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New GW2 system
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Here are some of my ideas for a whole new system for a GW2 tabletop RPG.

Main stats:

Power: How much damage you can do

Toughness: How much damage you can resist, added to armor.

Vitality: How much health you have.

Precision: Increase chance to hit an enemy.

Ferocity: Determines the type of dice used to determine damage.

Damage: Damage from weapons/spells is not tied to a particular weapon or spell. It is based off your power, as a modifier.

Example: You are attacking a Grawl. You roll a D20 + Precision modifier to determine success of attack. (D20 + Precision modifier must be greater than Armor + Toughness of creature).You roll a total of 17. Attack is successful. Now you roll a D6, as determined by your Ferocity score and add power modifier. Dice shows a 4 + Power modifier (say +3). You deal 7 points of damage to the Grawl.

Skills: skills are a point based system where you "buy" each skill each level. Amount of skill points are determined by a D10 result. Or a set amount per level, that increases by one for each level. (1 s.p. at level 1, 2 at level 2, etc.). Skills are used for roleplaying/story aspects. (i.e. lock picking, climbing, spot/perception checks, etc.)

Traits: Traits are granted, say every other level. Just as in game, traits correspond to a stat line, and use a point like system. Each trait has its own level and offer a special ability/feat.

Example: At level 2 you get one trait point. This can be spent in any line offering a +1 increase in that stat. It also offers a special ability. So with 1 trait point you can buy any level 1 trait. Level 2 traits cost 2 points. Or you can buy 2 level 1 traits.

I was also thinking of having a set of trait cards for easier trait/feat tracking and easier ability to 'respec" traits. (At a trainer for a fee)

Idea 2: 2D6 System.

Stats:

Power: Damage

Precision: Chance to hit

Toughness: Adds to Armor (Armor = equipment + Toughness + X )

Vitality: Hit points. (Vitality * Y)

(X and Y are static numbers used to maintain balance)

Roll 1D6 for each stat. This is the base stat, and can increase with weapons/armor/buffs/abilities.

Max level: 20

Feats, spells, and abilities:

Weapons used provide a stat bonus as well as different abilities. These abilities are on a level tier. A new ability granted every other level beginning at level 1. Up to 5 abilities per weapon.  Abilities change depending on which weapons are being used.

Example:Level 5 Warrior with a Greatsword. While equipped a warrior receives a +2 bonus to Power. And the skills, Brutal Strike, Hundred Blades, and Whirlwind Attack.

Brutal Strike(lvl 1): Attack your foe and deal normal damage.

Hundred Blades (lvl 2): Attack your foe 5 times. Each attack receives -1 power and -1 Precision.

Whirlwind Attack (lvl 3): Attack your foe while spinning forward (15ft), attacking foes along your path. (5ft. radius). Each attack receives -2 Precision.

Utilities: Utilities are on a level tier, every other level beginning at level 2., similar to weapon abilities. Utilities provide extra abilities not otherwise granted by weapons.

Skills: Skill are non stat based, and determined by the player with GM approval. These represent what a character is good at. For example: Picking locks, or bluffing their way out of trouble. This is a pass/fail DC (2D6). For standard actions (not super difficult but may be tricky) a roll of 2-7 fails, and 8-12 passes. For more difficult tasks, the DC pass/fail can be increased. (i.e. 1-9 fails, 10-12 passes.) Particular skills chosen by the player may add a modifier to the result. (i.e. +1 pick pocketing would add +1 to the result.)

How it works:

Combat:

Our level 5 Warrior is facing a small group of Risen. He uses his lvl 1 attack (Brutal Strike) to attack the nearest enemy. He moves into position and rolls 2D6 + Precision to see if attack hits. Players rolls an 8 with a Precision of 6 (14). The Risen enemy has a defense of 10 (Toughness + equipment + X). The attack is successful. Player rolls for damage  and gets a 4. Player has a base Power of 6. Player deals 12 points of damage to the Risen. (Roll + Power + weapon bonus [+2 for using a Greatsword]).  

Role play/Story:

Player wants to try to pick a lock on a door, and has 1 point in Lock picking. It is a simple lock. Player rolls 2D6 and add 1 to the result. (2-6 fails, 7-12 passes). Player rolls a 4, adds 1 for a result of 5. The lock picking attempt fails and door remains locked.

Players wants to try to jump across a 10ft gap in the floor. Being a riskier task, DC increases to 2-8 fails, and 9-12 passes Players rolls a 10 and makes it across the gap.

Leveling up:

Upon each new level gained each player receives 2 stat points to distribute as they see fit, plus 1 skill point they can use to increase a particular skill. (i.e. +1 to all disarm trap attempts)

There are no skill tables, so its up to the player, with GM approval, on what they want to be able to do.

Comments:

A simple method to be able to have more of a focus on the story, and role play, and not having to worry about a bunch of numbers and tables. Plus being 2D6 based, players don’t need to have any special dice to get started. I am also thinking about just making a chart for each weapon and the abilities associated with it as player handouts. That way the player doesn’t need to remember and have to write down everything, and can just reference the chart when needed. This will also make the Character sheet simple, uncluttered, and easy to read and find things. There is also no set “skill” tables, and players can add and modify these as they see fit upon leveling up, with GM approval.

Other additions.

Class Special Abilities: Each class has 1 special ability (i.e. class mechanic) that can be used once per battle. New special abilities may be unlocked at higher levels, but only 1 can be equipped at a time.

Example: A Mesmer can create up to 2 clones. These clones do not deal any damage, but cause the enemy to become confused and attack the clones instead. The clones can be shattered dealing 1D6 damage to all enemies within a 5ft. radius.

Pets and Minions:

Pets and Minions act as a player character for all intents and purposes. Pets and Minions act on the same turn as the player. Pets and Minions have ½ of the base stats of the player (minimum of 1). Certain pets and minions also have a special skill which can be activated once per battle.