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Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 1:17 pm
by Gomess
Like dis?
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Here's a random (like, literally on random) colour change of some hovercraft guy just to test things out then.
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Yeah. Working name is "Skirt". Lol.

I guess I like this new Seaspray's look, it's very muscular, and I do wanna play a low-IQ powerhouse.

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 1:25 pm
by Ursus mellifera
Gomess wrote:Like dis?
Yeah, just like that.

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 2:55 pm
by Shockwave
I'm still wondering why the combat system needs to be so complicated? You really don't need to categorize everthing in that much detail. There really should be a basic "damage is damage" system with specifics to be declared by players on an as needed/or desired basis. And the category or amount of damage is going to be determined by the dice roll anyway, so why bother categorizing it? If I'm going to attack an enemy character, I'm just going to "attack" and if I hit, I'm then going to roll for damage. As long as I am damaging the target and getting closer to eventually killing it, I really am not generally the type of player to care whether I blew off a wheel or a wing or what have you. I mean, I really am in favor of a simple attack vs defense = roll for damage system, it really covers just about damn near anything that could happen. Seriously, you don't even need to account for melee (I'm not really caring for the term "skirmish" for close combat) or ranged weapons.

I'm also wondering how using D6 would work on a ten point stat system?

Also, is everyone else pretty much just wanting to let Dom develop the whole thing and we'll just play whatever he comes up with? Cause I kind of feel like my input is falling on deaf ears and if that's the case I need to know so I can just shut the hell up and wait for Dom to do his thing. I'm not mad but I'm not going to keep suggesting details on how my proposed system would work if no one else here wants to play it.

Shockwave
-Is getting less and less sold on the Warhamster method. I'm unfamiliar with it and so far it seems unnecessarily complicated. But will try to keep an open mind.

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 2:59 pm
by Gomess
Shockwave wrote:I kind of feel like my input is falling on deaf ears
Everyone has their moment where they realise Dom ain't always gonna respond to what they say. Maybe it's cos we're British gentlemen, but we expect better! =p

But yyyeahhh. Despite the fact this was technically My Idea, I admit I have no idea how to run this sort of game, and my eyes glaze over when it comes to this stats and rolling stuff. So I'd like to cast my vote for simplest possible rules...

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 3:09 pm
by Dominic
Sorry. Got distracted. The idea of having tiered damage is to know how bad things are, bot for player charactes and enemies. This resolves a good many "but that would not stop my guy" type disputes in advance as well as working out a way to repair/replace charactes. The examples of what that damage would mean are just to give people an idea of what to envision when it happens (and it will happen).

The defense/armour can be partly sucessful. And, better armour could make potentially ruinous damage into slight or minor.

D6 are common. Most people have them, or can get them easily enough. Until we work out a more coherent stat system, D6 is a good assumed default.

Dom
-realized that computers make D3 possibe...

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 3:31 pm
by Gomess
Dominic wrote:"but that would not stop my guy" type disputes
Uh, is that really likely to happen? I mean, none of us are actual douchebags, are they? If whether your character takes damage or not depends on the roll of a die, how can there be any dispute?

Ok, I'm gonna go work on a better name than "Skirt"...

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 3:37 pm
by Shockwave
That sounds like Warhamster shoulders the work of the dm onto the players instead. Generally, in D&D if you attack and make a hit it's up to the DM to tell you where the hit occured and the extent of the damage (based on the damage roll). Exceptions to this are when players specifically declare what they're aiming for as part of declaring the action. I really think having a simpler base system for combat will allow players to more effectively control how detailed they want things to be. Like, if I just want to attack and don't care what part of a target I hit, I can do that. You subsequently can declare as much as you want as part of your action ("I want to fire my laser rifle at the Deceptitank's turret housing while jumping through the air to avoid getting hit by said turret.")

So my roll would go like this:
"I wanna attack the tank"
"Roll for attack" *rolls dice*
"you hit. Now roll for damage" *rolls another dice*
"16. You hit the tank in the treads, slowing it down somewhat. It's still moving at 75% speed and still has use of it's turret".

And yours would go like this:
"I want to fire my lase rifle at the Tank's turret housing while jumping to avoid being in the line of fire of said turret"
"Great. Roll for skill to check your weapon accuracy" *Dom rolls dice*
"Great, you're on target. Now roll against agility to see if your jump is out of the turret's line of fire" *Dom rolls again*
"And it looks like you dodged the turret. Now roll to see if your shot hit the tank" *Dom rolls to see if his shot connected*
"And you hit it. Now roll for damage." *Dom rolls to see how much damage he did to the tank's turret housing*
"16. Congratulations, you hit the turret's housing exactly on target and the resulting damage blew the turret off the tank effectively crippling the tank."

Shockwave
-Has plenty of D10s I can send if worst comes to worst.

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 4:09 pm
by Dominic
Mailing dice would like by as expensive as buying them, but it is a nice thought.
Uh, is that really likely to happen? I mean, none of us are actual douchebags, are they? If whether your character takes damage or not depends on the roll of a die, how can there be any dispute?
Trust me. If nothing else, having the rules set will speed up the game and reduce head-scratcher delays.

And yours would go like this:
"I want to fire my lase rifle at the Tank's turret housing while jumping to avoid being in the line of fire of said turret"
"Great. Roll for skill to check your weapon accuracy" *Dom rolls dice*
"Great, you're on target. Now roll against agility to see if your jump is out of the turret's line of fire" *Dom rolls again*
"And it looks like you dodged the turret. Now roll to see if your shot hit the tank" *Dom rolls to see if his shot connected*
"And you hit it. Now roll for damage." *Dom rolls to see how much damage he did to the tank's turret housing*
"16. Congratulations, you hit the turret's housing exactly on target and the resulting damage blew the turret off the tank effectively crippling the tank."


More like:

-player declares intent to fire on a part of the target.
-player rolls for accuracy, with assumed modifiers for character marksmanship and/or things like a moving target.
-roll either allows for the hit or is counted as a misfire.
-accurate shots are counted against the armour of the target and damage is calculated accordingly.
-target suffers a penalty based on severity of damage.


Dom
-this is simpler than it seems.

Re: Power Core Combiner RPG outline

Posted: Fri Feb 03, 2012 4:13 pm
by Gomess
I vote we let Dom make all the rules, just start playing, and then if we don't like his rules we all gang up on him and make him change them.

Re: Power Core Combiner RPG outline

Posted: Tue Feb 07, 2012 9:42 am
by Ursus mellifera
Gomess wrote:I vote we let Dom make all the rules, just start playing, and then if we don't like his rules we all gang up on him and make him change them.
This is pretty much what I was planning, also. I give input when asked, or when something doesn't make any sense to me, but otherwise I'm content to let Dom work on the thing until it's done. When we play it, if it sucks, then we have the beat-down.