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Thursday, March 11, 2010

[RPG] Musings on Fight Dice and 'Alternate-Alternate Combat Systems'-

'Like minds' and all that... ;)

I went to bed thinking of Brian Penn's surprise that Fight Dice didn't actually do the Fighting.
I woke up thinking that they very well could, and then:

* A Paladin in Citadel's blog
* Carl Nash's Other Blog
* Stuart Robertson's Robertson Games blog


Musing on What Fight Dice Could Actually Do-

What if Fight Dice (or Hit Dice) were instead actually rolled (akin to T&T), but with each die operating solo in comparison to another, opposed die from the opponent?


Let's start simply: 1d6 v. 1d6-

In a simple 'high-roll-wins' contest two 1FD combatants roll off:

OA: 3
OB: 5

Opponent B wins the contest and that die difference inflicts 2 DP (or HP). Ouch.


2FD Fight-

OC: 3, 4
OD: 1, 6

Opponent C wins two DP against opponent D, but D returns the favour.


Mismatch-

2FD v. 3FD:

OE: 2, 5
OF: 3, 3, 2

Opponent F inflicts a total of three (3) DP against E, but E inflicts 2 on F.


Getting Fancy-

If in the above mismatch, what if F's unopposed 2 could be used instead to block E's two DP reprisal?

Thoughts?

Tuesday, March 9, 2010

[RPG] Speak your Mind on Skills-

Prone to multi-tasking, I am working on:

* Creating pregens for two convention sessions
* Writing the streamlined PM
* Re-designing the Character Control Record
* Providing input to my map artist
* Tracking my other artist's output relative to the deadline
* Cleaning up for the SO's coming over to cook for mum and me
* Floating ideas for the weekly game
* Waiting to hear from Work regarding new assignments
* Tending to home-things

...more or less in that order.

One idea that keeps vacillating in my mind is to collapse the skills into the overarching framework I'd used for years on Guild Houses of Blood, namely:

Academic
Arcane
Athletic
Combat
Communication/Aesthetic
Covert
General (Civilisation)
Professional
Technical/Trades
Wilderness

My 'new school' players prefer micro-managing individual skills, but I am being plagued by wise admonitions to Keep It Simple/As Simple as Possible, but Not Simpler.

I think the Middle Path I'll adopt is the above with Specialisations.
--But, don't quote me on that.

Thoughts/Input/Derision?
--I'd love to hear everyone from 'Skills? Hate 'em!' to 'Skills? Natch'' folks here at TGT.

Best,

Sunday, March 7, 2010

[Playtest Campaign] 5th, March-

Without going into excruciating detail, the party confronted the apparent demon, moved down an Ancient corridor beneath House Ahzenbakh (Tyb in 2D Shadow-form throught the rest of the battle), Ashta fought the unseen baddie in Psychic combat (doing a good chunk of its DP total), the rest fought skeletal mooks, and then were confronted with a fairly wimpy Shorrannin which was slain.

Ashta psych-blasted it one last time and tore through its non-mind only to reveal thousands of its Hive-siblings suddenly looking back at her. Its carcass self-destructed injuring everyone, especially Skelk and Rhur who were not in sealed e-shealth Scout suits, and then the tesseract labyrinth began to collapse in upon itself.

The party not only managed to escape, but saved the KO'd cavorters and pre-sacrificial kids, but lady Miren, with implicit authority from the Governors, killed her sorceress mother, Dame Diem. The Governors asked Miren for (and were granted) permission to take over the mansion so as to better safeguard the site, as it was still extra-dimensionally unstable.

End of that adventure.

Beginning of next adventure:

The Aelbaan Sphere, having been nearly destroyed by fighters launched from the cloaked ship in orbit, had been repairing itself and hadn't been able to assist Ashta since they'd entered the sea cave. It asked to be transported to the Shadow Plane where it wouldn't be fighting gravity to repair its various micro-fissures. Tyb couldn't do it alone and went off in search of assistance, meeting the Shlzm. This group describes an army of human worshippers of a demon-god raiding their underground realm, and secures the aid of the party in exchange for their Shadow-transport of the Sphere.

He also meets a very loony Dryvv woman named Kyllia who is essentially a historical quasi-goddess who offers a number of her handmaidens to accompany Tyb in his future raid of the Aelbaan starship (in exchange for a drop of Ahni's [and by extension, Tyb's] blood). Kyllia is whispering into her slumbering Grand-(or great-grand-)-father's ear about wanting to have possession of (one of) Tyb's timelines. Tyb is given an inky copy of the Myth of Power, the mythified history of the pre-Dryvv, proto-Dryvv, and Dryvv peoples. It can be manifest as a regular tome, or can be 'read' in his mind's eye as a (searchable) running film narrative of the contents.

Ashta, Mela, and Tyb confer and determine that the demon was in fact a psionic delusion/illusion generated by the Shorrannin. And also that the Aelbaan are aware of their possible defeat at the hands of the party, and are moving against them, fearing that Ashta and Tyb will learn to unify their power. This is then vaguely set against the background of the Dryvv' interest in Tyb's timeline, and his metacosmic relation to another character of his from my Pathfinderish off-the-rails game that preceded my running UWoM for them.

The party are now in the Endgame of followers, land holdings, and approaching lord/dameship.

Fight on! :)

Thursday, March 4, 2010

[RPG] Personal Development/Talent sub-Table-

Presented here is the first draft of the above mentioned sub-Table resulting from a rolled Aberration:

--Personal Development/Talent sub-Table-
(2d8)

16 - Magicker
15 - Animal Companion
14 - Quickness
13 - Heightened Agility
12 - Heightened Body
11 - Heightened Conviction
10 - Heightened Fighting
09 - Technologian
08 - Stealth
07 - Weapon Mastery
06 - Heightened Psionic Index
05 - Heightened Scope
04 - Heightened Senses
03 - Natural Weaponry
02 - Self-Mastery


Animal Companion-
This creature (presumably organic) is built upon a base of the same Ability Score Total as the character, arranged as the Player sees fit, subject to review by the Referee. It functions as an extension of the character, and gains one-half the AP the PC does (these AP are only available for use with the Animal Companion), but begins with 0 AP. The creature gains the benefits of 1d4+1 rolls on the Personal Development/Talent sub-Table before it débuts with the PC. All subsequent Advancement comes from standard AP purchases or circumstantial changes in-play as the Referee determines.

Heightened Agility-
The Player rolls 2d6, and adds the higher of the two values directly to the character's AGL Score.

Heightened Body-
see Heightened Agility

Heightened Conviction-
see above

Heightened Fighting-
see above

Heightened Psionic Index-
see above

Heightened Scope-
see above

Heightened Senses-
+33% to the results of all Sense Tasks.

Magicker-
The character is capable of some magic, beginning with a bonus of 1 + (EXP) Caster Rank.

Natural Weaponry-
All of the character's Natural Attacks are increased by one Die-Type Step, and one additional of the increased die. Humans normally do only 1d4 damage with either a Punch or Kicks (etc.), but this character would instead roll 2d6 for such unarmed attacks. Creatures that are listed with different types and numbers of dice increase them by one Die-Type, and roll one additional of that higher die when calculating their damage.

Quickness-
The character adds +40' to their Base Speed (humans have a Base Speed of 40', making one iteration of this power a Base Speed of 80'). Additionally, the character gains a bonus of +5 to their Initiative, and a second action at the base (unmodified) roll of the Initiative die.

Self-Mastery-
The character is in such mindful awareness of their actions, even under duress, that they receive the better of two rolls on all Tasks. Additionally, the Player may opt to bring this Self-Mastery to such a fine degree of application so as to Automatically Succeed at any single Task, and generate Maximum possible effect for that character, once per Day.

Stealth-
The character adds a bonus of +50% to the result of all Secret and Silence Tasks. Any further iteration of this Power results instead in one additional roll of Tasks attempts, taking the better/best result.

Technologian-
The character adds a bonus of +33% to all Tech-related Tasks (Referee's determination). Additionally, the character may invest personal DP to create 'gadgets' out of the barest of materials or substances, all at the Referee's discretion. The effect(s)/function(s) that these gadgets are capable of producing/performing should include those listed in Tables 1-6, but at a rate of DP equal to 10 times the Table number in question subtracted from 7. Thus, a Table 4 power would require a DP investment of 30 points (7 - 4 = 3, 3 * 10 = 30). The Referee is (as always) the final arbiter of these matters. Powers (other than Technologian, which should not be granted) on the Personal Development/Talent sub-Table cost only 05 each.

Weapon Mastery-
Regardless of the origin of this prowess, the character receives, at no AP cost, Proficiency in all Simple, Martial, and one Exotic Weapon of their choice. At the Referee's option, Armour Proficiencies, too, may be included, but at some degree of trade-off.

[RPG] Aberrations and Powers begun in earnest-

I'm currently working on the long-postponed Aberrations & Powers section of the rules, and I think readers familiar with 2nd Edition Villains & Vigilantes will find the format of the powers similarly open to expansion and user-definition (, and ability to compound).

In this setting, unlike Metamorphosis Alpha or Gamma World, possessing obvious physical mutations is cause enough for persecution, usually (if not almost invariably) leading to the Shre's death. As a result, the Physical Mutations are less desirable than the discrete Mental Mutations.

Given that said aberrations exist in a significant enough percentage of the population of Urutsk so as to, over generations, have created the Humanoids of the setting, an exhaustive list of such creatures will not need to be detailed, as each region (let alone each 'incarnation' of the game found in the various playgroups upon publication) will have its unique manifestations.
--Still, there will be some canonical examples for completeness-sake, and to act as a spur for the creativity of the Referees of UWoM or whatever other system one would choose to use.

I have completed the initial list of the beneficial Mental Aberrations, and am starting upon their detailing (or possibly completing the Physical Aberrations list), today.
--My highly disrupted sleep cycle is mucking things up a bit, but I'll soldier on. ;D

Monday, March 1, 2010

Stuff ][-

In between writing e-mails to the Kelzsyn's Bluff & Environs project team members, re-writing the Players' Manual, reading your blogs, and having a life away from the computer, I have completed everything but the equipping and 'hook' for the ten pre-generated characters for the product.
--A few of the characters are pretty far afield for the Riverland Peninsula, but that'll be part of the fun for me in writing their hooks. I take it that if the dice gave me those characters, those are the ones I was supposed to have, and it'll all work out in the end. :)

My girlfriend has exposed me to a few (non-RPG) games lately, and I've really taken to the very laid-back Aquarius card game, but sadly, the game is apparently no longer in production. :( --Guillotine, too, is fun, but a bit too fiddly for my tastes in an non-RP game. Red Dragon Inn is still in deliberation, as it was only the two of us playing, and I definitely got the feeling it would show its 'worth' in a multi-player session, so I'll give that a try before giving it a rating.

Off to watch the Coen Bros. A Serious Man.

See you on the flip-side.

Sunday, February 28, 2010

[Playtest Campaign] 26th, FebRuary-

In brief:

* Ymmyk of 'the poor dual brain' has a condition where he occasionally manifests an alternate personality, as an NPC, and this has been used to keep him busy while the player hasn't been able to play. It also surfaced on Friday when said player had a bit of time to 'catch up' on what has been happening, as well as play. He 'snapped out of' an alternate personality and found himself sitting behind a desk in strange surroundings, with even his choice of personal gear different. Fleeting memories of his operating as a small-time crime boss, running at least a gambling house in one of the overturned hulls, as well as what appears a smuggling operation, taking advantage of the extensive tunnels in Doran.

* The Governors and the rest of their pursuit-posse made good use of the cryo-chambers in the subterranean complex by the coast, and Tyb and the Abbekqorru were healed in less than 16 Hours. Exploration suits were donned, HUD units in the helmets were utilised, and analogue computers engaged to conserve power. Weapons (Plasmatic-acid projectors) found by the Abbekqorru (Skelk [leader], Rhur [right-paw], and little Varq) led to improved mood. Varq was suited up. The suits have Jump Packs with a total of 20 Minutes burn time. The party realised that the PMH containers they salvaged may, possibly, be usable with the packs. Even lady Miren suited up and took to the weapon with Ancestral savvy.

* Mela's Fae friends helped her understand that the yellow-green flames and the quake/fault, was a powerful psionic delusion, but the realisation did nothing to prevent the psychic cycle from still causing new delusions/illusions, as well as a head-splitting degree of pain in the majority of the populace of Doran. A confrontation with two Bunk-Bunks went her way, utilising an imaginary acid-attack. A midwife with a new-agey crytal pendant, and Ylnel (Devlyn's cousin, the Fae-studies Specialist) were the only ones to maintain Resolve when the goat-demon appeared, but then disappeared almost as soon as it had appeared, as the Fae-friends led them to a tunnel entrance. Armed with a sickle, a rake, and perhaps a hatchet, these three ventured into the darkness and at Mela's mention, they trio faced a swarm of 'big bugs' -- phantasms, but one which nearly killed Ylnel until a placebo ws administered to her by Mela.

* The Governors emerged from the complex and found the flame no longer present, but the storm still battering the island. Odder still, the Ahzenbakh mansion still stood, with no hint of damage. Ymmyk was encountered topside, having emerged from a tunnel-connected cabin by a pond. H was suited-up, and through his Life Support-clan Primary Field training, quickly recalled the liturgy he had been forced to memorise as a youth, and made good on that. The group travelled to the intact and undamaged Ahzenbakh mansion. A hop over the wall (with the 60 MpH winds at their back) lead by Miren, brought the goat-figure in lawn statue form, to they party's attention. As the group was ogling the empty ground floor of the house and debating what to do, Skelk punched through one of the French-door-style glass plates and opened the door for the party. Entry was greeted by six two-headed dogs, but they didn't attack the furries, and their teeth couldn't penetrate the suits, but Tyb narrowly avoided having his hand crushed by 1,200-1,500 Ft./Lbs. of force exerted by the cute doggy that he was 'playing with' (to his credit, he had participated in the Governor's batch of the breeding operation, so this wasn't sheer lunacy on his part). Miren shot one dog with her energy weapon, now demonstrating true Security Officer training, and then guided the Abbekqorru in their vanguard role to the kitchen, whereupon the group noted plates in the sink, drinks on the counter, and the pantry door to the cellar open wide.
* Skelk stepped into the cellar first and just as Rhur headed in, a kitchen knife bit into the wood-panelled wall ahead of his snout. The pair turned in military precision and fired upon the portly cook, blowing two steaming/smoking holes through his body and burning pits into the stone wall by which he had launched his ill-fated attack. Sounds of piping, drumming, chanting, and moaning could be heard in the sub-level beyond the secret door, also open, and the group approved the furries' suggested use of knock-out gas grenades (also found in the scout complex loot). They threw four cannisters into the room they had clear view of, and Tyb flicker-jaunted into position, quickly joined by the others, in time to see folks copulating with goats, wearing goat-skin cloaks, exsanguinated children, children being prepped for exsanguination, and the goat demon sitting cross-leged at the head of this cavort. The gas grenades quickly caught all of the humans (with the children KO'd first). The demon stood and said calmly,
"I've been waiting for you."
I held it there despite Tyb's player's incredulity.