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Bare Bones Rises Again

Started by David Johansen, June 29, 2012, 01:49:20 AM

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David Johansen

So, here's the latest Bare Bones upgrade.  The only major change is that the stats are no longer used as roll under target numbers.  Instead the base target is 4+.  Having a higher stat than the modified target number gives a +1 and having a lower one gives a -1.  Beyond that tasks have been simplified, there are no longer exceptional successes.  I also put a bit of the unfinished campaigning chapter at the end.

http://www3.telus.net/public/uncouths/BBF.pdf
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

David Johansen

#1
Damnit the file's too big for my webspace, I'll have to remove some artwork and try again tommorow.  

Which was in about three minutes :D

It works now!
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Bloody Stupid Johnson

I've had a quick look through, but being a full RPG it needs a fair bit more reading to fully absorb, so the following thoughts are pretty preliminary.
 
 
Currently wondering:
*why [d6+trait] for opposed rolls, but d6/skill level for normal 'success rolls'? Wouldn't the same mechanic work for both?
 
*How do traits modify skills?
 
*Fighting skill looks pretty strong, since its an extra attack roll per skill level?
 
I also particularly liked some of the monster flavour text, but haven't quite grasped how the 'points' work as yet.
 
More later, if all the distracting internet trainwreck threads let up for a bit...

David Johansen

#3
hmmm...Originally this version was using the stat as a roll under target number.  It wound up being a little too good and didn't manage stats over five well.

The game is focused on one die for rank and file types.  I wanted contests between units and teams to be quick and easy to resolve, just like mass combat is.  Roll 1d6 per guy and there you go, measurable results.  Since level one in a skill is standard but stats are based around 3, I figure the 1d6 + stat is better.

Fighting 2 is powerful.  It's essentially 2 attacks per round.  Really I should cap skills to level 3 initially.  Right now you could buy Fighting 7 straight up and that would be a problem.

The points reduce your starting points.  Really I should probably flip it around again, but that'll quickly devolve into points based battles rather than taking a number of units and selecting their type based on a quota and getting stuck in.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Bloody Stupid Johnson

On the different mechanics for opposed contests/single rolls:
OK that makes sense (particularly given the game's semi wargame focus).

Myself, I sort of like the idea of different mechanics for different subsystems (to exploit the properties of different dice rolling methods), but am always on the lookout for interesting ways to reconcile/justify why they're different.

[still owe you more thoughts later, sorry; this is just me pondering out loud]

David Johansen

Previously you just got three points not six so you couldn't really max out the fighting quite as much.  But three points is just a little lean to feel heroic.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Bloody Stupid Johnson

#6
Yeah I think the multiple attacks aspect is a bit problematic.
With Fighting as it stands, many of the big monsters seem to get a + to fighting, =more attacks. I can see that being good for a miniatures skirmish game (where you want the Dragon to mash a bunch of low point soldiers or peons), but not so good in the case of a Dragon vs. Adventurer battle where the dragon gets an attack against everyone in the party...squishy. Maybe some sort of system where the higher Fighting creature only gets extra attacks against targets with low Fighting...like how the AD&D fighter can get attacks =their level against a creature with less than 1 HD, or 0-level target. Possible letting characters make multiple attacks only at a penalty.  
 
Fairly way out idea on the multiple subsystems...one possible compromise would be to have a setup where a creature can either spend a skill point to either reroll a dice (= extra success, or extra attack), or to get +1 to a check (to get higher difficulty/generate higher opposed total.

David Johansen

What I wanted from the faith rules is a reason for an army like, say, Bretonia to get down on their knees and pray before a battle.

I wanted it to provide benefit based on sacrificing tactical advantage and I wanted the ability of the common soldiers to be more important than the priests.  It's a communal effort, not a individual one.

On the other hand, allowing heroes to use faith as a re-roll is a great idea.  Thanks!

The reason fighting provides extra attacks is that weapon skill in Warhammer has been much less important than attacks for a long time, redundant even.  I wanted to link the two.  I think the fix needs to be restricting how much can be bought not changing the mechanism.

I don't mind having heroes who can contend with dragons single handedly.  That's another of my beefs with Warhammer.  The automatic human inferiority aspect of the game.  I want my warriors to stand toe to toe with the forces of darkness instead of being dependant on artillery.  (Empire player here...)
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Bloody Stupid Johnson

Quote from: David Johansen;556022On the other hand, allowing heroes to use faith as a re-roll is a great idea. Thanks!
I thought of that? Er, yes of course! *preens*
 
QuoteThe reason fighting provides extra attacks is that weapon skill in Warhammer has been much less important than attacks for a long time, redundant even. I wanted to link the two. I think the fix needs to be restricting how much can be bought not changing the mechanism.

That could work too. I've definitely seen the couple of times I've played the Warhammer RPG that if there's a career that has an advance in attacks (Outlaw I think has it initially), that gets pounced on at once.
 
QuoteI don't mind having heroes who can contend with dragons single handedly. That's another of my beefs with Warhammer. The automatic human inferiority aspect of the game. I want my warriors to stand toe to toe with the forces of darkness instead of being dependant on artillery. (Empire player here...)
Fair enough. You end up with both sides having several attacks but I guess it is a d6 system, rolling a bunch of them isn't too hard.

David Johansen

The thing about Bare Bones is that it's essentially what I wish Warhammer would be.  Warhammer started out closer to that in first edition, though the roleplaying rules were really tacked on back then.

A lot of my games are like that.  Dark Passages is a D&D neo-clone.  Incandescent is a the Silent Death rpg that I always wished ICE would do as well as a bit of a riff on Fuzion.  In the Shadow of Dragons is the standard system without the Rolemaster.  I've got a GURPS rehash and a Mutant Chronicles rehash and so on.

"among the beautiful creatures" is strictly my own and Galaxies in Shadow was inspired by a lot of games though Starfire, Starfrontiers, and =][=nquisitor are highest on the list.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com