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Microlite Iron Heartbreakers

Started by Pseudoephedrine, August 08, 2009, 01:40:17 PM

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RandallS

Quote from: paris80;319675Yes, I know they're _different_. But they are also _equal_. Generally speaking, Studded Leather is supposed to be _better_ than Leather, and as things are currently set up, this is not the case.

IRL, it is very debatable whether one of similar types of armor is really better than another. Often they don't seem to be generally better just different. In games that could mean that both protect the same on average but that one may be occasionally better or worse than the other. The rules seem to capture this.

However, Pseudoephedrine seems to have decided to collapse the armor types by combining similar types in a future version. This probably works better, especially for a game designed to be "light". It certainly cuts down the arguments about which slight variation in an armor type is better/worse and how to represent that difference in the game. :)
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

RandallS

Quote from: Pseudoephedrine;319736Without releasing a totally new version yet, how does this look to you guys:

Both looker better than what you currently have. This is especially true of the armor as some of the original types listed were not really that different from each other in real life effectiveness. At least they aren't in ways that can be handled in a game without weapon type vs armor type adjustments -- and those are an often ignored PITA in games that have them.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

Pseudoephedrine

Thanks for the feedback guys! It's a huge help.

Here's what I've got at this point for an equipment list:

Light Weapons
Dagger 1d4 RNG 5m
Rapier 1d8
Short Sword 1d6
Throwing Axe 1d6 RNG 5m
Unarmed Strike 1d3
Whip 1d4

One Handed Weapons
Arming Sword 1d8
Battle Axe 1d10
Bastard Sword 1d10
Flail 1d8
Mace / Club 1d6
Lance 1d10
Short Spear 1d6 RNG 5m
War Hammer 1d10

Two Handed Weapons
Great Axe 2d10
Great Club 1d20
Greatsword 3d6
Halberd 2d8
Longspear 2d6
Maul 2d10
Quarterstaff 1d8

Ranged Weapons
Hunting Bow 1d8 RNG 25m
Javelin 1d8 RNG 15m
Recurve Bow 1d10 RNG 50m
Net RNG 5m
Sling 1d6 RNG 25m

RNG is their range increments, with thrown weapons going up to 5 increments and missile weapons going up to 10 increments (as per standard d20 rules). This gives a dagger or throwing axe a maximum range of about 25m (~75ft) with very high penalties to hit (-10), and a recurve bow can fire out to 500m (~1500ft) but once again, with very little chance to hit (-18!). I think I'm happy with that accuracy at those ranges. Does it offend against anyone's knowledge of the subject?

Armour is unchanged from the table in my previous post.

Shields

Buckler +1 vs. Melee attacks only
Light Shield +1
Heavy Shield +2

Those are defense bonuses, not damage resistance bonuses. I got rid of tower shields (which I'd rather deal with as cover).

Is there any obvious weapon I'm missing? Anything look like a total dud, or just make you go "Huh"?

:)
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Ok, another significant overhaul. I sent it out to my buddy Rob, who is one of the great rules hounds of my IRL group and he gave me some good feedback that I've incorporated. Most of it rationalises exceptions, though I also added a specific section on DMs adjudicating combat, a method for figuring out DCs for skill checks for new DMs (15+the rough level of the challenge) and a very simple opposed skill check system.

I also renamed the skills and made Physical less obviously dominating.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Would a morale system be welcome?

Here's my first thought as to how it would work:

At the end of every round, total up the damage taken by the monster or character during that round. They have to make a d20 roll + level + MIND with a DC equivalent to the damage taken or else they panic and have to retreat (not necessarily flee).

How does that strike people?
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

RandallS

Quote from: Pseudoephedrine;320261Would a morale system be welcome?

I generally leave morale of characters up to the players and of npcs and monsters up to the GM.

QuoteAt the end of every round, total up the damage taken by the monster or character during that round. They have to make a d20 roll + level + MIND with a DC equivalent to the damage taken or else they panic and have to retreat (not necessarily flee).

This seems like it would add a lot of calculation and die rolling to every round of combat. Checking for morale might take as long as the combat in the round itself if everyone hits. I know I'd ignore a morale rule that had me rolling morale for each  monster every round.

Limiting morale checks to when someone on a side dies or is critically hit or when something major happens that might affect a side's morale instead of every round would be more playable IMHO.

BTW, I just downloaded 1.4 and haven't had a chance to read it yet. Comments on it to follow later today.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

RandallS

Quote from: Pseudoephedrine;319978Ok, another significant overhaul. I sent it out to my buddy Rob, who is one of the great rules hounds of my IRL group and he gave me some good feedback that I've incorporated.

The only stand-out possible I saw is that movement seems a bit fast. If I'm reading 1.4 correctly, a DEX 10 being can move 30 meters in a six second round? A DEX 18 being can move 54 meters in that 6 second round -- that's a bit over a kilometer in 2 minutes of combat?
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

Pseudoephedrine

Whoops! That must be a misprint. It's supposed to be that you can move your Dexterity score in metres per round (total) if you're doing nothing but moving, so a character with Dex 10 should be moving 10m max. A character who attacks or does anything else can only move 1/2 their Dexterity score.

I haven't decided yet whether the mini-conversion rules will use 1m or 2m squares. It fairly drastically impacts tactical movement, so I may leave it up to DM option.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

RandallS

Quote from: Pseudoephedrine;320801Whoops! That must be a misprint.

Sadly, it looks like I may have misread it completely. Sorry about that.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

Pseudoephedrine

Microlite Iron Heartbreakers 1.5 release party!
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Version 1.51 has some slight rewrites of things for clarity, but is otherwise substantially identical to 1.5.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous