It’s been quite a long time since I’ve posted here. In fact, there’s going to be some serious clean up here soon. The projects have not been abandoned, however. Ideas have been stewing and coming to fruition on the back burner. I’m going to share some thoughts here on the developing Scintilla system here, which I think is fairly unique, yet still easy to grasp (as long as I explain it clearly). Please leave any feedback you may have, questions or comments, it all helps!
The basics of the Scintilla system are pretty simple. A character has Traits and Skills. When performing an action, the player will roll a number of dice (most likely ten-sided dice, but that’s still not definite) equal to the character’s score in an appropriate Trait. For example, if a character has a Prowess Trait of 4, then when determining if his swordblow connects with his enemy, he’ll roll 4 dice, and try to beat a target number based on his opponent’s abilities.
Pretty simple. Find an appropriate Trait, roll that number of dice, beat the target number. Skills make things interesting. I’m debating two different ways of handling them. They are similar in the way they interact with Traits. The only real difference is the scale in which they do so. I’ll present both here, and hopefully illicit some feedback.