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Iridium V2 First Draft

Started by HinterWelt, March 31, 2008, 10:50:10 PM

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Silverlion

Does this work how you want it to?

It seems to me that setting a time for First Aid is odd, as a lot depends on type of First Aid (after all stitching a wound shut, CPR, bracing a limb--all First Aid, all differing amounts of time.)

My opinion is find a way to streamline that, A LOT.

If you are dead set on using Segments what about simply making them act every so often based on Agility (Since that is "speed" for Initiative purposes)

That is someone goes X number of segments based on agility. The higher they are the faster they can go, then have each weapon modify that slightly.


I still don't find the two rolls for utilizing one effect in combat as logical or consistent with the rest of the rules applied. But again, my opinion, and I DO tend towards lighter games.
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Hearts & Souls 2E Coming in 2019

HinterWelt

Quote from: SilverlionDoes this work how you want it to?

It seems to me that setting a time for First Aid is odd, as a lot depends on type of First Aid (after all stitching a wound shut, CPR, bracing a limb--all First Aid, all differing amounts of time.)

My opinion is find a way to streamline that, A LOT.

If you are dead set on using Segments what about simply making them act every so often based on Agility (Since that is "speed" for Initiative purposes)

That is someone goes X number of segments based on agility. The higher they are the faster they can go, then have each weapon modify that slightly.


I still don't find the two rolls for utilizing one effect in combat as logical or consistent with the rest of the rules applied. But again, my opinion, and I DO tend towards lighter games.
Hmm, perhaps it would do to review how it used to work...and may continue to work if I do not find a mechanism I am happy with.

In V1, your rolled init d6 + AGL bonus. This then ranked the players as to when they acted in the round. On your turn you would swing your weapon, if that were once or 5 times did not matter, perform your skill or move.

The issues players over the past two decades have expressed are
1. If you have attacks, shouldn't they intesperse or be staggered?

2. If I perform a non-attack action, First Aid, picking a lock or what have you, then it should take several rounds instead of "Bing!" on my init.

So, I am not "set on using segments" if you have a means to address this with standard rounds I would be happy as all get out. Essentially, I want to keep the ideas of:
1. Different weapons have different speeds. This is currently represented by the number of attacks they receive in a round.

2. If you get the jump on an opponent, you can kill them before they retaliate.


So, hopefully that clears some stuff up on what I am going for.

I do not think acting on AGL would be any better actually. You would still need to track segments and such anyway and now you would need to be modifying with tools used...

I will noodle on it some more.

Thanks for the input Tim.

Bill
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HinterWelt

I wonder if we should revisit a simpler solution.

Init as the new mechanism provides.

In order from highest to lowest, action/1 attack/move.

Repeat the cycle as long as people have attacks/actions/movement left.

For example,

Player A : Wins init. Swings zwei-hander.
Player B : Goes next. Swings Short Sword.
Foe : Next, init. Stabs with dagger.
Player C : Holds action to see if anyone is hurt in combat. Moves to back.
Player A swings again. He is done as a zwei-hander only has two attacks.
Player B swings again, has one attack left.
Foe stabs Player A wounding him.
Player C spends a Full Round Action applying First Aid to Player A.
Player A swings and kill Foe before foe can use his last two attacks.

Does that sound better? It does to me but I worry I am too close to the problem.

Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

flyingmice

Quote from: HinterWeltI wonder if we should revisit a simpler solution.

Init as the new mechanism provides.

In order from highest to lowest, action/1 attack/move.

Repeat the cycle as long as people have attacks/actions/movement left.

For example,

Player A : Wins init. Swings zwei-hander.
Player B : Goes next. Swings Short Sword.
Foe : Next, init. Stabs with dagger.
Player C : Holds action to see if anyone is hurt in combat. Moves to back.
Player A swings again. He is done as a zwei-hander only has two attacks.
Player B swings again, has one attack left.
Foe stabs Player A wounding him.
Player C spends a Full Round Action applying First Aid to Player A.
Player A swings and kill Foe before foe can use his last two attacks.

Does that sound better? It does to me but I worry I am too close to the problem.

Bill

I like it, Bill. It's simple, and accomplishes what you want.

-clash
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Silverlion

Quote from: HinterWeltDoes that sound better? It does to me but I worry I am too close to the problem.

Bill


Yes actually, sounds solid and workable.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

HinterWelt

My concern is this, I have some real gear heads as playtesters. They REALLY love the segment combat. However, even they admit it is complex and makes combat a bit long, two things I am truthfully trying to avoid (although it may appear otherwise ;) ).

I think I will rewrite the combat section with this version and see how it reads.

Thanks guys,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Mcrow

I'm really liking V2 so far.

As far as combat goes, how about this:

Since weapons have a # of attacks already how about use that as part of your speed along with your ag stat? So a character with a dagger (4 attacks) who has an 8 AG= 12 speed.

So a character with the highest speed gets to attack first, using one attack. Everyone else follows after the first character by next highest speed down, each using one attack. Once every character has used one attack they start over again with the first player and repeat until none of the characters have any attacks left.

I'm also concerned a bit about the AP rules, this seems like it should apply only to certain weapons or abilities not open for every attack by every weapon.

HinterWelt

Quote from: McrowI'm really liking V2 so far.

As far as combat goes, how about this:

Since weapons have a # of attacks already how about use that as part of your speed along with your ag stat? So a character with a dagger (4 attacks) who has an 8 AG= 12 speed.

So a character with the highest speed gets to attack first, using one attack. Everyone else follows after the first character by next highest speed down, each using one attack. Once every character has used one attack they start over again with the first player and repeat until none of the characters have any attacks left.

I'm also concerned a bit about the AP rules, this seems like it should apply only to certain weapons or abilities not open for every attack by every weapon.
Yeah, I am not sure about the AP rules either. Linda has suggested that only apply to piecing type weapons so arrows, spears and the like. I am torn on the matter to be honest. Any input on this would be appreciated.

BTW- Linda has been asking when you would pipe in about V2 Mike. You actually have played a fair portion of V1 so you might have some additional insight.

As to order of combat, I am always a bit nervous about static initiatives. You end up with the same person always going first...but I see what you are saying. I wonder if we could go this way d20 + AGL + #att for first init. It would be a bit more flexible that way.

Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Mcrow

Quote from: HinterWeltYeah, I am not sure about the AP rules either. Linda has suggested that only apply to piecing type weapons so arrows, spears and the like. I am torn on the matter to be honest. Any input on this would be appreciated.
I was thinking the same thing as Linda, apply it to weapons that have an armor piercing quality. Another thing that could be done is make it a skill, maybe "Precise Strike" that allows a character to do damage direct to FORT if using a weapon with 3 or more attacks if you succeed by 10 or more. This models the quick striking, lightly armed  fighter type.


QuoteAs to order of combat, I am always a bit nervous about static initiatives. You end up with the same person always going first...but I see what you are saying. I wonder if we could go this way d20 + AGL + #att for first init. It would be a bit more flexible that way.

Bill
That might work.

Sean

Quote from: HinterWeltI wonder if we should revisit a simpler solution.

Init as the new mechanism provides.

In order from highest to lowest, action/1 attack/move.

Repeat the cycle as long as people have attacks/actions/movement left.

For example,

Player A : Wins init. Swings zwei-hander.
Player B : Goes next. Swings Short Sword.
Foe : Next, init. Stabs with dagger.
Player C : Holds action to see if anyone is hurt in combat. Moves to back.
Player A swings again. He is done as a zwei-hander only has two attacks.
Player B swings again, has one attack left.
Foe stabs Player A wounding him.
Player C spends a Full Round Action applying First Aid to Player A.
Player A swings and kill Foe before foe can use his last two attacks.

Does that sound better? It does to me but I worry I am too close to the problem.

Bill

Yes, this is MUCH better - a lot less fiddley!

HinterWelt

Quote from: SeanYes, this is MUCH better - a lot less fiddley!
I will probably go with something like this for either this Iridium V2 or the alternate Iridium V2 based on Iridium Standard. It just seems the best we can do without utterly changing the way rounds work and adding a lot of ticks and such.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?