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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Dominic
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Re: Power Core Combiner RPG outline

Post by Dominic »

Rejoice. In general terms, Honey Bear did exactly what I was hoping for. While we are using different terminology in some places, and he is relying on different stats/traits than I was thinking, he has the idea. (And, stuff like terminology and relevant stats/traits are things that are going to be a bit hazy at least until I finish drafting rules. And, even then, they will be edited.)

Speedtrap skidded and veered to the left, turning into the skide just as a shell of solid ammunition passed over him and
exploded a bit ahead of where he would have been had he maintained his speed. Two energy beams cut across his original path.
Speedtrap made a quick mental not to add the attempted crushing and the tanks' firing on him to his report when he noticed incoming
aircraft.

The tanks would have to roll to hit Speedtrap, and roll higher than his armour value (armour value is often a combination of actual armour and dexterity). The tanks miss hitting him because Speedtrap's armour value is too high.
Close. Rolling to actually hit would be a function of the tank's skill, possible with modifiers for them moving while trying to hit a moving target. The armour of the target would only be an issue if the target were hit. (Remember, Speedtrap's armour is light.)

Also, note the two different types of ordinance used by the Overcharge troops. Their effects on a target, (and costs to the player using them), would likely be different. In theory, a player could equip a character with both.

Here are some high-lights of Honeybear's analysis, and my responses.

Remember, at this point, just be thinking of the general principle of how the game would break down, and when throwing dice would be important.

As Speedtrap's left tires contact the sand, the drag slowed him down enough for the left most tank to clip his right rear bumper.

On Speedtrap's turn, he moves off the pavement, and his speed is lessened. Then, on the tank's turn, it is still on the pavement, and elects to use its full movement to overtake Speedtrap and ram him.
I can see thinking of speed. But, a character's skill rating would also be important here. Remember, Speedtrap is effectively slowing down while in the path of an opponent that has little incentive to so so. If Speedtrap is not going to try outrunning the Overcharges, at the risk of being shot, he needs to get out of their way.

He was jolted back to awareness by the sound of an explosion as one of the Decepticon tanks exploded. Speedtrap attempted to stand,
but his left leg, (coincidently the right bumper that was clipped earlier), gave out from under him. A further self diagnostic made
the damage to his right arm apparent.

The tank explodes during the battle between the Autobots and the tanks. Speedtrap is out for this, so the DM can just say it happened without rolling anything..
Alternatively, the player controlling Searchlght and his drones allocated actions between the Commander (Searchlignt) and the drones. One drone was told to attack the Overcharge that was about to transform in to jet mode. The other was set to attack the other two Overcharges. The drone that engaged its targets would require a player to make attack rolls, and the opposing player to make dodge and/or armour rolls.

Speedtrap looked at the Minicon as it examined and repaired his leg.

The Minicon makes a repair roll to see what it can do for Speedtrap in the field.
Excellent.

Speedtrap took damage that would qualify as "severe" on my scale, so there would probably not be much the Minicon could do. Speedtrap's movement related traits, (likely Speed and Skill), have been diminished and would stay that way until they were repaired. They might possibly get worse every turn, or require "mishap rolls" of dice to see if they would get worse. The Minicon might be able to lessen the damage, or possibly negate the need for mishap rolls.


Dom
-and, Speedtrap's player would likely get points for slowing the Overcharges down and/or distracting them.
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Ursus mellifera
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Re: Power Core Combiner RPG outline

Post by Ursus mellifera »

Dominic wrote:Rejoice. In general terms, Honey Bear did exactly what I was hoping for. While we are using different terminology in some places, and he is relying on different stats/traits than I was thinking, he has the idea. (And, stuff like terminology and relevant stats/traits are things that are going to be a bit hazy at least until I finish drafting rules. And, even then, they will be edited.)
REJOICE, for I am AMONG YOU.

Yeah, you're kind of inventing a whole new set of terminology, which isn't uncommon for a new RPG, especially one not using the d20 system. I think I understand where you're going with it, though I think it would be really helpful if you could list the stats and other modifiers our characters would have, if you know them, and define what those stats and modifiers would be used to accomplish.

For example, you keep mentioning "skill," and are using it in a way unique to your system.
Check it out, a honey bear! http://en.wikipedia.org/wiki/Kinkajou
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Dominic
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Re: Power Core Combiner RPG outline

Post by Dominic »

I am still ironing out the stats. My initial goal was to go with tech spec numbers and terms. But, that is proving to be impractical. At most, I will be using tech specs (often hazy in official terms) as a starting point for playable numbers.


Dom
-ditto for point costs.
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Re: Power Core Combiner RPG outline

Post by Shockwave »

When I ran the table top RPG a few years ago the only time the ten point tech spec system became problematic was in dealing with human weaponry in terms of damage. And occasionally on characters with a 10 rating on certain stats.
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Re: Power Core Combiner RPG outline

Post by Dominic »

The stats do not necessarily cover all relevant variables.
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Re: Power Core Combiner RPG outline

Post by Shockwave »

Dominic wrote:The stats do not necessarily cover all relevant variables.
It worked pretty well most of the time the only other problem I ran into was with characters who have stats rating 10, essentially meaning that any action said character attempted with that stat was always successful. I think we wound up modifying it so that the "snake eyes" rule applied, meaning that a roll of 0 was considered a fail.

It's really more a matter of properly purposing the stats and what they're for. Skill could be used for special abilities (like Skywarp's teleport or Mirage's invisibility) whereas Courage could be used to roll for initiative. And so on and so forth. I really do need to find my original notes from that. I had most of it pretty well hammered out.
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Dominic
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Re: Power Core Combiner RPG outline

Post by Dominic »

Firepower: The effective range or practical effect of a weapon?

Skill: I always read "skill" as "abilty to do complex and/or delicate tasks with one's hands".

Speed: Oh, where to begin? Land speed? Ability to execute tasks? These are not always the same thing.

I could go on with this, but you get the idea.


EVen if we asssume that stats can be combined or applied differently depending on a given situation, a viable (if still mess) option, there are still problems.


A 10 point scale means that player characters are either going to god-moded very easily, or that progress and levelling up is going to be expensive and take huge amount of time/fun out of the game.


And, even then, you still do not have a clean stat-line because alternate modes are most likely going to effect a stat-line. A character is probably going to have less skill in their alternate mode than in their robot mode. How fast do you really think G1 Galvatron's cannon mode is compared to his robot mode? But, it arguably increases his skill in the sense of accuracy.

Never mind special weapons and equipment. What is the deal with those? A meaningful attack of defense bonus could easily "crack" a character and put them over the 10 point limit.


Dom
-loses sleep over this sort of thing.
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Re: Power Core Combiner RPG outline

Post by Gomess »

...Should I just stay out of this stuff until all the rules are finalised? For real.

'Cos I have never read so much and understood so little. And I've read Sein und Zeit.
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Shockwave
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Re: Power Core Combiner RPG outline

Post by Shockwave »

You are WAY overthinking this. A game system ultimately needs to be as simple as possible.

Firepower: Roll against target's armor rating to determine if it's a hit or miss. If a hit, roll a separate die for amount of damage.

Speed: It's on a scale of 1-10. 1 is walking, 2 is running, 3 is lower driving speeds (25-45mph),4 is mid driving speeds (up to 80), 5 is higher driving speeds (like if Speedtrap decides to floor it for his max speed of 150mph), 6 is lower flying speeds (like biplanes or whatever), 7 would be mid speed planes and 8 would be jets. 9 and 10 would be reserved for rockets and interplanetary speeds.

Skill can be used in the context you're describing, but such things are usually implied and skill is usually reserved for specific special abilities or profficiencies. Like the afforementioned teleport or invisibility abilities.

Strength can be used for both armor rating and attack rating in melee combat.

These are just examples, I'll elaborate more when time permits. But yeah, it really should be kept as simple as possible.

Shockwave
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Re: Power Core Combiner RPG outline

Post by Gomess »

Shockwave wrote:notes that Gomess' head seems about to asplode.
It would be nice to get an answer to a question I've asked I think three times, but I understand Dom is busy writing more fanfic. He does love it so.

Wouldn't it be prudent to do another check of who's up for this? Surely party size will have some effect on how complex the rules need to be.
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