01-18-2018, 02:52 AM | #11 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Fantasy Trip Tiny Bits of Chrome
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I quite like it. Armour becomes more characterful without going the whole hog of specific hit locations and armour pieces. |
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01-18-2018, 07:28 AM | #12 | |
Join Date: Aug 2004
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Re: Fantasy Trip Tiny Bits of Chrome
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Your post does make a good case for variable armor values, but not necessarily variable armor and variable damage. |
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01-18-2018, 07:51 AM | #13 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Fantasy Trip Tiny Bits of Chrome
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01-18-2018, 10:39 AM | #14 | |
Join Date: Nov 2010
Location: Arizona
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Re: Fantasy Trip Tiny Bits of Chrome
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01-18-2018, 12:30 PM | #15 |
Join Date: Dec 2017
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Re: Fantasy Trip Tiny Bits of Chrome
The old Chaosium game about the Young Kingdoms, Stormbringer, used variable weapon and variable armor damage. It was actually pretty great and I highly recommend it to anyone who wants a very efficient way to encapsulate a range of properties of different armors. For example, a complete, head to toe mail suit and a 17th century Cuirrasier armor might have the same average value but very different distributions - one always providing moderate damage reduction and the other spanning a huge range from nothing to excellent. E.g., a full mail suit might be 1d3+2 while the partial plate is 1d10-1: Close to the same average but a greatly different distribution. And, from a game play perspective, it takes no extra time because the target and attacker can roll at the same time.
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01-18-2018, 06:56 PM | #16 |
Join Date: Dec 2017
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Re: Fantasy Trip Tiny Bits of Chrome
I don't know if this is the place to post it but I have used a mechanic that other games have used in some form or another. But works if you don't want to use a bunch of modifiers. Lets say that a hero has put themselves in a good position to make an attack. I would have them roll 4 dice and keep the three they want. This increases their chance of success and the game runs smoothly along. You could increase the dice rolled as you see fit. On the other side, let's say the player puts themselves in a bad situation and finds themselves at a disadvantage then I would have them roll 4 (or more) dice and I would take away their best dice and leave them with the worst three. I did use it for players that treated the others players in the game poorly by screwing them over during the game, like letting them die for the fun of it. I would mark their bad behavior down and when they really needed to make a roll then I would give them an extra curse dice or two and watch them squirm as I take away their best rolls and leave them the worst three. Kinda fun actually;-) I also award a positive dice for good play that they can use (anytime) when they need to make a roll and they keep their best. Anyway I don't know if this is of interest to anyone but I found it a lot of fun.
I used this before 5E came out with their advantage/disadvantage rule, so people don't think I got it from them. But this mechanic can clear out extra rules you might not like to use and keep the dice rolling. The more dice rolled the better for me as rolling one die is like throwing a rock in mud, plop...I like the clatter of the dice as they roll across the table:-) |
06-28-2018, 06:19 PM | #17 |
Join Date: Jun 2018
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Re: Fantasy Trip Tiny Bits of Chrome
I liked the rules in Pendragon that gave different weapon types a bonus:
Flails ignored shields, but on a fumble (16-18) you hit yourself; Axes did bonus damage to shields and on a critical (3-5) could split the shield rendering it useless; Swords being of a better quality than other weapons did not tend to break; Maces did more damage to those wearing chainmail, scalemail, etc (and there were more types of those and more readily available); Mostly because it gave more meaning to "why use a sword instead of an axe?" Damage was also based on Strength rather than a particular weapon. It also had rules for how wounded you are (and associated penalties) which could be simply incorporated. |
06-28-2018, 07:37 PM | #18 |
Join Date: Sep 2005
Location: Arizona
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Re: Fantasy Trip Tiny Bits of Chrome
I split Fatigue and Hits. Both are based on ST, but you have two pools that are used for different things.
Hits are hits. As you take physical damage, you lose hits. At 1 you are Unc, at 0 you are dead. Fatigue is used for extra effort (like woking hard, carrying a heavy load, or holding a bow drawn while you wait for someone to walk through a door), and spell casting.
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06-28-2018, 07:39 PM | #19 |
Join Date: Sep 2005
Location: Arizona
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Re: Fantasy Trip Tiny Bits of Chrome
This I very much agree with, but never actually incorporated. It is how GURPS does it, but I didn't want to GURPSify my game that much.
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So you've got the tiger by the tail. Now what? |
06-28-2018, 07:49 PM | #20 |
Join Date: Sep 2005
Location: Arizona
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Re: Fantasy Trip Tiny Bits of Chrome
I added two close combat Talents for 'dungeon' combat that are actually historical.
HALF SWORD IQ9 (1): This Talent allows a two handed weapon to be used in an alternate grip for close quarters combat. This is normally used with swords, but any two handed weapon with a thrusting component like a spike can be used. Slashing attacks are -2 Damage, but thrusting attacks do normal damage. SHORT HAFT IQ9 (1): This Talent allows a pole arm to be used in an alternate grip for close quarters combat. Normally used with weapons like glaives and Halberds, but can be used with any thrusting pole arm. Slashing attacks are -2 Damage, but thrusting attacks do normal damage. It's hard to swing that 8ft Halberd or 6ft Great Sword around in a 3-5ft wide hallway, this gives you a way to still use your two handed weapon in conditions where it would otherwise be useless. If you don't like this then you could always assign an extra die or 2 for the to hit roll for close combat conditions.
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So you've got the tiger by the tail. Now what? |
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