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==Proof-reading version 2009==
+
==Armor==
  
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.
+
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.
  
* Game Design
+
: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]
** [[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:Manufacturing and Modification|Manufacturing and Modification]]
 
*** Maximum CP
 
*** Surgery
 
*** Make an Item - Equipment Generation Example
 
*** Modify Weapon Example
 
*** Artificial Character Example 
 
*** Character Modification Example
 
  
==Mano a Mano 2009==
+
==Organization==
  
===Character Points===
+
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]
  
* Remove all CP pools except for Template CP and Total CP. CP will be "spent" like money. During template and character generation CP can be tallied on scratch paper.
+
: 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]
* CP scales should be linear. Simpler CP rules will make it easier to calculate CP
 
* Experience - whether measured in CP or smaller units - will not be on the character sheet.
 
* Maximum speed, agility, power, toughness and ability levels are campaign-dependent in the same way that CP levels are campaign dependent. Ordinary people and starting characters might have a budget of 300 CP and maximum abilities 2 levels higher than their templates (i.e. expert level.) Once the game starts and characters start gaining experience (more CP) you might have a higher level limit of 3 or even 4. In a superhero game, starting characters might have a budget of 1000 CP and maximum abilities 4 levels higher than their templates. A superhero game might also raise speed, agility, toughness and power limits. In some games you might want starting characters to have specialized elite skills (keep CP limit modest but allow 3 ability levels above template) In other games you might want characters to be able to start off with a variety of limited skills (more CP but keep 2 ability level limit.)
 
 
 
===Making and Equipping PCs===
 
 
 
* If the consequences of disabilities are easily avoided, then they should not have a negative CP value. Players need the GMs permission to add disabilities which aren't built into the game's templates. Characters should not have more than two disabilities.
 
* Characters can be male or female unless the template lists different options.
 
* Characters can be youths, adults or old people within normal size variance. To make a small child character without changing the template, reduce the mass, length, health and power to less than the template's variance suggests.
 
* The occupations rules say occupations can come with equipment. In character creation we can suggest starting occupations as a way to provide starting equipment.
 
* In addition to equipment acquired by occupations and craftsmanship, we can also suggest that a game can have other ways to provide characters with equipment, like spending money and finding treasure.
 
* The occupations example shows characters being awarded with a certain CP-worth of equipment. Instead we should say something like "in this example each item is worth it's CP value in small silver coins. The knight is rewarded with equipment whose value in coins equals the robber's CP."
 
 
 
===Equipment List===
 
 
 
* cover and absorption are now features
 
* +1 combat modifier is replaced by the equivalent "reach" feature which we might want to call "distance", "leverage" or "control" to suggest why flexible weapons don't have it.
 
* I removed spiked knuckles (in knife/gaff/spurs category) and ammunition except for the atlatl dart which is a heavy weapon in it's own right.
 
 
 
===Character Sheet===
 
 
 
                                                  <u></u><u></u><u></u> __________________________
 
Name <u>                                            </u><u></u><u></u>|                          |
 
Age <u>      </u> Sex <u>      </u> Template <u>                  </u>|                          |
 
Occupation(s) <u>                                  </u><u></u><u></u>|                          |
 
                                                  <u></u><u></u><u></u>|                          |
 
<u></u>Abilities & Qualities  Mod                      <u></u><u></u>|                          |
 
<u>                    </u> <u>  /  </u>  Mass      <u>  /  </u> kg|                          |
 
<u>                    </u> <u>  /  </u>  Length    <u>  /  </u> m |                          |
 
<u>                    </u> <u>  /  </u>  Length Type <u>        </u>|                          |
 
<u>                    </u> <u>  /  </u>  Variability <u>        </u>|                          |
 
<u>                    </u> <u>  /  </u>                      <u></u>|                          |
 
<u>                    </u> <u>  /  </u>                      <u></u>|                          |
 
<u>                    </u> <u>  /  </u>  Speed    <u>  /  </u>  |                          |
 
<u>                    </u> <u>  /  </u>  Agility  <u>  /  </u>  |                          |
 
<u>                    </u> <u>  /  </u>  Power    <u>  /  </u>  |                          |
 
<u>                    </u> <u>  /  </u>  Toughness <u>  /  </u>  |                          |
 
<u>                    </u> <u>  /  </u>                      <u></u>|                          |
 
<u>                    </u> <u>  /  </u>                      <u></u>|                          |
 
<u>                    </u> <u>  /  </u>  CP Value <u>    /    </u>  |                          |
 
<u>                    </u> <u>  /  </u>                      <u></u>|                          |
 
                                                  <u></u><u></u><u></u>|__________________________|
 
Equipment & Natural Defenses Features                  Mass Heft  Power  Cmb
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
 
Carrying Capacity <u>    </u> kg                  Areas Abs Types of Armor
 
Equipment Mass    <u>    </u> kg                    1  <u>  </u> <u>                    </u>
 
Encumbrance      <u>    </u>                        2  <u>  </u> <u>                    </u>
 
Ground Movement  <u>    </u> m                      3  <u>  </u> <u>                    </u>
 
Water Movement    <u>    </u> m                      4  <u>  </u> <u>                    </u>
 
Air Movement      <u>    </u> m                      5  <u>  </u> <u>                    </u>
 
Climbing Movement <u>    </u> m                      6  <u>  </u> <u>                    </u>
 
______________________________                ______________________________
 
                              |  Healthy <u>  </u>  |
 
              Stun            |_______________|            Damage
 
                                      |
 
                                      |
 
                                      |
 
                                      |
 
                                      |
 
 
 
                                                  <u></u><u></u><u></u>    Character Portrait
 
Name <u>                                            </u><u></u><u></u>
 
Age <u>      </u> Sex <u>      </u> Template <u>                  </u>
 
Occupation(s) <u>                                  </u><u></u><u></u>
 
                                                  <u></u><u></u><u></u>
 
<u></u>Abilities & Qualities  Mod                      <u></u><u></u>
 
<u>                    </u> <u>  /  </u>  Mass      <u>  /  </u> kg
 
<u>                    </u> <u>  /  </u>  Length    <u>  /  </u> m
 
<u>                    </u> <u>  /  </u>  Length Type <u>        </u>
 
<u>                    </u> <u>  /  </u>  Variability <u>        </u>
 
<u>                    </u> <u>  /  </u>                      <u></u>
 
<u>                    </u> <u>  /  </u>                      <u></u>
 
<u>                    </u> <u>  /  </u>  Speed    <u>  /  </u> 
 
<u>                    </u> <u>  /  </u>  Agility  <u>  /  </u> 
 
<u>                    </u> <u>  /  </u>  Power    <u>  /  </u> 
 
<u>                    </u> <u>  /  </u>  Toughness <u>  /  </u> 
 
<u>                    </u> <u>  /  </u>                      <u></u>
 
<u>                    </u> <u>  /  </u>                      <u></u>
 
<u>                    </u> <u>  /  </u>  CP Value <u>    /    </u> 
 
<u>                    </u> <u>  /  </u>                      <u></u>
 
                                                  <u></u><u></u><u></u>
 
Equipment & Natural Defenses Features                  Mass Heft  Power  Cmb
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
<u>                            </u> <u>                        </u> <u>    </u> <u>    </u> <u>  -  </u> <u>  </u>
 
 
Carrying Capacity <u>    </u> kg                  Areas Abs Types of Armor
 
Equipment Mass    <u>    </u> kg                    1  <u>  </u> <u>                    </u>
 
Encumbrance      <u>    </u>                        2  <u>  </u> <u>                    </u>
 
Ground Movement  <u>    </u> m                      3  <u>  </u> <u>                    </u>
 
Water Movement    <u>    </u> m                      4  <u>  </u> <u>                    </u>
 
Air Movement      <u>    </u> m                      5  <u>  </u> <u>                    </u>
 
Climbing Movement <u>    </u> m                      6  <u>  </u> <u>                    </u>
 
______________________________                ______________________________
 
                              |  Healthy <u>  </u>  |
 
              Stun            |_______________|            Damage
 
                                      |
 
                                      |
 
                                      |
 
                                      |
 
                                      |
 
 
 
==Compact Characters==
 
 
 
Some games will have some characters who only need a little bit of information instead of full character sheets. A common example is stock villains and monsters which only need combat stats and sometimes a few special qualities or abilities. There are at least two situations where having a compact representation of characters can be useful:
 
 
 
# Battle-on-a-page where two facing pages of an RPG book contain everything a player or GM needs to play one side (the "NPC" side) of a battle. Sometimes this will only require a single character who fits on one page with a full character sheet. But if it involves more than 2 characters and the information that fits on their character sheets, then a full sized character sheet won't work.
 
# Book-of-beasties which contains dozens of creatures which need to be playable. Most of these creatures won't have equipment or need any kind of character development. On the other hand you may want templates for each critter. A full character sheet would allow you to have a character and template together, and there may be very little difference between a template and a playable character anyway.
 
 
 
{|
 
| colspan="2" | One option is a compressed character sheet using abbreviations:
 
|-
 
|
 
N <u>Joe Human        </u> A <u>adult</u> S <u>m</u> T <u>human        </u>
 
O <u>                                              </u>
 
CC <u>  3 </u> kg  Mas <u> 80/80 kg</u>  (Qua/Abi)lities  Mod
 
EM <u>  0 </u> kg  Lng <u>1.8/1.8</u> m  <u>              </u> <u>  /  </u>
 
Enc <u> 0 </u>    Typ <u>height </u>    <u>              </u> <u>  /  </u>
 
Grd <u> 4 </u> m  Spd <u> 1 / 1 </u>    <u>              </u> <u>  /  </u>
 
H2O <u> 0 </u> m  Agi <u> 3 / 3 </u>    <u>              </u> <u>  /  </u>
 
Air <u> 0 </u> m  Pwr <u> 4 / 4 </u>    <u>              </u> <u>  /  </u>
 
Clm <u> 0 </u> m  Tgh <u> 6 / 6 </u>    <u>              </u> <u>  /  </u>
 
            CP <u> 200/200 </u>  <u>              </u> <u>  /  </u>
 
Equipment/ND Features            Mas Hft Pwr Cmb
 
<u>2 hands    </u> <u>hand              </u> <u>  </u> <u>  </u> <u>2-4</u> <u> 3 </u>
 
<u>2 feet      </u> <u>                  </u> <u>  </u> <u>  </u> <u>2-4</u> <u> 3 </u>
 
 
|
 
N <u>Barbarian        </u> A <u>adult</u> S <u>m</u> T <u>human        </u>
 
O <u>barbarian                                    </u>
 
CC <u> 30 </u> kg  Mas <u>100/80 kg</u>  (Qua/Abi)lities  Mod
 
EM <u>  3 </u> kg  Lng <u>1.8/1.8</u> m  <u>swordsmanship  </u> <u> 2/0 </u>
 
Enc <u> 0 </u>    Typ <u>height </u>    <u>              </u> <u>  /  </u>
 
Grd <u> 4 </u> m  Spd <u> 1 / 1 </u>    <u>              </u> <u>  /  </u>
 
H2O <u> 0 </u> m  Agi <u> 3 / 3 </u>    <u>              </u> <u>  /  </u>
 
Air <u> 0 </u> m  Pwr <u> 8 / 4 </u>    <u>              </u> <u>  /  </u>
 
Clm <u> 0 </u> m  Tgh <u>10 / 6 </u>    <u>              </u> <u>  /  </u>
 
            CP <u> 252/200 </u>  <u>              </u> <u>  /  </u>
 
Equipment/ND Features            Mas Hft Pwr Cmb
 
<u>2 hands    </u> <u>hand              </u> <u>  </u> <u>  </u> <u>4-8</u> <u> 3 </u>
 
<u>2 feet      </u> <u>                  </u> <u>  </u> <u>  </u> <u>4-8</u> <u> 3 </u>
 
<u>1 big sword </u> <u>sharp reach 2handed</u> <u>  </u> <u>  </u> <u> 10</u> <u> 5 </u>
 
|}
 
{| style="width:65em"
 
| colspan="2" | Another option is a short, minimal list of stats:
 
|-
 
| width="50%" valign="top" |
 
:Joe Person, adult male human, 80/80 kg, 1.8/1.8 m tall, 1/1 Spd, 3/3 Agi, 4/4 Pwr, 6/6 Tgh, 4 Grd, 200/200 CP, 2 hands (hand, 3 Cmb, 2-4 Pwr), 2 feet (3 Cmb, 2-4 Pwr)
 
| width="50%" valign="top" |
 
:Barbarian, adult male human, 100/80 kg, 1.8/1.8 m tall, 1/1 Spd, 3/3 Agi, 8/4 Pwr, 10/6 Tgh, 4 Grd, 252/200 CP, 2/0 swordsmanship, 2 hands (hand, 3 Cmb, 4-8 Pwr), 2 feet (3 Cmb, 4-8 Pwr), 1 big sword (2-handed, sharp, 5 Cmb, 7 Hft, 5-10 Pwr, 3 kg)
 
|}
 
 
 
{|
 
| colspan="2" | A different type of compact character is a "how to" format for beginning players:
 
|-
 
| style="font-size:80%" width="50%" valign="top" |
 
''Joe Human''
 
 
 
You can move 4 meters before or after attacking.
 
 
 
Attacking with the hands and feet:
 
 
 
* Roll a die and add 3 to the result. (Add 4 for a strategic strike.)
 
* The attack succeeds if this total is more than the defender's total.
 
* Quick, strategic and cautious strikes, push and slam do 1 damage and 1 stun.
 
* Powerful strike, trip, wrench, choke and disarm do 2 damage and 2 stun.
 
 
 
For a combo, do any 2 of the following: quick strike, push, hold.
 
 
 
When attacked:
 
 
 
* Roll a die and add 3 to the result. (Add 4 if your last action was a cautious strike. Add 5 if your last action was evade or instant stand.)
 
* The attack fails if this total is greater than or equal to the attacker's total.
 
* If damage plus stun is more than 3, you can only do a single quick strike, push or hold.
 
* If damage plus stun is 6 or more you can't move or attack.
 
| style="font-size:80%" width="50%" valign="top" |
 
''Barbarian''
 
 
 
You can move 4 meters before or after attacking.
 
 
 
Attacking with the big sword:
 
 
 
* Roll a die and add 5 to the result. (Add 6 for a strategic strike.)
 
* The attack succeeds if this total is more than the defender's total.
 
* Quick, strategic and cautious strikes, push and slam do 5 damage.
 
* Powerful strike, trip, wrench, choke and disarm do 10 damage.
 
 
 
For a combo, do a quick strike, push or hold with the big sword and a quick strike, push or hold with the feet:
 
 
 
* Roll a die and add 3 to the result.
 
* The attack succeeds if this total is more than the defender's total.
 
* A quick strike or push does 1 damage and 1 stun.
 
 
 
When attacked:
 
 
 
* Roll a die and add 5 to the result. (Add 6 if your last action was a cautious strike. Add 7 if your last action was evade or instant stand.)
 
* The attack fails if this total is greater than or equal to the attacker's total.
 
* If damage plus stun is greater than 5, you can only do a single quick strike, push or hold.
 
* If damage plus stun is 10 or more you can't move or attack.
 
|}
 
  
 
==Editing Character Sheet==
 
==Editing Character Sheet==
Line 287: Line 15:
 
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.