Rules (Version 1)

Given the likely development time of this project, final development of rules should not occur until more is known about D&D 4th edition. It is likely the final rules system will resemble d20 Modern more so than any D&D rule set, but various advancements would need to be made to that system, which 4th edition may well suggest on its own.

For now, it suffices to discuss the traits of the rule set that will likely be, and the goals for which the system will be designed.

General system differences

In the NARR style, the system will attempt to simpler than d20 Modern or D&D 3.5, particularly in areas such as skills. 4th edition will likely provide a model for many of these changes. Character creation should allow be complexity where desired, but built on a foundation of simplicity. In other words, it shouldn't require a spreadsheet program and a dozen books (or PDFs) to make a character sheet.

If this were to be done with existing rules, the best starting point would probably be Star Wars version 3, which is thought to implement many of the ideas of 4th edition D&D.

Combat enhancements

Changes to the combat system should be made for firearm-centric combat. It is quite unlikely that 4th edition D&D will address this, and nothing has been heard about a new version of d20 Modern (or Future). The idea is to implement a fundamental change to the initiative system, separating positioning and attacks. Most firearm battles involve both sides firing from behind cover, which would quickly devolve into a mess of readied actions in the standard d20 combat system.

In a world of ranged combat, target acquisition is key. The standard rules for stealth (Hide and Move Silently) do not adequately explain the ability of a sniper to remain hidden while firing. Nor do the rules for cover and concealment adequately protect those who use it. A combatant of any level standing in the middle of a firing field is as good as dead.

In situations such as two people dueling from behind cover, or competing in a duel for fastest draw, or even locked in a standoff, the concept of initiative becomes much more important, and should not be relegated to a simple d20 roll. Moreover, initiative counts for a fraction of a second. The winner of a Mexican standoff initiative roll shouldn't be able to kill everyone, then move 30 feet. It just means he got his first shot off an instant before the guy who was targeting him did.

This suggests a system where each combatant must position himself in order to achieve a certain action first, then take that action. For instance, lining up a far shot against a sniper takes time; even a master sniper himself would want at least a few seconds. Conversely, if that sniper already has you in his sights, he is going to beat you to the punch.

Consider this scenario. The PCs meet with a group of NPCs to make a fair trade. During the negotiations, shots are fired. In the first round, every is panicked, save whoever fired the shots. If it was a third party, that means he is free to lay in to both parties as they scamper for cover. It harder to hit them in this case, since they have become moving targets, and may well be kicking up a lot of dust in their mad scramble.

In the first round of maneuvering, the NPCs decide it was treachery on the part of the PCs, so they acquire targets. The PCs, on the other hand, do not want to jump to conclusions, and would rather seek cover, and so they do that. Both maneuvers are resolved, and then it comes time for action. The PCs did not prepare an attack, and thus they cannot take one. The NPCs did, however, but their targets are behind cover. They shoot ineffectually, hitting rocks. The third party takes his action, sniping several of the NPCs.

In the second round, the PCs have located the third party, and take aim. The NPCs run for cover. The third party acquires more NPC targets. The NPCs win initiative, and hide. The third party has the second initiative, but chooses to pass (there is no delay or ready). The PCs have the last initiative, and take shots at the third party.

The third round begins with nobody changing their position. However, the third party pulls a maneuver to retrieve a grenade. This happens in the action phase. The NPCs go first, taking pot shots at both the PCs and third party. The third party goes second, throwing the grenade into the midst of the PCs and the NPCs. A grenade always goes off at the end of the action phase. The PCs, having an instant to react, flee the scene, leaving the NPCs to deal with the results of the grenade.

In the fourth round, the third party pursues the PCs. However, he loses initiative in the maneuver phase. The PCs react to his maneuver with one of their own: they set up an ambush. The third party arrives in the ambush on his initiative. However, he wins initiative on the action phase, despite the severe penalty for being in an ambush. He manages to clip one of the PCs with his sidearm, before, on their turn, they lay him down with concentrated gunfire.

The key elements of this system are as follows:

  • Each round is divided into two phases: maneuver and action. This is not unlike dividing rounds into a move action and an attack action, but does not follow that model strictly.
  • Each phase has its own initiative.
  • Initiative is tracked not by individual, but by group. In most circumstances, the PCs are one group, and the enemies another.
  • In the maneuver phase, the winner of initiative goes last, rather than first. They are able to react to their opponents' actions.
  • In the action phase, the winner of initiative goes first. Winning initiative in both phases can often allow the PCs to completely out-maneuver and out-gun their enemies, striking them down before they have a chance to fire a shot.

A Player's Primer

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  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
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  • Phobos
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  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
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  • Terra Delta
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