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Started by jbridson
Sun, 24 Jan 1993 23:07
RPG: ARM version 1.1
Author: jbridson
Date: Sun, 24 Jan 1993 23:07
Date: Sun, 24 Jan 1993 23:07
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26740 bytes
Okay, here is version 1.1 of the ARM system. I give thanks to all the
people who commented on 1.0. I'm undecided over changing Fitness, so for
the time being it stays. Damage is slightly less lethal... More examples
have been added. The skill system has been changed, and the part on Scale
was rewritten to (hopefully) make it less imposing.
Robert Bridson (using jbridson's account)
---cut here---
ARM: Advanced Role-Playing Mechanics
version 1.1
by R. E. Bridson
Copyright 1993 Robert Edward Bridson
This document may be distributed freely and free of charge as long as
the words are not changed, any additions are labelled as such, and no
profit is made from the distribution.
Introduction..........................................................
ARM is an adaptable generic RPG, designed by a minimalist author.
This means that details are often left up to the GM and the players -
I prefer that room for my imagination to work, and I dislike getting
bogged down in complex rules. While there will be plenty of
*guidelines* on how to manage things in later versions, this document
contains all of the few rules.
SECTION 1: THE RULES
Scale.................................................................
ARM uses a logarithmic scale for all its mechanics. It is this scale
which allows ARM to handle a huge variety of things, from the very
small to the very big, while still using small numbers. Also, it
means that multiplication and division are almost completely absent
from the system, while the effects of multiplying and dividing are
still there!
How it works is that there are two sorts of values used. One is
called a measure value, which is a regular value that you can directly
use. The other is called a log value (log is short for logarithm).
For every measure, there is a log. Logs never have fractional parts
or decimals, even though their corresponding measure might.
Whenever you add 5 to a log value, you are multiplying its measure by
10. Whenever you subtract 5 from a log value, you are dividing its
measure by 10.
The following is a table to use in converting logs and measures back
and forth. It will only give you close approximates, but this is
generally good enough for a game.
Log Measure Log Measure Log Measure
-40 0.00000001 10 100
-35 0.0000001 0 1 15 1000
-30 0.000001 1 1.5 20 10,000
-25 0.00001 2 2.5 25 100,000
-20 0.0001 3 4 30 1,000,000
-15 0.001 4 6 35 10,000,000
-10 0.01 5 10 40 100,000,000
-5 0.1 45 1,000,000,000
Now, if you know the log value and want to find its measure, you would
follow these steps:
1. Find the multiple of five that's closest to, but less than, your
log. (eg. 10 would be the number to find for 10, 11, 12, 13, 14
and 15) Call this number X.
2. Look at your log again, and see how much bigger than X it is.
(eg. 16 is 1 greater than 15) Call this number Y.
3. Multiply the measures of X and Y together (both of which are
found on the chart) The measure of X will only have a 1 and some
0's in it; the measure of Y will be 1, 1.5, 2.5, 4 or 6.
For example, say we wanted to know the measure of -3. The closest
multiple of 5 less than -3 is -5. Looking that up on the chart, we
get 0.1. -3 is 2 greater than -5. Looking 2 up on the chart we find
2.5. Multiply 0.1 and 2.5, we get a measure of 0.25 for the log value
-3.
On the other hand, if you have a measure and want to find its log
(approximately), you would follow these steps:
1. Look at the first two digits of your measure (or first digit, if
it only has one). Match them up with the closest pair of digits
in the middle column of the table (1, 1.5, 2.5, 4 or 6). Find
the corresponding log, and call it X.
2. Figure out in what place the first digit of your measure is (eg.
tens, hundreds, thousands, ones, tenths, etc...) Match your
answer with the measures of multiples of 5. Call the
corresponding log Y.
3. Add X and Y together. The sum is the approximate log of your
measure.
For example, to find the log of 1342, you would do this. The first
two digits, 13, are closest to 1.5. Looking it up, we see 1.5 has a
log of 1. The first digit, the 1, is in the thousands place. Looking
up 1000 on the chart, we find a corresponding log of 15. Adding the
two logs together, we get 16 (15+1=16). The log of 1342 is roughly
16.
It is pretty simple, and you can quickly become so used to the numbers
that you don't need the table any more.
[Note to the math-tolerant: the scale is actually an approximation to
a base 10^(1/5) logarithmic/exponential scale. If you have a calcula-
tor capable of exponents and common logarithms, you can replace the
steps above with calculator operations. To find the log of measure A,
enter <A> <Log> <*> <5> <=>, where <*> means the multiply button. To
find the measure of log B, enter <B> </> <5> <=> <10^x>, where </>
means the divide button and <10^x> means the "10 raised to the
exponent x" button.]
Stats.................................................................
There are six stats in ARM, common to almost all characters. Note
that ARM does not restrict you to using just these 6; some campaigns
might require an additional stat (such as Magical Power).
Fitness reflects agility, strength, reflexes, body coordination,
and so forth. Most physical tasks are based on Fitness.
Dexterity reflects a combination of manual coordination, hand-eye
coordination, lack of "shake" in the hands, nimble fingers, and
so on. Most fine work is based on Dexterity.
Toughness is a measure of stamina, endurance, hardiness, resi-
stance to illness, etc... Endurance tasks and withstanding
damage are usually based on Toughness.
Wit reflects intellect, cognitive abilities, memory, observatio-
nal skills, and so forth. Mental problems are solved with Wit.
Charisma represents the ability to interact with others. Persua-
sion, dominance, trickery, insults, leadership and haggling all
make use of Charisma.
Willpower is self-explanatory. Resisting pain, breaking addic-
tions, staying true to your opinions, etc. are all tasks
involving this stat.
Each stat is assigned a log value. For humans, an average log value
would be 6 in each. Humans almost always fit in the range 4-8, with 3
and 9 being possible.
Situational Modifiers.................................................
While Stats form the basis of all actions, Situation Modifiers (Mods
for short) can be added to stats to better simulate reality. Mods are
generally from -2 to +2, and apply to only certain situations or
tasks. Examples of Mods are "+1 Brawn", "+2 Empathic", "-1 Ugly". If
a character with +1 Brawn was in arm-wrestling, the +1 would be added
to his Fitness log value for that action. However, if the character
was trying to dodge under an axe swing (an activity not relying on
strength), the +1 would not be added.
There are also a few special mods. For example, a small pixie is a
lot more difficult to hit with a sword than a human. However, that
small pixie would not easily be noticed by a search party. In one
case, the small size benefits the character; in the other it does the
opposite. So, mods pertaining to size (among other things) are not
given a + or - sign. They are just given an absolute magnitude, that
can be added or subtracted to a log value depending upon the
situation.
Finally, some mods are special in that they grant the character an
ability that others simply do not have. For example, Flying +1.
Mods are often a key ingredient in defining a character. For example,
suppose we had a character with the following stats:
4 Fitness 7 Wit
8 Dexterity 5 Charisma
6 Toughness 6 Willpower
These do not tell you much. If you add +4 Musically Inclined, Perfect
Pitch and -2 Weak Immune System, though, you begin to get a clear
picture of a genius composer/musician who suffers from some childhood
disease...
Skills................................................................
Skills are abilities in a specific area that characters pick up
through experience. They are very similar to mods, in that they each
have a special value (usually from -3 to +3) that is added to a stat
for activities involving the skill. However, skills are usually both
more specific in what activities they apply to, but are also broader
in that a set of quite different activities (eg. waxing skis, and
skiing down a slope) can be covered. Also, characters normally have
quite a few more skills than mods.
In a compendium of skills, there must be a description for each skill,
in which there are listed several typical activities for it. Each
activity listed must say whether or not it can be done without the
skill (and the accompanying penalty if this occurs), and a guideline
as to what modifier you should place on that attempts - difficult
tasks have penalties, easy tasks have bonuses. Some activities will
also have an accompanying table - more on this later.
Campaigns often do not require the level of detail given by some skill
descriptions. For example, a fast and humourous science-fiction
campaign will probably not require any distinction between electronics
engineering and civil engineering - all engineering skills could be
handled as one broad group. Skill compendiums generally break skills
down into categories, such as "Engineering", "Music", "Combat" and so
forth. If your campaign doesn't require the given detail, put all the
possible activities together into a broad skill by the name of the
category. You might need to exclude a few skills as separate from the
category, however (eg. individual instrument types in the "Music"
category).
What follows is a sample skill description. There will be references
to the next rule (Task Resolution). Don't worry about these yet. As
you can see, a skill description can be quite in-depth. This is to
aid the GM, not to restrict or bog down the game. If you find
yourself continually leafing through a skill compendium searching for
guidelines about an action, remind yourself that they're only
guidelines and try to improvise more.
Music Notation
--------------
Music Notation is the skill involved in the analysis, transcrip-
tion and sight-reading of music. It involves the knowledge of
scales, modes, harmonies, non-harmonic tones, and so forth. Wit
is normally the stat to use with Music Notation, with any musical
modifiers added (if appropriate).
Difficulty:
3 Simple piece (few modulations, simply rhythm, basic chords)
6 Average piece (lengthy, variety of harmonies and rhythms)
9 Tough piece (long, complex: eg. a full symphony)
+2 Ancient piece (written before 1600's or so)
-2 Partial analysis already given
-3 Complete analysis already given
Typical Activities:
Analysis - Looking at sheet music to find things such as chords,
modulations, non-harmonic tones, and generally what the piece
sounds like. Cannot be attempted without the skill.
Result Meaning
-5 Complete misinterpretation, not realized.
-4/-2 Mostly misinterpreted, know something is wrong.
-1/0 Drew a blank for roughly half of the piece.
+1/+4 Mostly interpreted correctly, a few blanks.
+5 A perfect and complete analysis.
Sight-reading - Playing music without prior memorization, just by
looking at the score. Cannot be attempted without the skill.
Result Meaning
-5 Simply could not read it. Nothing played right.
-4/-2 A few phrases done correctly, but mostly wrong.
-1/0 Can recognize piece, but sounds awful.
+1/+3 Performance mediocre at best (unless improvised)
+4/+5 Excellent performance possible.
+6 +1 or more on performance roll.
Transcription - Copying music, possibly into a different key
(transposition). The attempt can be attempted without training,
but with a -2 modifier.
Result Meaning
-5 The transcription is not recognizable.
-4/-3 The transcription is mostly wrong, but the
attempter does realize this.
-2/-1 The transcription is half wrong, but recognizable.
0 Mostly right, several key mistakes though.
+1/+2 Only minor errors.
+3 Perfect transcription
Note that Music Notation rolls should be made during composition
for both transcription and analysis. However, both are easier
when it's your work; give a -2 modifier to the difficulty.
Task Resolution.......................................................
This is quite a simple mechanic. First establish the difficulty
number. This may be assigned arbitrarily by the GM, according to this
rough guide (assuming an average human is making the attempt):
Trivial 1 (-5)
Simple 4 (-2)
50/50 6
Tough 8 (+2)
Very Tough 11 (+5)
On the other hand, if the task is against something or someone else,
the difficulty number will be decided differently. The action that
the other is using to compete with the first person is considered.
The stat that is being used is taken with the appropriate situational
mods added. Then the GM may impose extra modifiers based on anything
else (eg. weather, past injuries, cover, light level, drama). If you
are unsure of exactly what modifiers, you can use the modifiers in
parentheses above as a guide. Often skill descriptions will give a
suggested difficulty number or modifier for the action, based on the
expertise of the character.
Once the difficulty number is established, the character attempting
the task takes the appropriate stat, adds any appropriate mods, and
then makes a die roll. They roll and add a d6, then roll and subtract
another d6. Henceforth this roll will be called d6-d6.
Now, the difficulty number is subtracted from this sum, to get the log
of the "result" of the attempt. As a general rule, a positive result
means success, a negative result means failure, and a result of 0
means either a draw or a marginal success/failure in favour of the
character. A result of +5 or more, or -5 and less is exceptional.
If the result is positive or 0, certain actions may call for
additional calculations on the result. These may include the addition
of modifiers. Occasionally, the result will be added as a modifier to
another resolution.
Sometimes there will be a table to go with an action, on which you
look up the final result. Here it will tell more precisely what
happens. Often it involves converting to the measure of the result.
Movement Rates........................................................
Movement rates are based on a stat (in most cases, Fitness) with the
appropriate mod added (if there is one). However, a further modifier
for the means of movement is added. This further modifier is there to
reflect that, for example, tunnelling is generally slower than
sprinting. For each possible and common form of movement for your
character, you should record the combined stat+mod+further modifier.
Normally, a movement rate is the log value of the measure of the speed
at which the character can move. However sometimes this does not work
(eg. in a near frictionless medium, such as space). In these cases,
the movement rate is the rate of acceleration, and finding speed takes
a little more time.
Remember that the movement rate you calculate is the log value of the
speed/acceleration. When you actually move, you have to look it up on
log chart to find the measure of how fast you are moving/accelerating.
Damage................................................................
Damage is decided with the task resolution mechanic described above.
It is a contest of the quality of a blow against the character's
Toughness. The result is translated into wound and shock damage. If
the character is wearing some sort of protection, its Armour Value may
be added to the character's Toughness (if the GM permits).
The level of wound damage is measured in six states: Unharmed, Light,
Moderate, Severe, Mortal, and Dead. Wounds are also classified into
these six states, and then added to the character's present wound
level, by this table:
Unharmed = 0 Severe = 3
Light = 1 Mortal = 4
Moderate = 2 Dead = 5
So a moderately wounded character (2) who took a severe wound (3)
would be dead (2+3=5).
Damage from shock is divided up similarly, with six states: Unharmed,
Dazed, Giddy, Reeling, Fainting, and Unconscious. They also corres-
pond to the numbers 0 to 5. A dazed (1) character who took a giddy
blow (2) would be Reeling (1+2=3).
Here is the damage table, where you can look up the result of a blow
and find what wound and shock damage it did.
Result Wound Shock
--------------------------------------
0 Unharmed 0 Dazed 1
1 Light 1 Unharmed 0
2 Light 1 Dazed 1
3 Light 1 Giddy 2
4 Moderate 2 Dazed 1
5 Moderate 2 Reeling 3
6 Severe 3 Giddy 2
7 Severe 3 Fainting 4
8 Mortal 4 Reeling 3
9 Mortal 4 Unconscious 5
10 Dead 5 Fainting 4
11+ Dead 5 Unconscious 5
16+ Destroyed.
If a certain type of blow is more of a stunning attack (eg. untrained
punches), subtract one from the Wound damage and add one to the Shock
Damage. Sometimes, you may have to ignore one of the sorts of damage
(eg. a mental attack that can't physically harm another person).
GM's are recommended to use imagination when dealing out wounds. For
example, that bear isn't just inflicted with a Light (1) wound, but is
enraged when a burst-laser burns a small hole in its left ear. Some
GM's may even want characters to record exactly what their wounds are
(and their is a maximum of five wounds per character). Thus the
shattered ankle you got from the fall might never heal properly...
Pushing...............................................................
If a character really needs a success, or a better result, they may
elect to "push". You can only push once per d6-d6 roll. If you
decide to push, you roll a third d6. On a 1, nothing happens. On a
2-5, you get an extra +1 on the log value but your Shock damage is
also increased one (from the exertion). On a 6, you get the +1 to the
log value, but at no cost in Shock Damage.
Pushing may also be used when moving. Usually you wouldn't have to
roll to move - you automatically go at the rate on your character
sheet. However, for each round you move, you can make a push roll (as
above) to increase the log value of your movement rate.
Remember that it is the log value that you are adding 1 to. It may
not seem like much, but when you convert the result to real measures,
the +1 is equivalent to adding 50% more effect!
Rounds................................................................
The word round was mentioned above; what exactly is a round? It is a
unit of time, decided by the GM. It may be as short as a picosecond,
or as long as a year, depending upon the circumstances. Basically, it
is how long it takes to complete the average action of the scene. In
a huge battle, the average action of deciding a skirmish might take 10
minutes - making the round 10 minutes. In an intense computer racing
game, the average action of changing direction and moving might take
only half a second - making the round worth half a second.
When an action sequence begins, the GM decides the length of the
round. Players then say what they're attempting to do that round, and
the GM will decide what NPC's and the environment will do. Attempts
are resolved mechanic. Values are updated, the GM decides if anything
new happens, and then the next round starts.
Most games have rounds of only one standard length. However, this is
restrictive, as some situations obviously call for finer detail, or
get boring because everything is happening too slowly. So the game
has to use and define more set units of time. The effect usually is
that there's a horde of different time-lengths to be learned, the
system still is not as flexible as ARM, and players are tied to one
units that they might not be happy with.
So ARM has no standard round length. The bad part of being so
flexible is that rates of movement, healing, and so forth must be
converted to new units depending on the size of the round. This means
multiplication or division. But ARM uses a logarithmic scale -
multiplying and dividing is equivalent to adding and subtracting logs.
So to convert from a standard movement rate to something you can use
for the current round length is a simple matter of chart look-ups and
addition. Some commonly converted units are listed on the following
table:
From ??? to standard From standard to ???
-------------------- --------------------
kilometres... +15 kilometres... -15
metres... 0 metres... 0
centimetres... -10 centimetres... +10
millimetres... -15 millimetres... +15
inches... -8 inches... +8
feet... -3 feet... +3
miles... +16 miles... -16
seconds... 0 seconds... 0
minutes... +9 minutes... -9
hours... +18 hours... -18
days... +25 days... -25
weeks... +29 weeks... -29
years... +37 years... -37
* N.B. If a speed is expressed in ??? per time unit, reverse the
sign of the translation (eg. to go from standard to ???/min,
add 9).
* N.B. Both time units in an acceleration unit must be
converted.
Let's use examples to better illustrate the process of converting
speeds and accelerations.
Corven is an assassin. The log value of her sprint speed is 5.
Converting to a measure, this means she can run at around 10 metres
per second. However, in a chase scene, the GM has decided that the
round will be worth 3 seconds, and unfortunately the map they're using
is in feet.
First of all, to convert from standard to feet means +3. Adding +3 to
her log value gives 8. This means that the log value of her speed in
feet per second is 8.
Next, we have to consider the round size. It is in seconds, so we
don't need to convert that. However, we want to see how far she runs
in 3 seconds, not 1 second. Obviously, she can 3 times as far. The
log value of 3 is roughly 2. So we add 2 to the previous result of 8,
arriving at 10 for the log value of her speed in feet per 3 seconds.
Converting this to a measure, we get her running at 100 feet every
round.
Now, let's say that the starship Decius has a log value of 3 for its
acceleration in space. Standard acceleration is in metres per second
per second. However, the space map is at a scale of millions of
kilometres. Also, the GM has decided that the round size will be one
hour on this journey. So we need to convert the standard log value
(in metres per second per second) to a log value in million Km's per
hour per hour.
Converting from standard to kilometres is -15. Subtracting 15 from
the ship's value of 3 gives us -12. Converting from kilometres to
millions of kilometres means dividing by a million, or subtracting 30.
We are now at -42.
Converting standard to hours is -18. However, we are using per hours
here, so we switch the sign to get +18. We have to convert both "per
hour"s, so we have to add +18 twice.
So the log value of the ship's acceleration in millions of Km's per
hour per hour is -6 (-42+18+18=-6). Converting to a real measure, we
get 0.06. Remember that this an acceleration value, so that we have
to keep track of our speed separately. If we want to accelerate for
one round, we add 0.06 to our speed in millions of kilometres per
hour.
Once you get the hang of it, it becomes quite simple.
Putting It All Together...............................................
Now you have all the basics of the ARM system. However, this is not
really enough to play with yet. You probably want rules for resolving
combat (both hand-to-hand, distance, and large-scale), using magic,
driving vehicles, creating a character, and a host of other specific
situations. However, exactly how these are done depends upon personal
taste for the most part, and there are many ways to do each of these.
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