Talk:Mano a Mano: Difference between revisions

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==MaM 2009==
==Armor==


;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.


:: 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]


* while you are incapacitated you recover half of your stun each turn.
==Organization==
* normal and double power attacks instead of half and full power
* reduce average human power to 3 and toughness to 5
* only list full power for weapons


;stamina: A character's stamina is 2 times his toughness.
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]


;healthy: A character is healthy when the sum of his stun and damage is less than his toughness.
: 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]
 
;injured: A character is injured when the sum of his stun and damage less than his stamina but not less than his toughness.
 
;incapacitated: A character is incapacitated when the sum of his stun and damage is greater than or equal to his stamina.
 
'''Optional Random Damage Rules'''
 
* Double damage attacks do normal damage if you roll a 12 or less before adding modifiers.
* When an attack is automatically successful increase the power of the attack by the weapon's power. In other words normal attacks have double power when they are automatically successful and double damage attacks have three times normal power when they are automatically successful.
 
==Compact Characters==
 
Some games will have some characters who only need a little bit of information instead of full character sheets:
 
* stock villains and monsters which only need combat stats and sometimes a few special qualities or abilities.
* 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.
* book-of-beasties which contains dozens of creatures which need to be playable. Most of these creatures won't have equipment.
* a "how to" format for beginning players, explaining how to do basic actions, what dice to roll, etc.
* "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.


==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 13:10, 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.