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| ==Stun Counters R.I.P.== | | ==Armor== |
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| ;Rest: This action recovers all of your stun and gives you a +2 defense modifier until your next turn.
| | 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. |
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| : I like this idea* and want to test it ASAP. -BFGalbraith 2008.07.10 | | :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] |
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| | ==Organization== |
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| Should the defense modifier while resting be +3 or +4? Is using a turn to recover stun too risky or punishing if the defense bonus is only +2?
| | 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] |
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| :I think the +2 is actually on the high side (I would have first suggested no bonus or only a +1,) so +2 is what I think we should test. -BFGalbraith 2008.07.10 | | : 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] |
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| While you are incapacitated you recover half of your stun each turn.
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| :When characters are incapacitated, there should be rules for how many rounds it takes for them to become incapacitated, and they should have an extra modifier against defense ''in addition to'' being on the ground.
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| ::I don't think we should have an extra penalty for being incapacitated, even if it would be realistic. Incapacitated can mean "dead" or "not getting up until the fight is over", but it can also mean that you just got knocked down by lots of stun, so you still have a chance to get up and continue the fight. The fighter's legs buckle, he looses his balance, he collapses, but then he gets back up and continues fighting. We are already giving him obstacles to overcome by having the fighter fall down and spend at least one turn recovering stun. If the fighter has ''any'' chance of recovery from that, I say we give him the benefit of the doubt and assume that his curl-up-in-a-corner defense is equivalent to normal ground penalties with no extra penalty, rather than punishing him for trying.
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| ==Half Power R.I.P. (proposal)==
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| * Instead of half power and full power attacks, have normal and double power attacks.
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| * Toughness becomes the amount of damage + stun you can take without being injured.
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| * The damage + stun required to incapacitate you is 2 × toughness.
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| * We can reduce average human power to 3 and toughness to 4 or 5 if necessary.
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| * You only have to list one power number for weapons.
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| * success-based damage might be simpler with this system
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| : This is good. I approve of this system. -BFGalbraith, 2008.07.10
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| All attacks will be full power except for the following double power attacks:
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| * powerful strike
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| * powerful throw
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| * heave
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| * trip
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| * wrench
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| * choke
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| * disarm
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| This changes the balance between melee and missile weapon power: hand weapons and thrown weapons can do double damage but bows and guns cannot. Should we make power more expensive for hand weapons?
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| Will 2 × toughness replace ''healthy'' on the character sheet? Should we call it "stamina"? Is it so easy to calculate we don't need to put it on the character sheet?
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| ==Healthy, Injured, Incapacitated==
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| Currently we have not defined "injured" to mean "damage + stun > healthy" because I argued that the distinction between "took damage" and "was injured" could be confusing. However I find myself wanting to use the term "injured" because of [[mini mam]], and because it is convenient. In fact it would be convenient and narratively helpful to be able to contrast the three states of "healthy" (not necessarily unhurt) "injured" and "incapacitated". We do need to make sure that we only use the word "injured" in this specific sense, and what that sense is everywhere the word is used. (a simple text search for "injur" on the complete system page should make this easy.)
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| :Having the three states of character health is fine with me. -BFGalbraith 2008.07.10
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| ==Success-Based Damage==
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| * If the attack roll is 12 or less before adding modifiers, the attack has half power.
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| * If the attack roll is automatically successful, the attack gets an extra half power.
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| {| style="text-align:center"
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| ! d20 roll !! 2d10 roll !! 3d6 roll !! align="left" | half power attack !! align="left" | full power attack
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| | 1-12 || 1-12 || 1-12 || align="left" | half power (still) || align="left" | reduced to half power
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| |-
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| | 13-19 || 13-18 || 13-15 || align="left" | half power (normal) || align="left" | full power (normal)
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| | 20 || 19-20 || 16-18 || align="left" | half power + half power || align="left" | full power + half power
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| |}
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| I think this will work better than damage rolls because it gives us the variation we want with less math and fewer dice.
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| Either of these two rules could be optional.
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| The choice of the number 12 is fairly arbitrary but it seems balanced. It means about 20% of successful hits against an equally matched opponent will only do half damage, 60% of successful hits against a punching bag that can't avoid your attacks will do half damage, and all hits against an opponent who is really hard to hit will do at least normal damage.
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| : I think we should have random damage, and I think that random damage should be an optional rule and not the default. I like the number ranges for this system, and this is most like the random damage systems used in the past with this system, so this is my favorite optional random damage system for MaM 2009 -BFGalbraith, 2008.07.10
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| ==Compact Characters==
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| Some games will have some characters who only need a little bit of information instead of full character sheets:
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| * stock villains and monsters which only need combat stats and sometimes a few special qualities or abilities.
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| * 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.
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| * book-of-beasties which contains dozens of creatures which need to be playable. Most of these creatures won't have equipment.
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| * a "how to" format for beginning players, explaining how to do basic actions, what dice to roll, etc.
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| * "collectible characters" (action figures, miniatures, cards or comic books about characters) with a little stat section, possibly a "full" mano a mano character as well as "how to" stats or stats for a simpler game like minimam.
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| ==Padded Weapon Damage? (concept)==
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| In the past we had rules where accumulating lots of stun would cause damage. I think padded weapons can sometimes cause damage, but not simply by accumulation. Instead, if a single attack causes too much stun (compared to the target's ''toughness'' or ''healthy'' perhaps) some of that stun is converted into damage. If we say "attacks that cause more stun than toughness" then only instant knockout attacks do lasting damage (Is this consistent with boxing reality?) If we say "attacks that cause more stun than healthy" then most full power attacks with blunt weapons will do a little lasting damage.
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| A simpler way of wording this might be to say:
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| * The victim of an attack can absorb some attack power as temporary stun, the rest becomes damage
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| * your healthy|toughness is the maximum amount of power you can convert to stun from a single attack
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| * all of the power of a padded weapon attack can be converted to stun, if you have enough healthy|toughness
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| * half of the power of a blunt (not padded or sharp) weapon can be converted to stun if you have enough healthy|toughness
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| * none of the power of a sharp weapon can be converted to stun
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| ==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: |
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| * [[Mano a Mano:Character Sheet|Blank Character Sheet]]
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| * [[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]] |
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.