Editing Talk:Mano a Mano

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
==Armor==
+
rolbasc4tric
 +
==Limitations==
  
I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.
+
We need to expand the coverage of limitations to character creation and development in the Game Design section.
  
:I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements.  (I'm waiting for the rough draft to get done so I know what '''I''' need MaM to do.)[BFG]
+
* CP Allowance (How much CP for heroic or super-heroic characters?)
 +
* Sex (based on template?  Should templates have a "sexes" property?)
 +
* Age
 +
* Templates (PC vs. NPC)
 +
* Build (depends on templates. Dogs vary more than cats, and birds even less)
 +
* Missing limbs
 +
* Disabilities
 +
** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.
 +
** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM's permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.
 +
* Ability levels (character creation and training)
 +
* Equipment (character creation and shopping)
 +
* Occupations?
 +
** limitations are basically built-in to occupations
 +
** but the occupations section feels like it needs work
 +
* Reach? (requires a rule allowing characters to have more or less reach than their template)
  
==Organization==
+
==Ability Checks in Combat==
  
I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|Complete System on One Page]] to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]
+
At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player's turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus. If the check is called after the player's turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)
  
: Yeah, that's what I figured. Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
+
:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn't make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)
 
 
==Editing Character Sheet==
 
 
 
If you change the character sheet format when editing any of the following, you must update the others:
 
 
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Character|Example Character]]
 
* '''Clone''' character sheet in the [[Mano a Mano:Combat Example|Combat Example]]!
 
 
 
Be sure you know which character sheet you are updating:
 
 
 
* The template creation example includes both the blank character sheet and the example template.
 
* The character creation example includes both the example template and the example character sheet.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)