Monday, April 6, 2009

Combat and Damage Systems

Ok folks here's the deal with damage and fightin'

Right now here's how it works (basics).

Scenario #1
Bob attacks George with a knife.
To calculate Bob's attack we take the average of his Brawn 4 and Coordination 4, 4 total. Then we add his melee skill +4, and his melee:knife specialty +3 for a total of +11. Bob rolls a 7 on his d10 for a total of 18.

George attempts to dodge. George's Dodge total is his Coordination 3 and Reflexes 5 averaged to 4, plus his dodge skill of 6 (total bonus of +10). George rolls a 5 on his d10 for a total of 15.

Bob beats him by 3 so he hits George. Bob rolls damage (d10/2+Brn) he rolls a 4, halved to 2 and adds his Brawn of 4. Bob deals 6 points of damage.

Here's where the damage application arises. First of all hit location, unless otherwise stated all attacks strike the torso. Since Bob didn't declare a specific attack location this is where he hits.
Knives deal "severe" damage. There are 3 kinds of damage; Basic - blunt trauma, minor bruising, etc., Severe-Traumatic wounds, gun shots, etc., and Elemental - Burns in their myriad of forms. The human body, being relatively soft, can absorb only basic damage, this is a character's hardness value. Or the value of B damage that is negated, or ablated. If a character has armor that armor does 2 thing for him, the first thing it does is convert some of either S or E damage (sometimes both) into B. Then it ablates/negates/absorb a certain amount of B damage (which can include the damage it just converted). once the remaining number is figured out it is applied to the character as a single number.

Scenario #2 - ranged with armor
Bob shoots George with a Shotgun (slug) dealing 6d10 damage. Dealing a total of 35s damage. George is wearing a slugvest (bullet proof vest) which Converts 20 s and absorbs 15b. with a little math 15s and 5b is left over after the armor. George has a hardness of 6 (he's a bruiser in this scenario) and can absorb all 5 of that B damage but not the s damage. George takes 15 damage.

A little clunky but it works and is decently accurate. Some folks will have issues with immerssion into the game, but this can be dealt with more indepth later as things go from "How I originally thought them up" to a more refined a workable system with testing.

Now for more complexity

Scenario #3 called shot

Bob shoots George in the head with a Sniper Rifle. He needs to roll to hit at -5 (called shot to the head, limbs are -2). He hits and does 30 damage. Even with a big helmet, this kills George instantly. Nothing in the world that I know of can take a .50 cal sniper round to the head and live. Most vehicles would be disabled by this kind of weapon too.

Scenario #4 - critical hit roll

Bob shoots george and beats him by 10. Whoohoo critical hit. Bob can choose to pick a location, or roll for a critical hit. The critical hits system breaks down simply.
#1 Roll for location.
#2 Roll for special effect based on location, apply effect.
The crit table will be up sometime in the next few days.

Now my end question to everyone is - do I simplify this further by unifying everything into a single type of damage or keep it as is?

Saturday, April 4, 2009

You want to help?

if anyone reading this and helping out wants to write fluff, or do almost anything to assist feel free. I am open to help and all credit will be given where credit is due.

If this is ever published (which I doubt but it is concieveable) I will ensure that all posters, playtesters, and contributors get a cut and credit.

Of course it may never amount to much but the thought is there.

Much of it will be fleshed out on the rules side as playtesting begins and things are tweaked/scrapped/rebuilt/created/etc. But Fluff is not one thing I intend to make too much of for this system. If you want to take what I have and use it for (something other than toilet paper I hope) be my guest. Just no publishing it without permission please.

Friday, April 3, 2009

New power set being built

New powers Document M-Rz going up.

Updates

Updates some minor stuff through the system and will continue to do so.

Updated the Character sheet too.

Gear

Everyone loves some gear. Its now up on the right there.

Thursday, April 2, 2009

Getting closer....

Well today is the day that marks...well the first few playtesters are getting lined up and the fact that I have finally made it down to the Inhuman Attribute series of powers.

That means I have written out over 100 powers, out of about the 300 in the list.

Magic, or is it Magick, Magyk, Magiyckky, or something

Okay I have been thinking about the who "Magic" ideal and at this point there are 2 ways of going about it. Neither is mutually exclusive though so my thoughts are.

1. Magic is just a fluff way of saying how you activate you powers. This limits you to the powers and weaknesses you have but the weaknesses will form the spells/wands/books/amulets etc.

2. Magic as an independant power. It will work much like Gadgets and have the capability of mimicing other powers at a lower level. So if you have magic 4 you can mimic Powerblast 3. If I go this route I am thinking of making it very similar to gadgets where you will need to research your "spells/incantations/etc" each one will have set effects and can be activated on command once it has been researched. Your Fireball spell will always mimic Explosive Powerblast 3 even if you progress to Magic of 7, unless you research a more powerful version of that spell.

Going with both of these ways is equally viable as going with either of them. Both are very versatile, one has more direct power, the other has more versatility for a magic character if they are able to prepare/research enough spells.

Comments/criticism?