle shit (The ability to solve/hack stuff. Still not sure how to incorporate, because most of the stuff that requires intelligence can be done with Charisma, and you can't really make intelligence puzzles in game because you can solve those in real life, negating the need to be smart. You can't make intelligence keenness, because that's what perception is for.)
Agility - How fast you move shit (Initiative and speed)
I'm thinking Perception should be accuracy. SO:
Ranged Combat (Completely off the top of my head, fellas, sorry.)
Perception Skill (1-100%) + Weapon (1-100%) - Range (1-100% [Every meter = 1%]) = Agility (1-100%) + Circumstance (1-100%)
So this bitch shoots you at point blank. His perception skill is going to be 75, since he's a goon and has been doing this for a while. His pistol is a shitty KY-2, which averages from 30-40. The range is pointless, so it's 0.
75 + 34 - 0 =
109.
Now it's your turn. You're a pretty Agile guy, since you're a scummy, fast dude. Your Agility is 80. Circumstance isn't in your favor, since it's something you didn't really see coming. Maybe in the future, I can make it so that Intelligence is something that can feed into Effect rolls, such as Intelligence adding to your Effect Rolls or something.
109 > 80. You get shot.
HOWEVER, now we move into the wounding portion of the shot. See, every weapon has an accuracy stat, as well as a damage stat, both of which being percentages that can vary. So you can have a pistol, which is easy to hit people with, but not very deadly, Such as the KY-2:
Accuracy = 30-40%
Damage = 40-60%
Body armor is going to be a relatively static stat, but I'm not sure about that.
This is the wounding model (Off the top of my head, sorry. I want to include Intelligence in here, but i unno. Maybe like, 50% of Intelligence can feed into Effect and 50% into wounding but whatever)
Damage of Weapon (1-100%) + Carryover from Hit Roll (1-100%) + Circumstance (1-100%) - Armor Save (1-100) = Amount of Damage Taken
(Should I involve a random roll into this? Not sure, because Random when it comes to life and death can be pretty shitty, you know? And Circumstance should kind of factor in that shit. However, when the DM determines ANY stat that can make/break a situation, it can get really hairy. I need yo inputs.)
52% (Pistol Damage) + 29% (Carryover) + 50% (Surprise) - 15% (Light Armor) = Damage Taken
You take
116% Damage.
You keel over and bleed out on the floor the cantina, sobbing silently as you die like a bitch.
Again, I still need DOZENS of equations for this game to work, and I'm perfectly capable of doing so, because I have so many ideas to put into this game. You don't even know the fucking treat I have for you guys.
However, before I do so, I need you all to soundproof my % system. I can write these for dice, but I really want to try %, since they give me more liberty. However, this is the first game I'm DM'ing, let alone creating, so I really would appreciate your feedback, not only on individual equations, but on shit in general.
Of course, I'd do all these equations off-screen. I won't even tell you what these guy's Agility levels and shit are; you have to assume that from the dialogue and descriptions. Of course, you could try a Perception on Character roll and find out, but then you're vunerable to an Effect Roll (Still a working title).
Thanks a tons, I'm really trying to make a conversation-heavy, intense yet almost chess-like game here, where shootouts are super fuckin' risky, and you'd rather try to talk to these people instead, since it's a space adventure game.