Another Experiment!
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Re: Another Experiment!
Admin wrote:You know, the hero point system you are coming up with seems like a lot of bookkeeping for everyone to keep track. I'm not always at home where I could keep a sheet of hero point totals handy for reference. I would much rather just use them in a limited fashion to suceed or keep from having a catastrophic failure rather than use them for everything.
Firstly I love the system you are coming up with Paul, you've obviously a mind made to tinker ;-). Personally I don't have a problem with the Hero point pool and love the idea of extra dice as a reward for creative thinking (thank you). I think this could work where we had listed the number of dice left at the top of your response to us, so a running total is present to refer to. But where I find myself agreeing with Dave here, is that you yourself are also seldom home when posting. IN the past you've come up with beautiful graphics to represent power drain, HTC/HTK etc, but along the way these have fallen by the wayside - (this isn't a criticism) as I imagine you've been replying from work where you can't update that information easily.
My worry is that Dave's point is correct in that the numbers will slip along the way and we'll not be aware of some crucial totals. So I do think book keeping for you, and for us needs to be kept to a minimum.
Also on this point, most of us just need the bottom line. As I've also said before don't worry about the mechanical stuff - Sentinel/Ross won't even know what half that stuff is, because he's not read the rules, and most of us just read to the bottom line anyway! How much damage did I/he/it do! How many frames have I got. etc! We're content to trust you on the rest of the stuff. I mean if we can't trust you - what's the point in playing?
I love the idea of no initiative, but that needs to be worked out alongside powers - if energy attack can be fired off as quickly as a punch? What happens if a punch comes in before an energy attack? Does it go awry etc? Also I don't mind adding distance to the def, but I think that should be a standard number for short/medium/long range, so that ranged attacks get unfairly penalised.
The only other thing that jumped out at me was the damage v the pool of HTC/HTK or Hit points or body or whatever. Firstly lets not have HTC/HTK and another number to represent health. Again lets keep it simple, either have body or have HTC/HTK, but not both. And also the numbers seemed off to me, if I do the damage you mentioned above, say 4 or 2 out of a pool of 60 odd in a PBEM game then every fight will be a grind!
Ok I like most of what you are saying, but I think it needs testing out, as its harder to work out what works and what doesn't until you've actually run it for a bit. I think the emphasis needs to be on simplicity (we post once a day in multiple locations so lets keep it simple) but like the old rules it needs to be fun. GH is one of the most elegant rule sets out there, where it fails, it fails spectacularly - but I think we've been having fun, despite that and you've done a top notch job of making it work. Moving forward whatever replaces it has to be as straightforward and as simple - without being too abstract and no fun. I think we're zeroing in, but in truth until we actually start testing something its all a bit abstract, don't you think?
Sj
Steeple_jackuk- Cosmic Level
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Join date : 2010-04-28
Re: Another Experiment!
I think initiative should be situational, if we are going to tinker with it.
The sneaky guy, that someone isn't aware of, should always go first. The guy who bluffs or confuses the enemy should get first punch in the opening round.
At greater ranges, assuming both are aware of the combat situation, the blaster should go before the guy who is throwing a boulder because energy travels faster than a thrown object or even a stretching punch. Then the throwing or stretchy guy and then the guy who has to move forward to engage in close combat range.
Speedsters should almost always go first unless confused, bluffed or surprised.
Going toe to toe? Simultaneous punches? Alternating punches?
I've trusted you on the die rolls and will continue to do so. If you fudge, you do it to keep us alive and that's make me happy.
Gimmick guys might go first as well. DC Comics has a character called Dr. Mid-Nite. He lost his sight to a gangster throwing acid in his eyes. But he discovers he can see in the dark and if he wears a special pair of red goggles, can see in the daytime too. He always throws his "blackout bombs" when he takes on crooks. It spills out a lot of dark black smoke that blinds the crooks but he can see fine in it. He should go first in a case like that.
Wind Guy blows away the smoke. He should probably get the next round initiative as Dr. Mid-Nite is a bit surprised at his main defense being removed so easily.
Gunfighters doing the classic Western showdown? Both go simultaneously but it is the quicker one who fires first. Or one might even delay because he knows the other guy is so slow, and then still outdraw him. So Dex might be the stat to look at to determine who goes first when the situation isn't clear as to who goes first.
Stuff like that should make initiative situational. I trust you as a GM not to screw us over on this. You run a great game. I keep trying to get everyone I game with to join this group because of it but they have never done so, not even to just watch.
And we do want to keep with the KISS principle when tinkering with the game.
And as said before, lets try a few rounds of combat and see how it goes. Having players come up with combat ideas will quickly show any errors in the system you are thinking of because players always do something the GM doesn't think about.
The sneaky guy, that someone isn't aware of, should always go first. The guy who bluffs or confuses the enemy should get first punch in the opening round.
At greater ranges, assuming both are aware of the combat situation, the blaster should go before the guy who is throwing a boulder because energy travels faster than a thrown object or even a stretching punch. Then the throwing or stretchy guy and then the guy who has to move forward to engage in close combat range.
Speedsters should almost always go first unless confused, bluffed or surprised.
Going toe to toe? Simultaneous punches? Alternating punches?
I've trusted you on the die rolls and will continue to do so. If you fudge, you do it to keep us alive and that's make me happy.
Gimmick guys might go first as well. DC Comics has a character called Dr. Mid-Nite. He lost his sight to a gangster throwing acid in his eyes. But he discovers he can see in the dark and if he wears a special pair of red goggles, can see in the daytime too. He always throws his "blackout bombs" when he takes on crooks. It spills out a lot of dark black smoke that blinds the crooks but he can see fine in it. He should go first in a case like that.
Wind Guy blows away the smoke. He should probably get the next round initiative as Dr. Mid-Nite is a bit surprised at his main defense being removed so easily.
Gunfighters doing the classic Western showdown? Both go simultaneously but it is the quicker one who fires first. Or one might even delay because he knows the other guy is so slow, and then still outdraw him. So Dex might be the stat to look at to determine who goes first when the situation isn't clear as to who goes first.
Stuff like that should make initiative situational. I trust you as a GM not to screw us over on this. You run a great game. I keep trying to get everyone I game with to join this group because of it but they have never done so, not even to just watch.
And we do want to keep with the KISS principle when tinkering with the game.
And as said before, lets try a few rounds of combat and see how it goes. Having players come up with combat ideas will quickly show any errors in the system you are thinking of because players always do something the GM doesn't think about.
DavidMcMahon- Cosmic Level
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Re: Another Experiment!
DavidMcMahon wrote:And as said before, lets try a few rounds of combat and see how it goes. Having players come up with combat ideas will quickly show any errors in the system you are thinking of because players always do something the GM doesn't think about.
Yeah what he said! ;-) Well put Dave
Sj
Steeple_jackuk- Cosmic Level
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Re: Another Experiment!
GM - It is a long dark hallway, poorly lit. At the end of the hallway, you see a single door with a small light over it. You have no idea how you got here or even where "here" is.
Player 1 - I approach caustiously.
Player 2 - Using my strength, I tear out the left wall of the corridor and see what's on the other side.
Player 3 - I smash through the roof and fly outside and look around.
Player 4 - I turn around and go back the other way, phasing through any obstacles.
Player 1 - I approach caustiously.
Player 2 - Using my strength, I tear out the left wall of the corridor and see what's on the other side.
Player 3 - I smash through the roof and fly outside and look around.
Player 4 - I turn around and go back the other way, phasing through any obstacles.
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
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Re: Another Experiment!
Points taken!
Right, I'm thinking we'll try the energy pool and see how we get on. Class 3 Characters like the Vanguard have 15 energy and recover 3 points in every round that they DON'T use energy. Initiative we'll ditch the dice, add Agility+Intelligence+Perception+Powers/Skills+Situational Modifiers (if any). Health points we'll have one level for. Calculated by multiplying Body x3 plus Strength x1.
Watch this space. You'll be using (for this example) Class 1 heroes (masked mystery men from the 30s with few/no powers but certain skills and usually using guns or weapons of some kind). I'll cook up stats for the Jade Hood (Martial Artist with nunchucks and throwing stars, acrobatic skills and a mean right hook) and Stone Fist, a gritty, hard bitten dock worker who gained a small measure of invulnerability when a crate he handled at the docks leaked a strange chemical that he breathed in. Character sheets should be up in the morning. I'll be doing some of this stuff on the fly, but will give the best explanation I can to what you're looking at. As Class 1 heroes they'll have 5 energy and recover 1 point every round they don't use any energy, so not much to keep track of.
We'll see how that goes then come up with some changes/fixes and go from there...
Right, I'm thinking we'll try the energy pool and see how we get on. Class 3 Characters like the Vanguard have 15 energy and recover 3 points in every round that they DON'T use energy. Initiative we'll ditch the dice, add Agility+Intelligence+Perception+Powers/Skills+Situational Modifiers (if any). Health points we'll have one level for. Calculated by multiplying Body x3 plus Strength x1.
Watch this space. You'll be using (for this example) Class 1 heroes (masked mystery men from the 30s with few/no powers but certain skills and usually using guns or weapons of some kind). I'll cook up stats for the Jade Hood (Martial Artist with nunchucks and throwing stars, acrobatic skills and a mean right hook) and Stone Fist, a gritty, hard bitten dock worker who gained a small measure of invulnerability when a crate he handled at the docks leaked a strange chemical that he breathed in. Character sheets should be up in the morning. I'll be doing some of this stuff on the fly, but will give the best explanation I can to what you're looking at. As Class 1 heroes they'll have 5 energy and recover 1 point every round they don't use any energy, so not much to keep track of.
We'll see how that goes then come up with some changes/fixes and go from there...
Re: Another Experiment!
I'll explain what this stuff does in the combat example but the laptop is near flat and its sack time anyhow.
Basically, Jade Hood is a martial arts type fella with skills and weapons. Stone Fist is a big guy with ultra dense skin that helps him resist nasty things like bullets and knives. Added to that it acts like natural knuckle dusters. Jade Hood is the better fighter, Stone Fist is the guy able to take and dish out more punishment. The game will be set in the early 1930s, out of continuity with our main game and in New York City at the height of the depression. It'll be a way to try out and explain stuff, and come up with new things to try.
Both are Class 1 (5 energy, recover 1 per round they don't use any energy in) and usually battle against class 0 (thugs, yakuza, mafia etc).
Re: Another Experiment!
Admin wrote:Points taken!
Watch this space. We'll see how that goes then come up with some changes/fixes and go from there...
Excellent, can't wait. I'm happy to be either character, just pleased that we seemed to have boiled things down so.
Sj
Steeple_jackuk- Cosmic Level
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Re: Another Experiment!
Issue 1 of the new tryout is up. Cooked up a couple of characters (pick one and post away!). If anyone else other than the two Davids wants to get in on the (admittedly short) game let me know and I'll cook up a 1930s 'Mystery Man' for you to run. Characters are either skilled or low powered superhumans, or possibly gadgeteers.
or
or
Re: Another Experiment!
I'll take Stone Fist. Will post in a few hours.
DavidMcMahon- Cosmic Level
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Re: Another Experiment!
Effort Points and Penalty Dice explained. Plus... HERO points when you HAVE to succeed!
Normally only two dice (d10s) are rolled and added together whenever a task is attempted. Then the appropriate Ability/Power/Skill is added, any modifier (good or bad) applied and the result compared to a target number. If the total exceeds the target number, the task attempt succeeds. if it is equal or less than the target number, the task fails. Alternately if opposing another character compare their totals. Ties are rerolled and the highest total wins.
When a character uses one or more effort points, an extra d10 is rolled per effort point, and the player/character chooses the best two dice to use, discarding the rest. Usually those are doubles, but if the dice would give a high total that would succeed at the task, that might be better (for example rolling a double 2 or a 10 and 9, I'd probably pick the 10 and 9). Effort points are recovered every time the GM posts (in play by post, for which these rules are intended) whereby they resolve an action that the player hasn't used effort points for.
Example:
Kestrel the dark vigilante named after a bird of prey, uses two effort points to attack a ninja. The next action, he uses no effort points, and so the GM has Kestrel recover an effort point.
You don't recover effort points in the same round as using any.
Penalty Dice are effectively the opposite of Effort points. the GM applies them when things might go bad for the character. A penalty die and effort point cancel each other out but if there are more penalty dice than effort points for a task, the GM rolls 1d10 per penalty die, and chooses the lowest/worst dice to use (avoiding doubles if possible unless a double 1).
Example:
Kestrel is falling down a lift shaft! He fires his grapple line at a door, hoping to snag it and slow his fall! The GM applies 3 penalty dice (he's wounded, falling, and needs to get the grapple out and shoot in one move). Kestrel throws in his last effort point, which cancels out a Penalty die. He then rolls 2d10, whilst the GM rolls 2D10 (remaining Penalty dice) and picks the lowest two dice to use. odds are that kestrel will need to find some other way to stop himself falling to the bottom!
Hero Points are special and hard to come by, earned by doing heroic deeds. When spent, they are gone, and don't recover like effort points do. At any time before a roll is made, a character can use a hero point. This allows the player to pick one of their two dice rolled, discard the other, and basically roll the same as the remaining die, in other words a guaranteed double result. They should not be used lightly! Hero points are hard to come by, usually as a result of:
1) Saving innocent bystanders
2) Thwarting the villain
3) Saving the town/city/country/world
4) Going above and beyond the call of duty
5) Personal Sacrifice
Example:
Despite his 'anti hero' status, Kestrel fights for Justice. Over the years he has gathered hero points, and needs one to stop himself going splat! He fires his grapple line again, and once more the GM rules there are three Penalty dice to roll. This time he uses a hero point. 2d10 are rolled, and the Hero Point cancels out the penalty dice. The dice come up 1 and 8. The hero point allows him to drop the 1 and assume a roll of 8 for his first die, giving him a total of 16 rolled and a double, so he gets to roll 2d10 again and add to his total roll of 16. This time he should save his skin!
Normally only two dice (d10s) are rolled and added together whenever a task is attempted. Then the appropriate Ability/Power/Skill is added, any modifier (good or bad) applied and the result compared to a target number. If the total exceeds the target number, the task attempt succeeds. if it is equal or less than the target number, the task fails. Alternately if opposing another character compare their totals. Ties are rerolled and the highest total wins.
When a character uses one or more effort points, an extra d10 is rolled per effort point, and the player/character chooses the best two dice to use, discarding the rest. Usually those are doubles, but if the dice would give a high total that would succeed at the task, that might be better (for example rolling a double 2 or a 10 and 9, I'd probably pick the 10 and 9). Effort points are recovered every time the GM posts (in play by post, for which these rules are intended) whereby they resolve an action that the player hasn't used effort points for.
Example:
Kestrel the dark vigilante named after a bird of prey, uses two effort points to attack a ninja. The next action, he uses no effort points, and so the GM has Kestrel recover an effort point.
You don't recover effort points in the same round as using any.
Penalty Dice are effectively the opposite of Effort points. the GM applies them when things might go bad for the character. A penalty die and effort point cancel each other out but if there are more penalty dice than effort points for a task, the GM rolls 1d10 per penalty die, and chooses the lowest/worst dice to use (avoiding doubles if possible unless a double 1).
Example:
Kestrel is falling down a lift shaft! He fires his grapple line at a door, hoping to snag it and slow his fall! The GM applies 3 penalty dice (he's wounded, falling, and needs to get the grapple out and shoot in one move). Kestrel throws in his last effort point, which cancels out a Penalty die. He then rolls 2d10, whilst the GM rolls 2D10 (remaining Penalty dice) and picks the lowest two dice to use. odds are that kestrel will need to find some other way to stop himself falling to the bottom!
Hero Points are special and hard to come by, earned by doing heroic deeds. When spent, they are gone, and don't recover like effort points do. At any time before a roll is made, a character can use a hero point. This allows the player to pick one of their two dice rolled, discard the other, and basically roll the same as the remaining die, in other words a guaranteed double result. They should not be used lightly! Hero points are hard to come by, usually as a result of:
1) Saving innocent bystanders
2) Thwarting the villain
3) Saving the town/city/country/world
4) Going above and beyond the call of duty
5) Personal Sacrifice
Example:
Despite his 'anti hero' status, Kestrel fights for Justice. Over the years he has gathered hero points, and needs one to stop himself going splat! He fires his grapple line again, and once more the GM rules there are three Penalty dice to roll. This time he uses a hero point. 2d10 are rolled, and the Hero Point cancels out the penalty dice. The dice come up 1 and 8. The hero point allows him to drop the 1 and assume a roll of 8 for his first die, giving him a total of 16 rolled and a double, so he gets to roll 2d10 again and add to his total roll of 16. This time he should save his skin!
Re: Another Experiment!
Admin wrote:Despite his 'anti hero' status, Kestrel fights for Justice. Over the years he has gathered hero points, and needs one to stop himself going splat! He fires his grapple line again, and once more the GM rules there are three Penalty dice to roll. This time he uses a hero point. 2d10 are rolled, and the Hero Point cancels out the penalty dice. The dice come up 1 and 8. The hero point allows him to drop the 1 and assume a roll of 8 for his first die, giving him a total of 16 rolled and a double, so he gets to roll 2d10 again and add to his total roll of 16. This time he should save his skin![/i]
I like it particularly the hero points mechanic, in addition to the effort points, very good.
Sj
Steeple_jackuk- Cosmic Level
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Join date : 2010-04-28
Re: Another Experiment!
Looking for feedback, suggestions, ideas, things that aren't clear, things that are good/bad. I'm aware I've given you nothing to read yet, only explained things but it's in a draft state. I've written a section on the Core Mechanics of the game (It's actually been re-written about a dozen times, from scratch because I wanted to to get it right) and that's ready to post up or as email attachment (PDF) to you guys. It's all text, there are a few fancy headings to break up the text walls but I will sprinkle some public domain comic book art in to spice it up a bit. Once the combat section is written the character creation section is quite closely tied to the DC Heroes game, which is what I wanted this to be in the first place (the system you guys used with Morningstar and Bowcaster) and I'm hoping it won't take too many tweaks to get that knocked out. I want you to be able to make your own characters (it's a point buy system done as simply as possible, so no Champions/Mutants and Masterminds level math that to me kills my enthusiasm stone dead. I will need your feedback on that at some point, but for now we'll continue with our playtesting.)
Gotta thank you guys as well - a lot of this I am thinking up on the fly as I post (I find I get 'flashes' that stick out as a reasonable thing to try and you guys are the guinea pigs unfortunately). Eventually we will move onto Class 2 or 3 characters (far more powerful than you have) and we'll really try to break the system with tank tossing and mountain destroying antics. If that works Class 4 and 5 (think Lionheart and Adjutant) level characters will provide adventures in space and beyond. That's a way off, and we may not even need to get there. Successful trials of this system might see us switch from the GH system. The powers in the DC Heroes game are far more flexible, wide ranging and outright powerful than our house ruled GH system, which for all it's faults, still serves us well, so nothing is cast in stone!
Opinions sought!
Gotta thank you guys as well - a lot of this I am thinking up on the fly as I post (I find I get 'flashes' that stick out as a reasonable thing to try and you guys are the guinea pigs unfortunately). Eventually we will move onto Class 2 or 3 characters (far more powerful than you have) and we'll really try to break the system with tank tossing and mountain destroying antics. If that works Class 4 and 5 (think Lionheart and Adjutant) level characters will provide adventures in space and beyond. That's a way off, and we may not even need to get there. Successful trials of this system might see us switch from the GH system. The powers in the DC Heroes game are far more flexible, wide ranging and outright powerful than our house ruled GH system, which for all it's faults, still serves us well, so nothing is cast in stone!
Opinions sought!
Re: Another Experiment!
Hi Paul
ok I am no expert on rules, what I know about GH I know because I read the rules and played them, where as DC stuff is very abstract to me. Playing them in a PBEM, for some reason only more so. So I don't feel I've got a huge amount to say other than what I like in a game.
For me, I like a certain amount of similitude, but I don't want to have it at the expense of loosing some of the fantastic. I am not very gammy, in that the mechanics really don't bother me since I gave up rolling dice I'm not worried what I need to hit, or indeed what they need to hit me, as I find I am responding to the narrative, and the bottom line.
If I were you, writing out the dice rolls and what not would drive me nuts, but I know you don't mind this. But, being honest I really only glance at that stuff and get to the line, do I hit and how much. After all I trust you, if I didn't the game would quickly break down. So keeping the game stuff to a minimum - apart from where necessary suits me better.
For example I'd prefer, "Lionheart struck out against the Robot and succeeded in dealing it a mighty blow [Hit and did 34 HTK damage after dividers]" Job done. That for me works better because it doesn't detract overly much from the game back into naked mechanics. I think at the moment there is a lot of rolling, to hit, for damage for resistance, where GH did this right was that there was only one roll, this meant game mechanics also took up less space, I like that. The way around it, for me, isn't not to do it, but simply to tell us the bottom line. Also I love the whole idea of speed or agility giving an attacker a harder time. How often does Spidey dodge bullets, or Batman? There has to be a reason these guys avoid being hit, esp Batman who isn't a tank.
As regards to building characters and powers and stuff like that - then yes I do want to know about the mechanics. Though I am not a min maxer, I like coming up with interesting characters, who regardless of power levels can work and make a contribution to the game. What I hate about GH, is basically if you don't have a grade of strength, you're contribution to the game is going to run out real quick, esp if it relies on magic, psi or energy. So this is one area where I do want to know can I create this type of character and give him these tweaks and see him advance in this way.
Otherwise I like the effort system and hero points, that sounds fine, since we are always in situations that demand we give our best, do our best, try our hardest to win over despite the odds. And for me that aspect beautifully and elegantly makes that point. I'm not just doing x I'm doing it with added incentive to make it succeed. For me then this means we get the focus on the game, mechanics pop up only where needed, and the game the story, the characters get to really shine.
Anyway hope what I am saying doesn't come across in a negative way, believe me I wouldn't stick around if I didn't enjoy what we've been doing. But I have noticed that as the game has gone on the naked mechanics pop in more and more, if anything I'd like to simplify what gets fed back, so I see what has happened without having to know every dice spent getting there.
But hey I'm just one person and I'm open to being shot down. As a DM I realise you've got to enjoy this as well, I know how much hard work it is.
Sj
ok I am no expert on rules, what I know about GH I know because I read the rules and played them, where as DC stuff is very abstract to me. Playing them in a PBEM, for some reason only more so. So I don't feel I've got a huge amount to say other than what I like in a game.
For me, I like a certain amount of similitude, but I don't want to have it at the expense of loosing some of the fantastic. I am not very gammy, in that the mechanics really don't bother me since I gave up rolling dice I'm not worried what I need to hit, or indeed what they need to hit me, as I find I am responding to the narrative, and the bottom line.
If I were you, writing out the dice rolls and what not would drive me nuts, but I know you don't mind this. But, being honest I really only glance at that stuff and get to the line, do I hit and how much. After all I trust you, if I didn't the game would quickly break down. So keeping the game stuff to a minimum - apart from where necessary suits me better.
For example I'd prefer, "Lionheart struck out against the Robot and succeeded in dealing it a mighty blow [Hit and did 34 HTK damage after dividers]" Job done. That for me works better because it doesn't detract overly much from the game back into naked mechanics. I think at the moment there is a lot of rolling, to hit, for damage for resistance, where GH did this right was that there was only one roll, this meant game mechanics also took up less space, I like that. The way around it, for me, isn't not to do it, but simply to tell us the bottom line. Also I love the whole idea of speed or agility giving an attacker a harder time. How often does Spidey dodge bullets, or Batman? There has to be a reason these guys avoid being hit, esp Batman who isn't a tank.
As regards to building characters and powers and stuff like that - then yes I do want to know about the mechanics. Though I am not a min maxer, I like coming up with interesting characters, who regardless of power levels can work and make a contribution to the game. What I hate about GH, is basically if you don't have a grade of strength, you're contribution to the game is going to run out real quick, esp if it relies on magic, psi or energy. So this is one area where I do want to know can I create this type of character and give him these tweaks and see him advance in this way.
Otherwise I like the effort system and hero points, that sounds fine, since we are always in situations that demand we give our best, do our best, try our hardest to win over despite the odds. And for me that aspect beautifully and elegantly makes that point. I'm not just doing x I'm doing it with added incentive to make it succeed. For me then this means we get the focus on the game, mechanics pop up only where needed, and the game the story, the characters get to really shine.
Anyway hope what I am saying doesn't come across in a negative way, believe me I wouldn't stick around if I didn't enjoy what we've been doing. But I have noticed that as the game has gone on the naked mechanics pop in more and more, if anything I'd like to simplify what gets fed back, so I see what has happened without having to know every dice spent getting there.
But hey I'm just one person and I'm open to being shot down. As a DM I realise you've got to enjoy this as well, I know how much hard work it is.
Sj
Steeple_jackuk- Cosmic Level
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Join date : 2010-04-28
Re: Another Experiment!
Points taken - I'll reduce the mechanics babble as sometimes that is a pain in the backside to write out. I guess I do that simply to prove we are playing an RPG and not 'interactive fiction' where stuff gets hand waved and you're more or less story writing. That'll be less work for me as well, and I have wondered in the past whether anyone reads that stuff (I must admit I do skim over it as I often include notes on what the bad guy is using so if they come up again I'm not making it up from scratch again). Maybe for my reference I'll put some text in a different colour and keep the 'in character' stuff totally separate rather than breaking up posts.
Remember as well the GH rules are only a single roll because we house ruled it that way - rolling D6s was a nightmare and for that I'm glad we use the system we have now. One roll, determines if you hit and how well you hit, done.
The effort/hero point system I guess I'm most pleased with. Gives you guys some genuine control over how well your character does. No guarantee of success, but with effort points and hero points you can get a spectacular result (as Jade Hood did). It might get a tweak or two but right now I can't think of a way to improve it, so it'll stay.
I'm thinking of incorporating the round/frame system into it as well, but combats might be over far too quickly and effort points might be less effective then. Will think on that. Thanks for your patience anyway. Been a rough few days (11-12 hour shifts, 12 hours between shifts, no sleep...) but last shift for a week tonight so regular updates on the way back
Remember as well the GH rules are only a single roll because we house ruled it that way - rolling D6s was a nightmare and for that I'm glad we use the system we have now. One roll, determines if you hit and how well you hit, done.
The effort/hero point system I guess I'm most pleased with. Gives you guys some genuine control over how well your character does. No guarantee of success, but with effort points and hero points you can get a spectacular result (as Jade Hood did). It might get a tweak or two but right now I can't think of a way to improve it, so it'll stay.
I'm thinking of incorporating the round/frame system into it as well, but combats might be over far too quickly and effort points might be less effective then. Will think on that. Thanks for your patience anyway. Been a rough few days (11-12 hour shifts, 12 hours between shifts, no sleep...) but last shift for a week tonight so regular updates on the way back
Re: Another Experiment!
Mate with your work and shifts I don't know how you do it, but I am supremely thankful you do. This has been the most fun you could have with a forum and email that I know.
Sj
Sj
Steeple_jackuk- Cosmic Level
- Posts : 4435
Join date : 2010-04-28
Re: Another Experiment!
For example I'd prefer, "Lionheart struck out against the Robot and succeeded in dealing it a mighty blow [Hit and did 34 HTK damage after dividers]" Job done. That for me works better because it doesn't detract overly much from the game back into naked mechanics
I agree with pretty much all SJ said, especially the bit above. If you want to write out the mechanics of the rolling, lets keep it separate from the narrative. I thought you were doing that so you could keep track of what was going on, in case you started rolling then went away to do some RL stuff and came back and could remember where you left off.
The big weakness to GH is that you need superstrength to fight all the time. No sense getting any other power as your main power. That is something I don't like and very much want to see your new game rules for making characters and how other powers will finally become effective.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: Another Experiment!
Here's a weird thought since we are doing pulp adventure here. A number of pulp and comic strip magicians, like Mandrake, didn't have "real" magic powers, they had a form of super-hypnotism. If we ever get a third person to help with this testing, maybe they should play someone with that power so we can see how well it does?
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: Another Experiment!
I'm open to anything. I kind of get what you mean - Mandrake hypnotises his target into thinking he's doing all sorts of weird stuff (flying etc) when in actual fact he's just stood there? Or am I barking up wrong tree? I think Mandrake turned up in the Defenders of the Earth cartoon in the 80s didn't he? (With Phantom, Flash Gordon and others)
Re: Another Experiment!
Actually it was more like an illusion that only that person or persons could see. If Mandrake "gestures hypnotically" or "gestures mystically" at a bunch of crooks trying to run him down in a car, they would think that all of a sudden, he put a steel wall in the middle of the street for their car to smash into and would swerve to avoid it and smash into a building instead when there was actually nothing in the street.
They could even think themselves fighting a bunch of guys and getting beat up and pass out from the beating that they didn't really get. It is a powerful yet at the same time limiting power because if crooks didn't look your way, you couldn't affect them or if they attacked you in the dark or were blind ninjas, the power would not have any affect on them. Others with high 'mystic' senses or the same power could sometimes break through the illusions. And if your hands were tied or full of a person in your arms, you couldn't gesture to bring them under your spell.
But it is powerful. He has been known to make a copy of himself, to their eyes, while making himself invisible, so that they attack the copy, which they then capture thinking it is the real him and he follows them - invisible to their eyes - to find their hideout. And that copy could gesture and cause them to see illusions while the real Mandrake stood to the side and observed. Sneaky tough power, but weak in some ways.
They could even think themselves fighting a bunch of guys and getting beat up and pass out from the beating that they didn't really get. It is a powerful yet at the same time limiting power because if crooks didn't look your way, you couldn't affect them or if they attacked you in the dark or were blind ninjas, the power would not have any affect on them. Others with high 'mystic' senses or the same power could sometimes break through the illusions. And if your hands were tied or full of a person in your arms, you couldn't gesture to bring them under your spell.
But it is powerful. He has been known to make a copy of himself, to their eyes, while making himself invisible, so that they attack the copy, which they then capture thinking it is the real him and he follows them - invisible to their eyes - to find their hideout. And that copy could gesture and cause them to see illusions while the real Mandrake stood to the side and observed. Sneaky tough power, but weak in some ways.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: Another Experiment!
I think this is important enough to post up here as it will affect the way the game is played...
Note that BEFORE Initiative is rolled you should decide how many effort points you wish to allocate to each stage of combat. If you do not, and decide to allocate effort points after any dice (from initiative onwards in a round) are rolled, it costs double the normal number of Effort Points per die.
Example:
ForceLord attacks a Supervillain with his Force Blast. His die roll is lousy (4 and 1) so the player decides to add Effort points to improve it. He wants 3 extra dice to roll so must pay 6 Effort points.
Note that this rule of being able to add Effort Points AFTER dice are rolled was introduced to be used in play by post/forum play, because of the nature of that gaming format and the possible delay/slow down of combat whilst the to/fro of combat takes place. When playing by post the player MUST state something along the lines of “If I roll less than 10, I will spend 4 effort points to get two extra dice”, in order to keep things moving. By stating the “if this happens, do this” method Combat will speed along much faster, and the player can cover themselves to reduce the risk of failure. If they get great rolls, they won’t have to spend any Effort Points at all with this method, with the only downside being that any Effort Points they do spend cost double.
Example:
A player, David, decides his character Stone Fist will attack a Nazi Goon. He doesn’t allocate any Effort Points, thinking that the Goon won’t need any to be knocked into next week. However, to cover himself, he adds “If the attack roll misses, spend 2 effort points for an extra die. If the attack roll hits, add an extra damage die for 2 effort points.” Later, when Stone Fist has recovered some Effort Points (3 rounds have passed or the player has attempted 3 Dice actions) he’s attacked by a Nazi Robot. The Player (David) states “If Stone Fist is struck and takes damage, spend four effort points to increase resistance by two dice.” By doing this Stone Fist won’t use any Effort Points at all if he’s not struck, and gets extra resistance dice if he is struck.
Apologies if that appears as a big text wall. The formatting will have been lost copying from Word/PDF so not sure on how it will come out until I preview.
I wanted a mechanic whereby Players by post can cover themselves and not but left high and dry by lousy dice rolls, so had a think and I reckon this will do the trick.
Simply state "if this happens spend effort points on...<insert action>" whenever you attempt a dice action (in combat or out)
Any questions, holler!
Note that BEFORE Initiative is rolled you should decide how many effort points you wish to allocate to each stage of combat. If you do not, and decide to allocate effort points after any dice (from initiative onwards in a round) are rolled, it costs double the normal number of Effort Points per die.
Example:
ForceLord attacks a Supervillain with his Force Blast. His die roll is lousy (4 and 1) so the player decides to add Effort points to improve it. He wants 3 extra dice to roll so must pay 6 Effort points.
Note that this rule of being able to add Effort Points AFTER dice are rolled was introduced to be used in play by post/forum play, because of the nature of that gaming format and the possible delay/slow down of combat whilst the to/fro of combat takes place. When playing by post the player MUST state something along the lines of “If I roll less than 10, I will spend 4 effort points to get two extra dice”, in order to keep things moving. By stating the “if this happens, do this” method Combat will speed along much faster, and the player can cover themselves to reduce the risk of failure. If they get great rolls, they won’t have to spend any Effort Points at all with this method, with the only downside being that any Effort Points they do spend cost double.
Example:
A player, David, decides his character Stone Fist will attack a Nazi Goon. He doesn’t allocate any Effort Points, thinking that the Goon won’t need any to be knocked into next week. However, to cover himself, he adds “If the attack roll misses, spend 2 effort points for an extra die. If the attack roll hits, add an extra damage die for 2 effort points.” Later, when Stone Fist has recovered some Effort Points (3 rounds have passed or the player has attempted 3 Dice actions) he’s attacked by a Nazi Robot. The Player (David) states “If Stone Fist is struck and takes damage, spend four effort points to increase resistance by two dice.” By doing this Stone Fist won’t use any Effort Points at all if he’s not struck, and gets extra resistance dice if he is struck.
Apologies if that appears as a big text wall. The formatting will have been lost copying from Word/PDF so not sure on how it will come out until I preview.
I wanted a mechanic whereby Players by post can cover themselves and not but left high and dry by lousy dice rolls, so had a think and I reckon this will do the trick.
Simply state "if this happens spend effort points on...<insert action>" whenever you attempt a dice action (in combat or out)
Any questions, holler!
Re: Another Experiment!
Right, some more bedtime reading for you. First up, the Measurement Point table.
When you see a number on a character sheet and want to know what it means, take a look on this table. It only shows Distance, Weight and Time right now, and is subject to tweaking (values) but will eventually include things like Volume, Information, Money and anything else that might be useful.
Example:
Jade Hood has 3 Strength. He can lift up to 160kg (300 or so lbs) before needing to push himself. Stone Fist has 5 strength. His limit of 750kg makes him as strong as the strongest normal human being in the world (probably stronger actually, as the world record for a deadlift is 507 kg, which still falls in the range of 5 strength.)
The thing to note is that a measurement of weight, distance, time falls within the range of one Measurement Point and another but are covered under the same measurement point. For instance someone who can run at 16 miles/hour is moving at 5 speed, the same as someone moving at 30mph. Both fall in the range of 5 movement.
And there's another thing. Want to know how fast your character is moving?
Distance=Time+Speed
If your character can run at 4 speed how fast can they move in 1 hour? 1 Hour is 10 MPs. Simply add 10Mps to the Speed of 4 and look at the distance (in this case 15 miles per hour). Stone Fist Jumps Distance 3 (12m or around 40 feet) which works out at 8mph (add 10 to his distance for how far he travels in 1 hour by jumping). I may tweak and change things to make it fit. For instance Stone Fists Jumping has gone up one to 3 but it doesn't change anything - he was jumping 40 feet before and can still jump 40 feet, but needs 3 Jumping to do it, so gets it.
Other equations to have a play with:
Speed=Distance-Time
To work out how fast someone is moving, take the Distance then subtract the time it takes for the character to cover it. For example, if a character called Mr Speedyfeet travels 4 miles (12 Distance) in 2 minutes (5 time) he's moving at 7 Speed. Add 10 to his speed to find out how fast he moves in one hour and it comes up with 125mph. Pretty fast (probably grade 3 or 4 in Golden Heroes as well ) but hardly 'Flash' pace.
And another to be getting on with:
Time=Distance-Speed
How long does it take Jade Hood to run 1 mile? Without a speed power his Agility is his movement rate and it's capped at 4 which is the human maximum without some kind of superhuman power (though you can push beyond your limits, which is what sprinters do for 10 seconds or so). 1 Mile = 10mp. Time taken equals 10 (Distance) - Speed (jade Hoods speed of 4) = 6 Time (4 minutes). Jade Hood can run a mile in 4 minutes, which makes him amongst the worlds fastest natural (non superhuman) athletes!
When you see a number on a character sheet and want to know what it means, take a look on this table. It only shows Distance, Weight and Time right now, and is subject to tweaking (values) but will eventually include things like Volume, Information, Money and anything else that might be useful.
Example:
Jade Hood has 3 Strength. He can lift up to 160kg (300 or so lbs) before needing to push himself. Stone Fist has 5 strength. His limit of 750kg makes him as strong as the strongest normal human being in the world (probably stronger actually, as the world record for a deadlift is 507 kg, which still falls in the range of 5 strength.)
The thing to note is that a measurement of weight, distance, time falls within the range of one Measurement Point and another but are covered under the same measurement point. For instance someone who can run at 16 miles/hour is moving at 5 speed, the same as someone moving at 30mph. Both fall in the range of 5 movement.
And there's another thing. Want to know how fast your character is moving?
Distance=Time+Speed
If your character can run at 4 speed how fast can they move in 1 hour? 1 Hour is 10 MPs. Simply add 10Mps to the Speed of 4 and look at the distance (in this case 15 miles per hour). Stone Fist Jumps Distance 3 (12m or around 40 feet) which works out at 8mph (add 10 to his distance for how far he travels in 1 hour by jumping). I may tweak and change things to make it fit. For instance Stone Fists Jumping has gone up one to 3 but it doesn't change anything - he was jumping 40 feet before and can still jump 40 feet, but needs 3 Jumping to do it, so gets it.
Other equations to have a play with:
Speed=Distance-Time
To work out how fast someone is moving, take the Distance then subtract the time it takes for the character to cover it. For example, if a character called Mr Speedyfeet travels 4 miles (12 Distance) in 2 minutes (5 time) he's moving at 7 Speed. Add 10 to his speed to find out how fast he moves in one hour and it comes up with 125mph. Pretty fast (probably grade 3 or 4 in Golden Heroes as well ) but hardly 'Flash' pace.
And another to be getting on with:
Time=Distance-Speed
How long does it take Jade Hood to run 1 mile? Without a speed power his Agility is his movement rate and it's capped at 4 which is the human maximum without some kind of superhuman power (though you can push beyond your limits, which is what sprinters do for 10 seconds or so). 1 Mile = 10mp. Time taken equals 10 (Distance) - Speed (jade Hoods speed of 4) = 6 Time (4 minutes). Jade Hood can run a mile in 4 minutes, which makes him amongst the worlds fastest natural (non superhuman) athletes!
Re: Another Experiment!
UPDATED CHARACTER SHEETS for Jade Hood and Stone Fist
Stone Fist gains Ultra Vision 4 which allows him to see in complete darkness at a distance of up to 25m as if it were daylight. Jumping gets a tweak to 3 points to keep him jumping the same distance as he has been doing.
Stone Fists Martial Arts skill goes up 2 points to 7. That makes him one of the Worlds best Martial Artists and deadly not just with his hands and feet, but with related martial arts weapons which also use this versatile skill (his nunchucks and throwing stars use this too). Because he's more accurate with it now, it also increases the chances of inflicting more damage, which is nice.
For some peculiar reason the size/formatting got messed up so Jade Hoods character sheet looks bigger. *shrug* I'll never figure these computer thingies out...
EDIT: Tweaked size of formatting.
NOTE TO SELF: Updated character sheets and all the Vanguard rules (inlcuding MP table) ARE ON YOUR LAPTOP YOU GOON! Hopefully that will stop me having to type this stuff out from scratch again...
Stone Fist gains Ultra Vision 4 which allows him to see in complete darkness at a distance of up to 25m as if it were daylight. Jumping gets a tweak to 3 points to keep him jumping the same distance as he has been doing.
Stone Fists Martial Arts skill goes up 2 points to 7. That makes him one of the Worlds best Martial Artists and deadly not just with his hands and feet, but with related martial arts weapons which also use this versatile skill (his nunchucks and throwing stars use this too). Because he's more accurate with it now, it also increases the chances of inflicting more damage, which is nice.
For some peculiar reason the size/formatting got messed up so Jade Hoods character sheet looks bigger. *shrug* I'll never figure these computer thingies out...
EDIT: Tweaked size of formatting.
NOTE TO SELF: Updated character sheets and all the Vanguard rules (inlcuding MP table) ARE ON YOUR LAPTOP YOU GOON! Hopefully that will stop me having to type this stuff out from scratch again...
Re: Another Experiment!
I've taken a brief look at what you've put up and it all looks fine to me (in truth I am totally useless with numbers and as I get older I find I worry about them less and less) as I trust you in any case. Thinking through what this means in real terms doesn't worry me too much until I am faced with what we are to do. Since most combats are balanced and apart from stupid dice most of the time we get by ok, I'm good with this. Although at least if we face a Hulk type character and you start saying strength 12 or something I now know what a difference that makes.
ok saved Jade Hood's character sheet on my HD where I put all the others, so got a copy I can now look up.
Have you been weighing in on the SQuk debate, to be honest people are way ahead of me, I've still not read the revised rules, which seem a bit tame to me still. And stuff seems to be missing, to be honest as I read it I still prefer the original game! Sounding like a Grognard now ;-)!
Sj
ok saved Jade Hood's character sheet on my HD where I put all the others, so got a copy I can now look up.
Have you been weighing in on the SQuk debate, to be honest people are way ahead of me, I've still not read the revised rules, which seem a bit tame to me still. And stuff seems to be missing, to be honest as I read it I still prefer the original game! Sounding like a Grognard now ;-)!
Sj
Steeple_jackuk- Cosmic Level
- Posts : 4435
Join date : 2010-04-28
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