Power Core Combiner RPG outline

Ancillary, non-main-line stuff. Star Wars TF, Speed Stars, Titanium Series, Robot Heroes, that sort of thing. They're kinda neat, but we all know they're not really that important. Admit it, you know it's true.
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Ursus mellifera
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Re: Power Core Combiner RPG outline

Post by Ursus mellifera »

Dominic wrote:This is actually going to be closer to D&D. But, with the Minicons and drones, it makes sense to borrow from 40K or WarHammer.


Dom
That makes sense.

Have I mentioned how I'm far too excited about this?
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Shockwave
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Re: Power Core Combiner RPG outline

Post by Shockwave »

So far, from he's described, it seems overly complex and combersome. I mean, having separate rolls for different TYPES of damage? Come on. I don't wanna have to come up with a new thing for every type of weapon out there. The D&D way of accounting for that is way simpler. You roll twice in combat. Once to see if you hit and again for damage. If you really want to get specific as to type of damage or the effect, you declare that before your rolls and then roll for the success or failure of the specifics (like in my Hound example earlier). Three rolls, done,done and done. simple.
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Re: Power Core Combiner RPG outline

Post by Ursus mellifera »

Shockwave wrote:So far, from he's described, it seems overly complex and combersome. I mean, having separate rolls for different TYPES of damage? Come on. I don't wanna have to come up with a new thing for every type of weapon out there. The D&D way of accounting for that is way simpler. You roll twice in combat. Once to see if you hit and again for damage. If you really want to get specific as to type of damage or the effect, you declare that before your rolls and then roll for the success or failure of the specifics (like in my Hound example earlier). Three rolls, done,done and done. simple.
Yeah, but this is still the development stage for the game system. It seems like it might be beneficial to make it overly complex so you don't miss anything, and then sit back and ask, "What can I simplify and/or get rid of completely?"
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Re: Power Core Combiner RPG outline

Post by Shockwave »

Well exactly. That's why we're having all this discussion is to sort out the details before we play. That's why I still encourage Gomess to provide input or ask questions that way we'll have feedback about what's gonna work and what needs to be simplified. I'm finding this process to be interesting and fun. It's interesting to see all the different ways to play it.

When I play tested my RPG a few yrs ago, I basically did the opposite of what you described. I started with the basics and dealt with more complex stuff as needed.
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Re: Power Core Combiner RPG outline

Post by Gomess »

Ok, really simple question here: Is there any point me playing a character with a naval altmode? Or is that like hamstringing a character from the start?

I suppose it depends on how comfortable Dom would be with contriving bodies of water on a regular basis.

But my god, I'm bored with sports cars and tanks and fighter planes.
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Ursus mellifera
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Re: Power Core Combiner RPG outline

Post by Ursus mellifera »

Gomess wrote:Ok, really simple question here: Is there any point me playing a character with a naval altmode? Or is that like hamstringing a character from the start?

I suppose it depends on how comfortable Dom would be with contriving bodies of water on a regular basis.

But my god, I'm bored with sports cars and tanks and fighter planes.
That's why I made a train! A steam train!

My opinion on this is that you can make what you want within the confines of the rules (once they're completed, obviously), and then it's up to the DM to help make it work within reason.
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Dominic
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Re: Power Core Combiner RPG outline

Post by Dominic »

You might not have a chance to use that boat mode very often.

It need not be a common mode to be land or air based. On the other hand, it would be a chance to test out water as terrain....

Oh, another development guideline, (not a rule): Try to have a complimentary Minicon or drone If your main character is a ground point, have a Minicon that can fly, or at least shoot really good. Try to come up with Minicons that will partially cover the Commander's deficits, sort of what Hasbro did during the early UT.

Edit:
I was thinking of getting one of these to customize as a new in-game character. (Consider this a potential spoiler.)

http://www.ebay.com/sch/i.html?_from=R4 ... _sacat=220

Sweet lord no. Not for those prices. That thing was not even close to worth $100 at retail. How the hell did this thing appreciate to between between 2 and 5 times as much?


Dom
-was thinking $75 shipped.
Last edited by Dominic on Fri Feb 03, 2012 9:58 am, edited 1 time in total.
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Re: Power Core Combiner RPG outline

Post by Gomess »

Sooo... A boat with a bunch of drones that combine into a ground transporter for it would be stretching the rules a little too far? =p Or helicopter drones that fly it around with cables? *shrug*

I want there to be some size differences, because I love the idea of riding on one of Ursus' carriages.

...what?
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Re: Power Core Combiner RPG outline

Post by Dominic »

Remember, the drones will cost you points.
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Re: Power Core Combiner RPG outline

Post by Gomess »

But surely everyone will have 2~4 drones, right? So that's a moot point, surely.

I'll have to think about altmodes carefully, since I'd like to give us an opportunity to play on the sea or a river or something, but... not if the character's gonna be worthless otherwise. =/

What about a limit on characters? Do we just have one each? I gotta say, I'd prefer that. Having multiple characters seems a bit lazy and impersonal, but I'm sure someone can justify it to me.
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