Difference between revisions of "Talk:Mano a Mano"

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(Compact Characters)
m (Reverted edits by 94.102.63.19 (Talk); changed back to last version by GORT)
 
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==3 Defense Stats==
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==Armor==
  
We are thinking about changing "unarmed combat" back to "natural weapons" and adding a "grapple" ability, to directly reflect what has been going on in Mixed Martial Arts over the last few decades. (The list of hand-to-hand abilities would then be: grapple, natural weapons, short weapons, long weapons.)  Other important reasons for doing this are: A) to take grappling should-be-on-character-sheet calculations out of the combat round, and B) to make character stat-differences that-should-effect-grappling-differently-than-striking have effect in the combat round.
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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.
  
"Attack" on the character sheet would still be for "striking" for hand-to-hand weapons, and missile attack for projectile weapons, while any grapple bonus would still be listed under featuresHere's how the various attack and defense bonuses would be calculated: 
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: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]
  
Missile attack = ability
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==Organization==
Missile defense = agility + 10
 
Strike attack = agility + ability
 
Strike Defense = agility + ability +10
 
Grapple attack = agility + power + ability
 
Grapple defense = agility + power + ability + 10
 
  
Grapple attack would ignore all non-grappling weapon bonuses, and could be used with or without a weapon, and would be used for all non-striking hand-to-hand attacks listed in the combat rules.
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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]
  
==Compact Characters==
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: 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]
 
 
Compact characters could be used for NPCs who only need combat stats and a few other qualities and abilities. All of the NPCs in a particular battle could fit on two facing pages of a book, possibly with other information about the battle, which would be convenient for the GM. A bestiary can have lots of playable creatures. Compact characters could fit on cards or leave room for explaining how to do basic actions and roll dice for beginning players. Compact characters can be simpler to create by hand than an SVG file (although SVG files are plain text and this can be automated by a script)
 
 
 
* Carrying capacity, equipment mass and encumbrance are mostly just for calculating movement, therefore optional.
 
* Template ability modifiers, speed, agility, power, toughness, mass, length, variability and CP value are not needed for NPCs.
 
* Ground, water and air movement, best absorption and total cover can be assumed to be 0 if they are not listed.
 
* Stun and damage are only needed for characters in the middle of an adventure or battle.
 
* Lines can be broken after any comma except between parentheses, or lines can be joined with commas or other notation.
 
 
 
{|
 
! align="left" | standard (similar things on each line)
 
! align="left" | recipe (one thing on each line)
 
|-
 
| valign="top" style="white-space:nowrap" |
 
Steven (151 CP, 95 kg, 1.6 m height, adult male human robber)<br>
 
1 speed, 0 agility, 3 power, 7 toughness, 14 stamina<br>
 
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship<br>
 
2 hands (hand, 3 power, 2 attack, 12 defense)<br>
 
2 feet (3 power, 2 attack, 12 defense)<br>
 
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, ''14 defense'')<br>
 
4 ground movement, 10 missile defense<br>
 
| valign="top" rowspan="3" style="white-space:nowrap" |
 
Steven (151 CP, 95 kg, 1.6 m height, adult male human robber)<br>
 
1 speed<br> 0 agility<br> 3 power<br> 7 toughness<br> 14 stamina<br>
 
2 unarmed combat<br> 4 one-handed weapons<br> 2 craftsmanship<br>
 
2 hands (hand, 3 power, 2 attack, 12 defense)<br>
 
2 feet (3 power, 2 attack, 12 defense)<br>
 
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, ''14 defense'')<br>
 
4 ground movement<br> 10 missile defense<br> 3 grapple attack<br> 13 grapple defense
 
|-
 
! align="left" | run-on (everything on one line)
 
|-
 
| valign="top" |
 
Steven (151 CP, 95 kg, 1.6 m height, adult male human robber),
 
1 speed, 0 agility, 3 power, 7 toughness, 14 stamina
 
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship,
 
2 hands (hand, 3 power, 2 attack, 12 defense),
 
2 feet (3 power, 2 attack, 12 defense),
 
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, ''14 defense''),
 
4 ground movement, 10 missile defense, 3 grapple attack, 3 grapple defense
 
|}
 
  
 
==Editing Character Sheet==
 
==Editing Character Sheet==
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If you change the character sheet format when editing any of the following, you must update the others:  
 
If you change the character sheet format when editing any of the following, you must update the others:  
  
* [[Mano a Mano:Character Sheet|Blank Character Sheet]]
 
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Character|Example Character]]
 
* [[Mano a Mano:Example Character|Example Character]]

Latest revision as of 06:10, 27 September 2009

Armor[edit]

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.

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]

Organization[edit]

I have re-ordered the sections on the Table of Contents and 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]

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]

Editing Character Sheet[edit]

If you change the character sheet format when editing any of the following, you must update the others:

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.