Difference between revisions of "Talk:Mano a Mano"

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==Free Natural Weapons==
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==Armor==
  
Characters with any natural weapons should automatically have an unlimited number of blunt natural weapons with about half the reach of the second-longest natural weapons, such as biting, head-butts, knee and elbow strikes.
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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.
  
Theoretically as long as you have the speed and mobility, you can fling SOME part of your body to bash, whip or slap your opponent, but this is mostly about simplification. Humans have many natural weapons which would be tedious and wasteful to include in their template. We don't have to justify including/excluding heads, knees and elbows or lumping them together with weapons that have very different reach.
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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]
  
==CP for bows and guns==
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==Organization==
  
Reach (range) CP for bows and guns should be 3 or 4 CP per meter. (5 to 7 times cheaper than for hand weapons.)
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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]
  
Power CP for bows and guns should scale with the rate of fire, but this leads to a complicated formula:
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: Yeah, that's what I figuredNow 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]
 
 
:Power CP = 30 * (power - heft) * (shots) / (shots + reloading), where shots is the number of times you can shoot without reloading and reloading is a measure of the time it takes to reload. There should be a minimum Power CP, like 6 * (power - heft) or shots and reloading should have maximum values (you can have weapons that can shoot more than 10 times and take more than 5 turns to reload, but it doesn't necessarily save any more CP.)
 
 
 
Instead we could have CP for the number of shots you can fire without reloading and the number of turns it takes to reload:
 
 
 
  CP    shots        CP  reloading
 
 
    0 10 or more      0  1 turn
 
  -5      9          -20  2 turns
 
  -10      8          -30  3 turns
 
  -15      7          -40  4 turns
 
  -20      6          -50  5 turns
 
  -30      5          -60  6 turns
 
  -40      4          -70  7 turns
 
  -50      3          -80  8 turns
 
  -70      2          -90  9 turns
 
-100      1        -100  10 or more
 
 
 
 
 
The loud noise, flash and smoke of firearms should probably have a small negative CP value, but this is a minor issue.
 
 
 
==Extra reach CP==
 
 
 
Should extra reach CP be 2 CP/tenth of a meter for the natural weapon with the most extra reach and 1 CP/tenth of a meter for the natural weapon with the second most extra reach?  What about negative extra reach?
 
 
 
==Proof-reading version 2008==
 
 
 
Remove sections from the following list if they have been proofread since 1 January 2008. Add sections if they have been significantly changed since their last proofreading and need to be proofread again.
 
 
 
* Game Design
 
** [[Mano a Mano:Occupations|Occupations]]
 
*** Description
 
*** Requirements
 
*** Advantages
 
*** Liabilities
 
*** Occupation Examples
 
** [[Mano a Mano:Abilities|Abilities]]: How good is this list? To what degree should a game need to customize it?
 
*** Movement Abilities
 
*** Combat Abilities
 
*** Stealth and Detection Abilities
 
*** Transportation Abilities
 
*** Communication Abilities
 
*** Other Abilities
 
*** Disabilities
 
** [[Mano a Mano:Equipment|Equipment]]: Make sure these lists are up to date and make sense. The new example template (human) should give us a solid point of reference.
 
*** Equipment Lists
 
*** Equipment CP
 
*** Armor - example armor list
 
*** Hand Weapons - example hand to hand weapon
 
*** Missile Weapons - example long range weapon list
 
* [[Mano a Mano:Character Creation|Character Creation]]
 
** Description
 
** Build
 
** Character Abilities
 
** Choosing Occupations
 
** Character Equipment
 
** Encumbrance and Movement
 
** Extra CP
 
** Make a Character - Character Generation Example
 
*** Choose the Type of Character You Want to Make
 
*** Dimensions, Modifiers and Abilities from the Template
 
*** Natural Weapons
 
*** Use the Remaining CP to Customize the Character
 
*** Occupation and Equipment
 
*** Movement, Encumbrance and Toughness
 
* [[Mano a Mano:Action|Action]]
 
** Damage
 
*** Armor
 
*** Stun, Damage and Toughness
 
** Rounds
 
** Movement
 
** List of Actions
 
*** Hand to Hand Attacks
 
*** Thrown Weapon Attacks
 
*** Archery and Marksmanship Actions
 
*** Grappling Actions
 
*** Other Actions
 
** Attacking
 
** Grappling
 
** Archery and Marksmanship
 
** Stance and Position
 
** Mounted Combat
 
** Combat Example
 
* Character Development
 
** [[Mano a Mano:Changing Occupations|Changing Occupations]]
 
** [[Mano a Mano:Inventory Management|Inventory Management]]
 
** [[Mano a Mano:Manufacturing and Modification|Manufacturing and Modification]]
 
*** Difficulty Modifier
 
*** Success Modifier
 
*** Time Modifier
 
*** Surgery
 
*** Make an Item - Equipment Generation Example - '''needs a rewrite'''
 
*** Modify Weapon Example - '''needs a rewrite'''
 
*** Artificial Character Example - '''needs a rewrite'''
 
*** '''We need to add an example of a character modifying a character.'''
 
 
 
Where else do we need to add examples?
 
 
 
==Character Creation and Development Limitations==
 
 
 
;Sex: Characters can be male or female unless the setting, templates or occupations change the sex options. Some creatures might have different sexes or no sexes. Male and female characters might have different templates.
 
 
 
;Age: Characters can be youths, adults or old people within normal size variance. To make a small child character, the mass and length can be less than the template's variance suggests, but health and power should also be reduced.
 
 
 
;Disabilities: Players should have the GMs permission to make characters with extra disabilities. Characters should not have more than two disabilities. The consequences of disabilities should not be easily avoided.
 
 
 
;Abilities: A new character can have any ability unless it is a disability or has special CP. If the ability has special CP, and the character's template has the ability, then he can develop that ability. A setting might change this rule. For example a superhero game might allow a new character to choose abilities with special CP (like flight) which are not among his template's abilities.
 
 
 
;PCs vs. NPCs: PCs and NPCs can be made from any template allowed by the setting. Many settings have more NPC templates than PC templates. The setting might also limit certain occupations, templates, abilities or equipment to PCs or NPCs only.
 
 
 
==Equipment Limitations==
 
 
 
How can you decide what what equipment a new character should start with?
 
 
 
How can a character acquire new equipment?
 
 
 
==Mechanical vs. Organic Characters==
 
 
 
;Mechanical: This ability has a special CP of 10. A mechanical character does not heal, but can be repaired using craftsmanship or abilities which allow characters to modify mechanical characters. Mechanical characters do not require surgery rolls when they are modified. Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical character ability.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries. Mechanical characters can be repaired more quickly than organic (non-mechanical) character's heal.
 
 
 
The CP value of being mechanical is low because of the substantial disadvantages.
 
Mechanical characters recover from stun like normal characters. Even a simple machine can often correct temporary mechanical problems, especially autonomous and semi-autonomous robots with redundant systems like space probes.
 
Should this ability have a modifier?  What would it mean?  Are there degrees of being mechanical?
 
How fast can mechanical characters be repaired?  Are repairs more like modifications or like medicine/healing rolls?
 
If mechanical character ability had a level it might be a bonus to being repaired.
 
 
 
==Compact Character Sheet==
 
 
 
A character can be summarized by listing only a basic description, abilities and combat stats:
 
 
 
* name
 
* mass in kilograms followed by "kg"
 
* length in meters followed by "m"
 
* sex, template and occupations
 
* total modifier and name of each ability
 
* total agility followed by "Agi"
 
* total speed followed by "Spd"
 
* total toughness followed by "Tgh"
 
* total power followed by "Pwr"
 
* ground movement followed by "m ground"
 
* water movement followed by "m water"
 
* climbing movement followed by "m climb"
 
* air movement followed by "m air" if the character can fly
 
* quantity and name of each piece of equipment, natural weapon or armor. Weapons and armor (natural or equipment) have a extra stats between parentheses ("(" and ")"):
 
** reach followed by "m"
 
** sharpness ("blunt", "sharp" or "padded")
 
** half power followed by "-", full power and "Pwr"
 
** heft followed by "Hft"
 
** combat bonus followed by "Cmb"
 
** dexterity followed by "Dex" if the item is a natural weapon with manual dexterity.
 
 
 
 
 
;Example: Modre, 60 kg, 1.0 m, male Sabretooth Penguin Robber, 2 swimming, 3 one-handed weapons, 1 fishing, 2 craftsmanship, 4 Agi, 1 Spd, 5 Toughness, 2-4 Pwr, 2 m ground, 10 m water, 1 m climb, 3 claws and teeth (0.5 m, 4 Cmb, 2-4 Pwr, S Shp, 0 Dex), Ice Blade (1.5 m, 7 Cmb, 3-6 Pwr, S Shp)
 
 
 
 
 
This format might be useful for characters who will not change, but need combat stats, a few abilities and some description, such as non-player characters (NPCs) in an adventure module.
 
 
 
: I personally would much rather have the NPC on the other character sheet so as a GM I could use the character more easily.  I am not sure that I would suggest that game designers use this as the default NPC character sheet for adventure modules.
 
: I am trying to imagine the adventure module so hard-pressed for page space that it necessitates all of the NPC stats being squeezed onto one or two lines of a paragraph.  It would either be a very short book or have an exceptionally large number of NPCs.
 
:: It should not be part of the Mano a Mano rules unless we decide that it is useful, which we haven't. We'll have a better idea whether it will be useful as we start making NPCs.
 
  
 
==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]]
 +
* '''Clone''' character sheet in the [[Mano a Mano:Combat Example|Combat Example]]!
  
 
Be sure you know which character sheet you are updating:
 
Be sure you know which character sheet you are updating:

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.