Well, I've looked over, and over, and I've come to realize that I've missed a few things in the rules, so I'm going to be adding them as the day goes on.
Look for a new version, to come out eventually, and hopefully this version will be the final version.
Tuesday, April 19, 2011
Saturday, April 9, 2011
Done and Finished.
Alright, I've finished the last version, it's up and ready to go, right on the download list for you all. Changelog is below
Final 1.61 to Ops and Tactics 1st Edition
Changed wording on the ablity score increases
Added Bell Curve Variant Rule
Added Sanity variant rule
Added my real name to the Created by, line
Clarified bleeding rules
Added Two new shotgun shells, Flamethrower, and Flare
Added XM25 grenade launcher, the QBZ grenade launcher, and the HM416.
Clarified crafting with Guns
Final 1.61 to Ops and Tactics 1st Edition
Changed wording on the ablity score increases
Added Bell Curve Variant Rule
Added Sanity variant rule
Added my real name to the Created by, line
Clarified bleeding rules
Added Two new shotgun shells, Flamethrower, and Flare
Added XM25 grenade launcher, the QBZ grenade launcher, and the HM416.
Clarified crafting with Guns
Final 1.6 to 1.61
Minor Errors in the Occupational GM chart
Thursday, March 31, 2011
Minor Addition
Following a semi-heated discussion, someone threw me a great idea. A home brew section, so that people can write their own rules in the back, as need be.
It's up, and ready to go.
It's up, and ready to go.
Wednesday, March 30, 2011
Rave Revies on /tg/
I just wanted to thank /tg/ for all of their support, and the final download is here for you all.
Changelogs! CHANGELOGS GALORE!
Beta 1.4 to Final 1.5
Corrected most typos and spelling errors.
Changed increase from 1 week to 2 weeks, and noted that it's assuemd that the characters keep up the upgrades with practice.
Changed Bleeding from 1d4 to 1d3, and minimum damage from 4 to 3, and added for every 3 points over the inital three, the bleeding is a +1
Changed Hunting and Tatical Shotguns to Sporting and Combat shotguns.
Moved Saiga 12 and Saiga 20 to Combat Shotguns
Changed Fal magazine from 30 to 20
Added Alex to the Dedication list
Beta 1.3 to 1.4
Changed Wise hero's special ability
Changed the DC's for Treat Injury
Added Perception to Military Skill List
Changed DC's for most skills
Fixed Minor error in the armor chart
Added types of arrowheads to arrows
Changed bleeding from every 5 rounds to every round.
Changed explosives so damage and burst radius scales at a even rate
Changed some ranged weapon upgrades so that they work on bows and crossbows too
Changed Damage and range on Crossbows
Changed Double fire so masterkey system and Underbarrel Grenade launcer can be used
Changed the damage for bows, and Crossbow
Added Buckshot Grenade
Removed Longbow
Added Recurve Bow
Changed Birdshot and Slug bonuses and minuses
Added Explosive Shell
Added allowing any weapon with a box magazine, or any weapon with a lever or pump action to have +1 ammunition
Added notion for reloading a firearm as a full round actiion
Added Ability to increase ability scores through practice
Removed Denoychaur from monsters
Removed Mutiple Fiend examples
Changed Linguistics so that you read and write a language first, then speak it.
Changed the Creature formatting
Changelogs! CHANGELOGS GALORE!
Beta 1.4 to Final 1.5
Corrected most typos and spelling errors.
Changed increase from 1 week to 2 weeks, and noted that it's assuemd that the characters keep up the upgrades with practice.
Changed Bleeding from 1d4 to 1d3, and minimum damage from 4 to 3, and added for every 3 points over the inital three, the bleeding is a +1
Changed Hunting and Tatical Shotguns to Sporting and Combat shotguns.
Moved Saiga 12 and Saiga 20 to Combat Shotguns
Changed Fal magazine from 30 to 20
Added Alex to the Dedication list
Beta 1.3 to 1.4
Changed Wise hero's special ability
Changed the DC's for Treat Injury
Added Perception to Military Skill List
Changed DC's for most skills
Fixed Minor error in the armor chart
Added types of arrowheads to arrows
Changed bleeding from every 5 rounds to every round.
Changed explosives so damage and burst radius scales at a even rate
Changed some ranged weapon upgrades so that they work on bows and crossbows too
Changed Damage and range on Crossbows
Changed Double fire so masterkey system and Underbarrel Grenade launcer can be used
Changed the damage for bows, and Crossbow
Added Buckshot Grenade
Removed Longbow
Added Recurve Bow
Changed Birdshot and Slug bonuses and minuses
Added Explosive Shell
Added allowing any weapon with a box magazine, or any weapon with a lever or pump action to have +1 ammunition
Added notion for reloading a firearm as a full round actiion
Added Ability to increase ability scores through practice
Removed Denoychaur from monsters
Removed Mutiple Fiend examples
Changed Linguistics so that you read and write a language first, then speak it.
Changed the Creature formatting
Wednesday, March 2, 2011
1.3 Is OUT!
New link, on the download.
What's new for 1.3
Changed Burst Fire and double tap to allowed to be done with feat, and the feats reduce the penalty
Gave descriptions about the firearm categories.
Changed Sting grenades damage from 2d6 to 4d6
Changed M4 and M4a1 from 80 feet to 70 feet
Change G36k from 80 feet to 70 feet
Added S&W Third seres 1006, a 10mm Full sized pistol
Added 40G, a Stand alone grenade launcher
Removed prerequisite from exotic melee proficency
Added a -4 to using a scope while attacking in their first range incriment
Reduced Match grade ammunition from a +3 to a +2 to attack
Shifted 10MM auto into it's own category
Shifted 5.56mm into a higher damage caliber
Shifted .300 Win mag ino a higher damage caliber.
Shifted 9x18mm into a higher damage caliber
Addded UM40, a .40 S&W Submachine gun, and the UMP9, a 9mm Submachinegun
Added MP5a4
Added 100 round drum for Mp5
Changed Speak action from 12 words to 15
Changed bleeding from 1d4 every 10 minutes to 1d4 every 5 rounds.
Added Sledgehammer, and Tool hammer.
Changed Machete so it's a short sword.
Changed Law enforcement and Investigative so that they can only recieve Backup and Full sized handguns
Changed Character SHeet to include a equipment page.
What's new for 1.3
Changed Burst Fire and double tap to allowed to be done with feat, and the feats reduce the penalty
Gave descriptions about the firearm categories.
Changed Sting grenades damage from 2d6 to 4d6
Changed M4 and M4a1 from 80 feet to 70 feet
Change G36k from 80 feet to 70 feet
Added S&W Third seres 1006, a 10mm Full sized pistol
Added 40G, a Stand alone grenade launcher
Removed prerequisite from exotic melee proficency
Added a -4 to using a scope while attacking in their first range incriment
Reduced Match grade ammunition from a +3 to a +2 to attack
Shifted 10MM auto into it's own category
Shifted 5.56mm into a higher damage caliber
Shifted .300 Win mag ino a higher damage caliber.
Shifted 9x18mm into a higher damage caliber
Addded UM40, a .40 S&W Submachine gun, and the UMP9, a 9mm Submachinegun
Added MP5a4
Added 100 round drum for Mp5
Changed Speak action from 12 words to 15
Changed bleeding from 1d4 every 10 minutes to 1d4 every 5 rounds.
Added Sledgehammer, and Tool hammer.
Changed Machete so it's a short sword.
Changed Law enforcement and Investigative so that they can only recieve Backup and Full sized handguns
Changed Character SHeet to include a equipment page.
Friday, February 25, 2011
New Ideas, cleaning House
First order of business with 1.3 was to take the jumbled, 73 page list of firearms, and split them into usable categories. With that out of the way, anyone who doesn't posses the gun knowledge of a /k/ expert, can pick firearms according to their type, and usage.
After that was done, I was going to elt it sit for a few days, see if any other ideas pop up..
that's all for now.
Tuesday, February 22, 2011
An introduction and a bit of backstory
Hello, and welcome to the development blog of Ops and Tactics strategy Tabletop RPG.
Ops and Tactics is a working title, but will most likely be the end title as well, or at the very least, be used to make the end title.
As of today I'm the only one fully dedicated to this project as writer and game designer. As of writing this right now, the game stands at about 75% completion, the current version at Beta 1.2. Nothing is completely solidified, however, and changes do occur as I get new ideas.
I began writing this system because of the lack of depth, particularly with equipment and weapons, that other RPG's had, as well as a realistic representation of firearms, and people as a whole. This system originally spawned from a single house rule for D20 Modern, that would change firearm damage, splitting the damage up by caliber, rather than by "Size" of gun. I originally started working on the system in October of 2009, and release the first Alpha Version on January of 2011.
The draw of Ops and Tactics is the detail in which a player can customize their character. Everything from their occupation, to their equipment, can have an effect on gameplay. There is a massive amount of customizable options when it comes to characters. Ops and Tactics is also built on a more realistic scale, where weapons are dangerous, and players have to use more than their fist, or guns, to solve problems.
For those that are not detailed oriented, I am also working on a simplified version of Ops and Tactics, that takes the core essentials of the game system, and makes them playable in a pick-up-and-go format.
Ops and Tactics is a working title, but will most likely be the end title as well, or at the very least, be used to make the end title.
As of today I'm the only one fully dedicated to this project as writer and game designer. As of writing this right now, the game stands at about 75% completion, the current version at Beta 1.2. Nothing is completely solidified, however, and changes do occur as I get new ideas.
I began writing this system because of the lack of depth, particularly with equipment and weapons, that other RPG's had, as well as a realistic representation of firearms, and people as a whole. This system originally spawned from a single house rule for D20 Modern, that would change firearm damage, splitting the damage up by caliber, rather than by "Size" of gun. I originally started working on the system in October of 2009, and release the first Alpha Version on January of 2011.
The draw of Ops and Tactics is the detail in which a player can customize their character. Everything from their occupation, to their equipment, can have an effect on gameplay. There is a massive amount of customizable options when it comes to characters. Ops and Tactics is also built on a more realistic scale, where weapons are dangerous, and players have to use more than their fist, or guns, to solve problems.
For those that are not detailed oriented, I am also working on a simplified version of Ops and Tactics, that takes the core essentials of the game system, and makes them playable in a pick-up-and-go format.
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