Difference between revisions of "Talk:Mano a Mano"

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(A Kinder, Gentler Mano a Mano?)
(Proof-reading version 2008)
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* Game Design
 
* 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?
 
** [[Mano a Mano:Abilities|Abilities]]: How good is this list? To what degree should a game need to customize it?
 
*** Movement Abilities
 
*** Movement Abilities

Revision as of 18:14, 1 June 2008

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
    • 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
    • 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
  • 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
  • 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

A Kinder, Gentler Mano a Mano?

Mano a Mano has a crowded character sheet with lots of space used for CP and reach. I propose that we replace reach with range (measured in whole meters, like movement) which will be a special modifier and replace all of the CP pools with a single CP which only shows leftover CP which has not been applied to building up the character yet. We should also consider reverting to the older tradition of listing natural weapons and armor with equipment (We could call this section "Equipment and Natural Defenses") Manual Dexterity would become a special modifier. Small amounts of reach which make a big difference in hand to hand combat can be reflected by increased agility or unarmed combat abilities.

The character sheet would also no longer include the template (but templates could still use character sheets, and different templates could have special character sheets as long as the template defaults are printed small enough to leave room for customized values) We do have a few stats which are are only relevant to templates and it is not clear how they would be represented on the character sheet: template CP value, and template variability. We might also get rid of the Qty column and change the name of "stride" to "ground movement"

NAME ______________________ AGE ______ SEX ______ TEMPLATE __________________

OCCUPATION(S) _______________________________________________________________

Carrying Capacity _____ kg  Mass    _____ kg  ABILITIES and Disabilities  Mod
Equipment Mass    _____ kg  Length  _____ m   ___________________________ ___
Encumbrance       _____     Type ___________  ___________________________ ___
                            Var. ___________  ___________________________ ___
Ground Movement   _____ m                     ___________________________ ___
Water Movement    _____ m   Speed     ______  ___________________________ ___
Air Movement      _____ m   Agility   ______  ___________________________ ___
Climbing Movement _____ m   Power     ______  ___________________________ ___
                            Toughness ______  ___________________________ ___
Character Points  _____                       ___________________________ ___
Template CP Value _____     Tough / 2 ______  ___________________________ ___

EQUIPMENT & Nat. Def.     special modifiers Mass Heft  Power  Shp Cmb Cvr Abs
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___

                   STUN                 |                DAMAGE
                                        |
                                        |
                                        |

This also requires two other important change: CP scales should be linear, and maximum speed, agility, power, toughness and ability levels are campaign-dependent in the same way that CP levels are campaign dependent. Templates are completely responsible for natural weapons and armor. They determine average speed, agility, power and toughness, and they may have disabilities or ability modifiers. A template's speed, agility, power, toughness and abilities also increase a characters maximum levels.

For example 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) But 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) while 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.)

Character Points
Each point of toughness is worth 10 CP. Each point of power is worth 20 CP. Each ability or disability level is worth 50 CP. Each point of agility or speed is worth 100 CP. Each meter of range would be worth 2 CP. Each natural weapon is worth 5 CP (but 0 natural weapons is worth -20 CP) Because template stats determine maximum character stats they should be worth twice as many CP. For example a template which gives me +1 hand to hand ability but uses up all of my CP allows me to eventually develop 1 level more hand to hand than anybody else. However, for the cost of choosing this template over a template without the hand to hand bonus I could start out with +2 hand to hand ability. Everything else would remain basically the same.
Sex and Age
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.
Special Abilities and Disabilities
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. 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.
NAME ______________________ AGE ______ SEX ______ TEMPLATE human             

OCCUPATION(S) _______________________________________________________________

Carrying Capacity _____ kg  Mass      /70 kg  ABILITIES and Disabilities  Mod
Equipment Mass    _____ kg  Length   /1.8 m   ___________________________ ___
Encumbrance       _____     Type   height     ___________________________ ___
                            Var.   medium     ___________________________ ___
Ground Movement   _____ m                     ___________________________ ___
Water Movement    _____ m   Speed         /1  ___________________________ ___
Air Movement      _____ m   Agility       /3  ___________________________ ___
Climbing Movement _____ m   Power         /4  ___________________________ ___
                            Toughness     /6  ___________________________ ___
Character Points  _____                       ___________________________ ___
Template CP Value  550      Tough / 2     /3  ___________________________ ___

EQUIPMENT & Nat. Def.     special modifiers Mass Heft  Power  Shp Cmb Cvr Abs
1 more dextrous hand      _________________ ____ ____ ___-___  B  ___ ___ ___
1 less dextrous hand      -1 Dex            ____ ____ ___-___  B  ___ ___ ___
2 feet                    -4 Dex            ____ ____ ___-___  B  ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___
_________________________ _________________ ____ ____ ___-___ ___ ___ ___ ___

                   STUN                 |                DAMAGE
                                        |
                                        |
                                        |

Equipment Limitations

How can you decide what what equipment a new character should start with?

How can a character acquire new equipment?

This is completely and totally game dependent. What we may need is a section on "things about characters that are game dependent."

Guns, Bows and Stealth

The loud noise, flash and smoke of firearms should probably have a small negative CP value.

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

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.