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Best RPG Rule?

Started by TonyLB, January 03, 2007, 12:25:56 AM

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James McMurray

Oh well. I guess I have to ignore everything Abyssal Maw says now. I mean, it's not like he can expect us to believe that was a typo. ;)

mythusmage

The aggressiveness rule in Dangerous Journeys for critters.
Any one who thinks he knows America has never been to America.

James McMurray

That sounds suspiciously like aggro from MMORPGs.

mythusmage

Quote from: James McMurrayThat sounds suspiciously like aggro from MMORPGs.

The following should help with the confusion.

Quote from: Mythus Bestiary p18The agressiveness of any wild creature in the Mythus game is based on a numbe of factors, beginning with the animal itself. The environment and the creature's situation also will affect behavior. While some animals are naturally aggressive , most are not unless they are disturbed or molested in some way; or something has threatened their territory or young.

The base chance of any wild animal attacking is based on the general disposition of the animal in question, as shown below

Disposition: Chance of Attack
Gentle: 0%
Passive: 10%
Moderate: 20%
Easily Disturbed: 30%
Aggressive: 40%
Ferocious: 50%

This is modified first by the animal's form of nourishment

Herbivore: -10
Omnivore: +/-0
Carnivore: +10=

Any persona attempting to deal with an animal does so by rolling against his Animal Handling K/S Area, using the modifiers listed below. If Animal Handling is not possessed, use the additional cumulative modifiers to determine the effective chance of attack.

Animal's Nature/Situation: DR Modifier: Attack Modifier
Domesticated: -2 (Easier): -10
Knows/Accepts persona: -2: -10
Recognizes persona: -1: 0
Passive/Sated: -1: 0
Disturbed/Provoked: +1: +10
Hungry: +1: +10
Territory Violated: +2: +20
Breeding Season: +2: +20
Cornered: +3: +30
Protecting Young: +3: +30
Wounded: +4: +40
Man-Eater: +4: +40
Diseased/Rabid: +5: +50

If approached in a non-threatening manner animals that don't attack will either stand wary, or simply leave the area at the gamemaster's discretion. If disturbed, threatened, or attacked, those that don't attack with either flee immediately, or they will display or voice a warning of some sort (growl, hiss, etc.) and stand ready to defend themselves. Creatures whih are attacked by personas will gain an additional roll on each CT*.

*Critical Turn, the three second combat round.
Any one who thinks he knows America has never been to America.

Settembrini

Animal reaction rules for Traveller.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

bondetamp

Anguish Factor from Hol. I had no real point to it, it could be easilly removed entirely without the game play being altered in any meaningful way, but it added tone. :)

I also loved Inspiration from Adventure!. :)
 

jrients

Quote from: James McMurrayIs that similar to Babylon 5's vehicle combat? Each battle has a center and then you determine who is at the center, close, middle, or far in range. Relative ranges to each other are determined with that.

Yeah, that's pretty much the Trav method.
Jeff Rients
My gameblog

James McMurray

What about vehicle combat in other aspects? B5 is based on different orders, with each PC having a set number of orders they can issue per round (usually 1, increased by feats and class abilities). Orders range anywhere from "Fire at Will!" to "Run silent, run deep," "He's On your Six!" and various other combat actions with names pulled from the show. I like the control it gives while avoiding the typical tactical minutae that come with a d20 combat.

TonyLB

Quote from: James McMurrayOrders range anywhere from "Fire at Will!" to "Run silent, run deep," "He's On your Six!"
Seriously?  Oh, that's so fucking SLICK!  Now I'm gonna have to check that out.  Thanks for the heads up!
Superheroes with heart:  Capes!

jrients

Quote from: TonyLBSeriously?  Oh, that's so fucking SLICK!  Now I'm gonna have to check that out.  Thanks for the heads up!

Yeah, that does sound cool.
Jeff Rients
My gameblog

James McMurray

It's the best vehicular combat system I've seen if you're looking for fast and furious.

Be warned that the armor rules make it so that you can't possibly destroy one Starfury (small fighter) with another. Apparently in playtest they had armor degredation rules which allowed this but they somehow didn't make it into the printing of the book. By canon a 'fury's 14 armor is higher than it's 12 damage output, so every shot just plinks off.

This is the rule that some of the playtesters used and it seems to work well:

Quote from: Mongoose's B5 ForumAlso when you attack a vessel the offensive rating +1 for each 5 points over the defence divided by 5 is also the amount of an opponents armour that they have removed allowing you to wear down larger vessels protection.

Our group decided to divide by 3 instead of 5 just to make things move faster.

The other cool part about the system is that ships don't have hit points. Instead you have X number of spaces divided up amongst crew, cargo, engines, weapons, etc. When you take damage it gets applied to one section (more if there's overflow). If the section is damaged there's a chance it may malfunction. If it's destroyed there's even worse effects. Amongst the possible orders are ones to repair damage, brace for impact, or even simulate some systems using control spaces.

If you grab the book to check it out, make sure it's 2nd edition. The first edition B5 had a grid based tactical combat with hit points for the ships. 2nd edition also had a lot more fixes in it making it a much more polished product.