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Baseline RPG: Magic and Mythology

Started by Narf the Mouse, August 11, 2008, 08:16:49 PM

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Narf the Mouse

Current problem: The combat system works. It's fun. The gears mesh well...

...It's about as fluid as said gears. Gah!

My combat system uses Tick, To-Hit/Defense and Damage. And so far, To-Hit/Defense is the only one that could be shifted fluidly. And that was by putting a percentile success chart on the character sheet and making it relative to the difference between To-Hit and Defense.

I need some sort of coherent, underlying dice system. Except the last one proved annoying/boring. Everything (And I do mean everything) could be easily shifted around, but the chart needed to be consulted for everything.

Maybe I should ditch the chart? Except then I'd be working on a fundamentally different game.

Every time I think I've reached a coherent state with this, something proves wrong in a significant way. *Annoying!!!!!*
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Narf the Mouse

#16
And I think I've managed to whack that mole. Mostly by changing it from an exponential to a linear system, which changes the flavor of the system.

On the other hand, the combat system is now much more fluid. And I've been thinking it could work better as a semi-generic system than a setting-focused system.

Which means more work. But a good RPG will be worth it. :)

A long playtest. Sir Mordren vs. four goblins. (Yes, the system *Can* do a *Lot* more than just melee combat. However, getting one thing right at a time is a good idea. :)
[sblock]Sir Mordren is rushed by a ragged band of goblins!

Sir Mordren: Health: 48/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Health 13/13, Defense 16, DR (L) N/L: +5, 10/5
Goblin #1: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #2: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Mordren will do his old favorite, Holy Smite on the GIC. Let's see how the new rules play out...Tick +5.9
GIC raises a club back for a brutal smash. Tick +7.25
G #1 whips his club at Mordren. Tick +5.3
G #2 bashes at Mordren with a rusty longsword! Tick +7.75
G #3 takes a moment to aim before attacking with a make-shift mace. Tick +6.25

Tick: Mord 5.9, GIC 7.25, G #1 5.3, G #2 7.75, G #3 6.25

5.3, G #1: Warning: Incoming club. Dance party time? To-Hit +7, Damage 1d10+4. Roll it! 17, 8. The goblins' club whistles into an impact on Mords' ribs...And clangs off his armor! Next time, the goblin will hit harder. Tick +7.75

Tick: Mord 5.9, GIC 7.25, G #1 13.05, G #2 7.75, G #3 6.25

5.9, Sir Mord: Smite, smite, smite the ugly goblin! To-Hit +12, Damage 4d10+4. Roll it! 17 - Hit, but barely. Damage. (6, 8, 10, 3, 4) 31 - DR = 26. Sir Mords' sword slices through the GICs' throat and it dies gurgling. Overkill much? Mord isn't going to waste time here - He's going for speed, attacking G #2. Tick +5.6

Sir Mordren: Health: 48/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
Goblin #1: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #2: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Tick: Mord 11.5, GIC Dead, G #1 13.05, G #2 7.75, G #3 6.25

6.25: Gobbo #3: And precision is here: To-Hit +10, Damage 1d10+4. The mace whistles towards Mord...24, 5. Beat his defense by 10 - How abouts we halve DR? Still doesn't do anything, though, so...The goblins' extremly accurate strike bounces off Mords' collarbone armor and just barely misses his throat! G #3 focuses for another strike. Tick +6.25

Tick: Mord 11.5, GIC Dead, G #1 13.05, G #2 7.75, G #3 12.5

7.75: Moblin #2: A rusty longsword streaks towards Sir Mord. Is it time for damage? To-Hit +6, Damage 1d10+11. Thunder rolls...It rolls 10, 15. Sir Mord deftly dodges this attack, too! The goblin snarls and brings the longsword around for another try! Tick +7.75

Tick: Mord 11.5, GIC Dead, G #1 13.05, G #2 15.5, G #3 12.5

11.5: Sir Mord brings his sword around in a swift strike! To-Hit +7, Damage 3d10+2...And the roll is: 23, (9, 10, 8, 2) 29 - DR = 24. Goblin #2 takes a sword through through his heart! And the swift assault continues as Mord attacks G #1: Tick +5.6.

Sir Mordren: Health: 48/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
Goblin #1: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #2: Dead.
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Tick: Mord 17.1, GIC Dead, G #1 13.05, G #2 Dead, G #3 12.5

12.5, Moblin #3: To-Hit +10, Damage 1d10+4. Rolled: 12, 6. The goblins are rolling low...The moblins' feeble strike clangs off Mords' armor. No damage. The goblin growls and vows to do better next time. Tick +6.25

Tick: Mord 17.1, GIC Dead, G #1 13.05, G #2 Dead, G #3 18.75

13.05, Moblim #1: To-Hit +6, Damage 1d10+11. Rolled: 21, 14 - DR = 4. The goblins' strike bruises Mords' ribs. The goblin lets out a happy "Blood!" and tries again.  Tick +7.75.

Sir Mordren: Health: 44/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
Goblin #1: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #2: Dead.
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Tick: Mord 17.1, GIC Dead, G #1 20.80, G #2 Dead, G #3 18.75

17.1, Sir Mordren: Mord is going for accuracy here. To-Hit +10, Damage 2d10+4. Rolled: 29, (6, 6, 4) 16 - DR 11. Sir Mords' hand-and-a-half sword cuts a long gouge out of Goblin #1's arm. The goblin lives! Maybe trading damage for accuracy wasn't such a good idea...Sir Mord tries a quick stab to finish Goblin #1 (Whos name is KittenKiller) off - Tick +4.75, To-Hit +7, Damage 2d10+4.

Sir Mordren: Health: 44/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
KittenKiller: Health 2/13, Defense 14, DR (L) N/L: +3, 10/5
Goblin #2: Dead.
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Tick: Mord 21.85 GIC Dead, KittenKiller 20.80, G #2 Dead, G #3 18.75

18.75, Goblin #3. An accurate strike? To-Hit +10, Damage 1d10+4. Rolled? 18, 7. The goblins' rusty longsword leaves a streak of rust across Mords' armor as it clangs off. The goblin decides to just smash. Tick +7.75.

Tick: Mord 21.85 GIC Dead, KittenKiller 20.80, G #2 Dead, G #3 26.5

20.80. KittenKiller is getting desperate. This is a lot harder than killing small, furry animals or the occasional lost traveler...To-Hit +6, Damage 1d10+11. And the results are: 7, 12. Mord laughs as he dodges the pathetic strike. KittenKiller snarls and tries to bash Mord again. Tick +7.75.

Tick: Mord 21.85 GIC Dead, KittenKiller 28.55, G #2 Dead, G #3 26.5

21.85: Mord. To-Hit +7, Damage 2d10+4. The results are...18, (7, 2, 4) 13 - DR = 8. Sir Mords' sword stabs KittenKiller through his left eye! Swift attack on G #3, +5.6

Sir Mordren: Health: 44/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
KittenKiller: Dead.
Goblin #2: Dead.
Goblin #3: Health 13/13, Defense 14, DR (L) N/L: +3, 10/5

Tick: Mord 27.45 GIC Dead, KittenKiller Dead, G #2 Dead, G #3 26.5

Goblin #3 aborts and turns to flee. Tick +10.0.

Tick: Mord 27.45 GIC Dead, KittenKiller Dead, G #2 Dead, G #3 37.45

27.45 - Sir Mord isn't going to let the murderer get away. These goblins have been robbing and killing travelers for two months and it's hammer time! He presses forward in pursuit! (An ability he has had since his first incarnation, but never had the opportunity to use) Tick +5.9 to activate.

Tick: Mord 33.35 GIC Dead, KittenKiller Dead, G #2 Dead, G #3 37.45

37.45 - Sir Mord is 76 feet behind the goblin as he charges forward in a burst of acceleration! Charging...Tick +10.0.
37.45 - The goblin keeps on fleeing - Justice is coming and it has five feet of sharpened steel. He's gained a total of 15 feet away from Sir Mord! Tick +10.0

Tick: Mord 47.45 GIC Dead, KittenKiller Dead, G #2 Dead, G #3 47.45

47.45 - Sir Mord charges forward in furious anger! The goblin flees in terror. 68 - 56 = 12 ft. Everyone is going to keep running, so to simplify...Sir Mord catches the goblin! A swift assault ensues! 60 ft. per 2 seconds, Tick +5.9 (Doesn't matter, Goblin is running), To-Hit +7, Damage 3d10+2. 26, (9, 8, 2, 2) 21 - DR = 16. Sir Mord neatly stabs the goblin through the throat.

Sir Mordren: Health: 44/48, Defense 13, DR (L) N/L: 20/10
Goblin-In-Charge: Dead.
KittenKiller: Dead.
Goblin #2: Dead.
Goblin #3: Dead.

Goblin Bludger
Movement: Cautious 14 ft, Walk 28 ft, Run 56 ft
Attack: Tick +7 (5.9), To-Hit +8, Damage +9 (1d10+9)
Attack, Swift: +11 (4.75), To-Hit +7, Damage +6 (1d10+6)
Attack, Brutal: +4 (7.25), To-Hit +7, Damage +13 (1d10+13)
Attack, Accurate: +6 (6.25), To-Hit +11, Damage +6 (1d10+6)

Goblin Grunt
Movement: Cautious 14 ft, Walk 28 ft, Run 56 ft
Attack: Tick +6 (6.25), To-Hit +7, Damage +7 (1d10+7)
Attack, Swift: +9 (5.3), To-Hit +7, Damage +4 (1d10+4)
Attack, Brutal: +3 (7.75), To-Hit +6, Damage +11 (1d10+11)
Attack, Accurate: +6 (6.25), To-Hit +10, Damage +4 (1d10+4)

Sir Mordren
Press Forward: Tick +7 (5.9), Standard Movement +7 (17 ft/34 ft/68 ft)
A Swift Assault: Tick +8 (5.6), To-Hit +7, Damage +12 (3d10+2)
Holy Smite: Once per Encounter. Tick +7 (5.9), To-Hit +12, Damage +19 (4d10+4)

Well, despite the lack of damage, I think I can call the minion rules a success - The lack of damage was due to poor rolls and lack of tactics. Simulating three (One dies) simultanious Brutal strikes...

To-Hit +7, Damage 1d10+13: 18, 16 - DR = 6.
To-Hit +6, Damage 1d10+11: 25, 17 - DR = 7.
To-Hit +6, Damage 1d10+11: 16, 14 - DR = 4.

So it could have turned out much different.[/sblock]
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.