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Cthulhutech, Framewerk, and Poker dice

Started by AxesnOrcs, December 11, 2014, 10:14:17 PM

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AxesnOrcs

A rundown of the core mechanic of Ctech, Framewerk.

Characters have Attributes and Skills. Attributes are rated on a scale of 1-10, and skills are rated 1-5. You use d10s

Whenever the Storyguide (referee) determines that it would be appropriate to have a character see if they could fail at something there is a Test. Each Test has a Degree and a Difficulty. Difficulty is the target number of the die roll in the test, and the Degree is just plain speak for roughly how hard a Test is. There are two sets of difficulties given, one is a set of value ranges grouped together by Degree, and the other is a single standard value for when the SG doesn't feel like taking the time to make a nuanced  Difficulty. The standard diffuclties are 8, 12, 16, 22, 28, and 34.

When making a Test, the player determines the Base and Dice of the Test. The Base is just the Attribute associated with the Skill being tested. The whole attribute is used. The number of dice being rolled is equal to the rating of the skill, so 1 to 5 dice.

So far generally straight forward. But now for the poker dice.

So you roll your dice, but you don't get to add them all to your base. You have three options, depending on how many dice you are rolling.

You can always keep the highest die roll and add it.
If you keep the highest set of multiples, doubles and triples and the like, them all together.
Or if you are rolling 3 or more dice, you can keep the highest straight.

if you get 10 or more than the difficulty you have critically succeeded, doing what you wanted to do twice as well.

Looks simple right? I mean I don't play poker, but I understand the idea of this mechanic. I don't have an intuitive understanding of the probabilities of success in this context, but I could probably just go with the flow. I don't have the understanding of probabilities enough to go through and see if mathematically the system falls apart at the higher difficulties or not.

But now lets talk about rolling ones. If half or more of your dice roll ones, one die if you rolled one die or 3 dice if you rolled 5 dice (presumably 2 dice if you rolled 3), you have just critically failed, with results at least twice as bad as if you just failed. my probability math is weak, but I'm guessing it's 10% with die all the way to a 0.1% chance when rolling 5 dice. Which isn't bad, now that I think about it, but the rules don't address the possibility of both critically succeeding and failing on the same roll. Which takes precedence, failure or success.

Combat is basically the same, only the difficulty is determined by the defender's Test roll, with extra dice of damage awarded based on how the attacker beat the defender's number.


Re-examining the system, the poker dice mechanic isn't that terrible, but in my one attempt at using it, very unfriendly with people new to RPGs, somehow. It might be time for me to give it another go, but the poker dice thing just seems really gimmicky to me.

trechriron

I'll add:

If you meet or beet the Difficulty Number you succeed.

If your total is below the Difficulty Number you fail.

Automatic Success = you can just "take a 7" on the roll and add that to your Attribute. If it beats the DN, you succeed. Otherwise, you have to roll.

Critical Failures trump everything. So if you happen upon one, you just Critically Failed, regardless.

Of course, if your Attribute +7 is over the DN, then don't roll! :-)

I think it's a fun mechanic.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

Skywalker

I like it too. It provides reliable and easy to determine results, with the ability for amazing success. Something that is consistent with the genre.

I also really like how it interacts with Drama Points. You can spend them after you roll, but often they don't add to the result unless you get a match or a run. It can be very tense to use them.

When I ran it I allowed for two number runs as well, to be consistent with two number matches. This did boost success but actually helped avoid the system from dragging in combat.

trechriron

Here is a list of books (and if I own them in physical copy or PDF)

Core Book (physical and PDF)
GM Screen - 4 panel - Landscape with color cardboard reference sheets (physical)
Dark Passions (physical)
Damnation View (physical)
Vade Mecum (physical)
Unveiled Threats (physical)
Ancient Enemies (physical)
Mortal Remains (physical)
CthulhuTech: Racial Insecurities – Fetch (will be ordering softcover with PDF)
CthulhuTech – Burning Horizon (will be ordering hardcover with PDF)
CthulhuTech – Hot Merchandise I – OP#1 - Adventure (PDF)
CthulhuTech – Hot Merchandise II – OP#2 - Adventure (PDF)
CthulhuTech – New Parents – OP#3 - Adventure (PDF)
CthulhuTech – Finding the Fallen I – OP#4 - Adventure (PDF)

Character Sheet (PDF)
World Map (PDF)
Quick Start (PDF)
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

Skywalker

Burning Horizon is well worth it, even if for just space capable mecha and PA.

I think you can get the Quick Start in POD too (it's the only thing I haven't grabbed yet).

If anyone is looking for Demo scenarios I did four that are ready to run and cover all aspects of game play (Parapsychics, Tagers, Engel Pilots and NEG).

Bren

Interesting.

Is anybody willing to write up one or two examples of how the system works for combat and for non combat/unopposed actions?
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Skywalker

#6
I did several extensive Fight examples back in 2007:

Personal Scale: http://forum.rpg.net/showthread.php?368368-Let%92s-Fight-CthulhuTech-%96-Vitality-Phase
Vehicle Scale: http://forum.rpg.net/showthread.php?368836-Let-s-Fight-CThulhuTech-Integrity-Phase

I also did a chapter by chapter read through here: http://forum.rpg.net/showthread.php?367576-Let%92s-Read-CthulhuTech-%96-Discovery-Phase

I also did an PBP game on RPGnet and can find the link if needed.

Skywalker

#7
As said, I also did a series of ready to run Demo scenarios with Wildfire's consent. They use a simplified version of the system and contain everything needed to play. They highlight the primary genres and subsystems in the RPG:

Aeon Angelus Necronomicon, a "Evangelion" inspired Tragic Epic: https://www.dropbox.com/s/a33rh4q0atytexd/Aeon%20Angelus%20Necronomicon%20Evolution.pdf

Lambs of a Nameless God, an "Akira" inspired Survival Horror: https://www.dropbox.com/s/arleg7yp16ww4pn/Lambs%20of%20a%20Nameless%20God.pdf

To Kill A Lie, a "Ghost in the Shell" inspired Espionage Thriller: https://www.dropbox.com/s/1srqte389iq0yh7/ToKillALie2.pdf

Arnimor DUAL, a "Gundam SEED" inspired Military Drama: https://www.dropbox.com/s/d72k74ut63z5o1x/WRArnimorDUAL%20Plus.pdf

AxesnOrcs

Well this thread has got me doing a re-look at CTech. I was originally going to mine the setting for a mecha game using BRP Mecha.

Silverlion

Quote from: AxesnOrcs;804059Well this thread has got me doing a re-look at CTech. I was originally going to mine the setting for a mecha game using BRP Mecha.

I'll be honest. Do this anyway. The system really doesn't hold up well in play, it is too complex for the data returned. The writers really didn't seem to know what they were doing with it, and generally didn't do any research on a lot of things in their books. So best to do something cool with a system more elegant and mature.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
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Skywalker

#10
Though I agree the system is not without it's flaws and it is a first effort, I think it plays a lot better than its critics suggest. As said, the reliable result range with possibility of huge successes, along with the engaging and risky drama point system do a lot to promote the right feel.

In addition, it gets a bunch of things right (for me at least) that very few mecha RPGs have managed. The focus away from constructing mecha and tactical combat to mecha action centred around their pilots is simply fantastic (especially when you add CTech's solid base for weirdness). It's balance of realism, OTT anime, and a dark and sexy future is pretty cool too, and not fleshed out in many mecha RPGs to the same extent as CTech.

It is also an easy to tinker with and speed up aspects without changing the underlying math. For example, we changed each d10 of damage and armour into 1 damage and divided Vitality/Integrity by 5. Scale issues are almost entirely resolved by using x5 rather than x50 between tiers too.

I also think that the setting is better for the genre than the common outcry would suggest. Yes, they made a handful of stupid calls when dealing with sexual issues, but I find the complaints piled on top of that are blown entirely out of proportion. The setting isn't intended to be most of the things that those critics insist (to the point of sabotaging any other discussuon of the setting) it must be.

BarefootGaijin

#11
I love the mechs, I love the idea, I have yet to try it. I too would maybe want to BRP it. Not because "muh CoC is bee-arr-pee", but because it would just make life easier (though the poker dice are groovy). I am torn. I love the mechs in CTech, I can dig it in general but what concessions or elements are going to be compromised by using another system with the fluff? If any?

Quote from: Skywalker;804061The focus away from constructing mecha and tactical combat to mecha action centred around their pilots is simply fantastic (especially when you add CTech's solid base for weirdness).

This is what I want. I am completely turned off by the "design your own mech" mentality. If I wanted to do that, I'd write the whole damn game not buy a book suggesting...... grrr!
I play these games to be entertained... I don't want to see games about rape, sodomy and drug addiction... I can get all that at home.

Skywalker

#12
Compromises includes the effort in conversion (made more difficult by its broad range of abilities and power levels), the dice system which allows for reliable result with huge successes allowing for that right balance of realism and cinematic, and engaging yet risky drama point system adding tension.

CTech's system does its job well. If you like BRP better and are willing to put in effort regardless, then BRP will be a good option. But if not, you really need to ask what does BRP add that CTech doesn't for a CTech game?

Skywalker

Quote from: BarefootGaijin;804063This is what I want. I am completely turned off by the "design your own mech" mentality. If I wanted to do that, I'd write the whole damn game not buy a book suggesting...... grrr!

Yep. And CTech is about the only mecha game that really puts the right amount of focus on the pilot as the character IMO, and doesn't bog down the game in need to fiddle numbers, mecha parts and mechanical bits.

BarefootGaijin

Quote from: Skywalker;804066Compromises includes the effort in conversion (made more difficult by its broad range of abilities and power levels), the dice system which allows for reliable result with huge successes allowing for that right balance of realism and cinematic, and engaging yet risky drama point system adding tension.

CTech's system does its job we'll. If you like BRP better and are willing to put in effort regardless, then BRP will be a good option. But if not, you really need to ask what does BRP add that CTech doesn't for a CTech game?

It is balancing up "knowing a system" + "converting and house ruling" versus "learning a new system".

In the space of a few posts I have convinced myself it is just easier to read the book and learn the damn system!
I play these games to be entertained... I don't want to see games about rape, sodomy and drug addiction... I can get all that at home.