Talk:Mano a Mano: Difference between revisions

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''Topics labeled "(concept)" are ideas which are not proposals, or which were proposals but have been withdrawn or replaced. These are subjects for meditation and dialogue rather than serious planning. Topics labeled "(proposal)" on the other hand are in the early or late planning stages, although they may be rejected, replaced or postponed before being implemented.''
==Stun Counters R.I.P.==


;Rest: This action recovers all of your stun and gives you a +2 defense modifier until your next turn.


==Healing (proposal)==
: I like this idea* and want to test it ASAP. -BFGalbraith 2008.07.10


The current rule that says characters recover one damage point per week plus regeneration ability is dumb because nobody has regeneration ability.  We could add regeneration ability to the size table to compensate for high toughness characters, but we don't have to do that if every character simply recovers half of their damage each week if their healing roll is successful or no damage if it is not (healing is taking longer than expected, there are complications, etc.) The amount of damage recovered is always rounded up so the last point of damage will heal. With this system all characters can recover a proportionally similar amount of damage in the same amount of time, but big characters heal the last little bit logarithmically slower. For example consider the following characters who have all been incapacitated with damage equal to their toughness:


* a character with 1 toughness can be fully healed in (no less than) a week.
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?
* a character with 2 or 3 toughness needs at least two weeks to heal.
* a character with 4 to 7 toughness requires at least 3 weeks to heal.
* a character with 8 to 15 toughness cannot be fully healed until the 4th week.
* it takes at least 5 weeks to fully heal a character with 16-31 toughness


This system allows us to ignore toughness. Tough characters can take more damage, but it takes them a little longer to recover from it. Seems fair enough to me. We can bend or ignore time in the narrative by saying "you have some time to treat wounds and rest, roll to see who recovers some damage". You can also bend the rules by healing automatically without the roll or by healing all of the damage instead of half.
: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


A rough formula for the difficulty of healing would be: 10 + 1 for every day the character travels or fights + 1 for every time the character takes damage or stun (this should make up for the fact that you might be rolling to recover from damage you took yesterday) + 5 every time the character is incapacitated by damage. (There is no penalty for being incapacitated by a combination of stun and damage.)
While you are incapacitated you recover half of your stun each turn.


: This is good.  I approve of this system.  -BFGalbraith, 2008.07.10
: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.


==Regeneration Qualities (proposal)==
::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.


;perfect regeneration (10 CP): the character heals slightly faster than normal, even when exerting himself. The perfect regenerator is immune to many common types of infections (but not necessarily all diseases) and can regrow complete limbs and organs (provided he can live without them for long enough.)
==Half Power R.I.P. (proposal)==


;daily regeneration (10 CP): the character heals daily instead of weekly, but still requires healing rolls and cannot regenerate most limbs and major organs unless he also has perfect regeneration.
* Instead of half power and full power attacks, have normal and double power attacks.
* Toughness becomes the amount of damage + stun you can take without being injured.
* The damage + stun required to incapacitate you is 2 × toughness.
* We can reduce average human power to 3 and toughness to 4 or 5 if necessary.
* You only have to list one power number for weapons.
* success-based damage might be simpler with this system


;hourly regeneration (30 CP): the character heals hourly without healing rolls, and is able to regrow complete limbs and organs. (A character cannot have both hourly and perfect regeneration, because hourly regeneration includes all of the advantages of perfect regeneration.) In practice hourly regeneration usually means a character is automatically healed between battles, but does not heal during battles.
: This is good. I approve of this system. -BFGalbraith, 2008.07.10


;sudden regeneration (50 CP): when the character rests (combat action) and has no stun, then he recovers half of his damage instead of all of his stun.
All attacks will be full power except for the following double power attacks:


==Healthy, Injured, Incapacitated (proposal)==
* powerful strike
* powerful throw
* heave
* trip
* wrench
* choke
* disarm


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.)
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?


The more difficult problem would be that we would have to rename ''healthy'', but I think we need to do that anyway. The "Half Damage R.I.P." proposal below would get rid of healthy anyway, but if we don't follow that idea I would be willing to go with any decent replacement like "stamina" or "½ toughness".
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?


:I like the Half Damage RIP proposal that makes it so we don't have to rename "healthy" for other reasons.  Having the three states of character health is fine with me.  -BFGalbraith 2008.07.10
==Healthy, Injured, Incapacitated==


==Compact Characters (concept)==
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.)
 
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.
 
==Rolling Damage (concept)==
 
{|
| valign="top" style="width:20em" | Ideally we would just generate a random number from 1 to the power of the attack, but simulating 3-sided, 5-sided and 17-sided dice is inconvenient. Instead, we roll a die whose maximum value is not less than the attack's power, but not too much greater either. If the roll is less than the attack's power, reduce the power to that amount, but don't increase the attack's power if the roll is greater.
| colspan="3" |
{|
!  power  !! align="left" | roll
|-
| align="center" | 1 || 1
|-
| align="center" | 2-4 || d4 or your power, whichever is less
|-
| align="center" | 5-6 || d6 or your power, whichever is less
|-
| align="center" | 7-8 || d8 or your power, whichever is less
|-
| align="center" | 9-10 || d10 or your power, whichever is less
|-
| align="center" | 11-12 || d12 or your power, whichever is less
|-
| align="center" | 13-20 || d20 or your power, whichever is less
|-
| align="center" | 21-40 || (2 × d20) or your power, whichever is less
|-
| align="center" | 41-60 || (3 × d20) or your power, whichever is less
|}
|-
| valign="top" | If we want more damage we could use the character's power as the average random attack power. This way we could just use simple die rolls without the "whichever is less" comparison. For power over 15, simply roll d20 + power - 10.
|
{| style="text-align:center"
! power !! roll !! width="10" | !! power !! roll !! width="10" | !! power !! roll
|-
| | 1 || 1  || || 6  || d12  || || 11 || d20+1
|-
| | 2 || d4  || || 7  || d12+1 || || 12 || d20+2
|-
| | 3 || d6  || || 8  || d12+2 || || 13 || d20+3
|-
| | 4 || d8  || || 9  || d12+3 || || 14 || d20+4
|-
| | 5 || d10 || || 10 || d20  || || 15 || d20+5
|}
|}


:Having the three states of character health is fine with me.  -BFGalbraith 2008.07.10


: I do not like the "which ever is less" because it's adding more math process to the adding-up-the-dice aspect of random damage.  However, I think double the current damage levels are excessive and threaten the game balance.  I think if we offered up to 50% more damage instead of 100% there would be incentive for those who liked random damage to use it without totally displacing the system's damage numbers, which is why I like the "success based damage" below.  -BFGalbraith 2008.07.10
==Success-Based Damage==
 
==Success-Based Damage (proposal)==


* If the attack roll is 12 or less before adding modifiers, the attack has half power.
* If the attack roll is 12 or less before adding modifiers, the attack has half power.
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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
: 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


==Half Power R.I.P. (proposal)==
==Compact Characters==


* Instead of half power and full power attacks, have normal and double power attacks.
Some games will have some characters who only need a little bit of information instead of full character sheets:
* Toughness becomes the amount of damage + stun you can take without being injured.
* The damage + stun required to incapacitate you is 2 × toughness.
* We can reduce average human power to 3 and toughness to 4 or 5 if necessary.
* You only have to list one power number for weapons.
* success-based damage might be simpler with this system


: This is good.  I approve of this system.  -BFGalbraith, 2008.07.10  (Consider the 4 types of strikes: defensive, strategic, quick and strong: right now only one of these options uses the "full power" of the strike, and the other three are "half power" strikes. It's clear the number most often used is the "half power," and it's then clearly more convenient to use "power" & "double power" instead.)
* 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.
==Stun Counters R.I.P. (proposal)==
* 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.
Instead of recovering 1 stun every turn, you have a rest action which recovers ''all'' of your stun and gives you a +2 defense until your next turn. You can rest while incapacitated, but you might only recover half of your stun, (so you have a choice between getting up quickly or taking another turn to fully rest) and you might not get the defense bonus because you can't cover up and avoid getting hit effectively (even if you do get the defense modifier, you are on the ground!) It recovers '''all''' of your stun because that's the only way it can be strategically effective. In a fight with blunt weapons your stun will never be more than ''healthy'' and there's little point in wasting a valuable turn to recover less than ''healthy'' in stun. We aren't saying that it only takes a few seconds of resting to recover stun. The rest action is simply a way to catch your breath and shake of the effects of pain and exhaustion as much as possible.
* "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.
 
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 like this idea* and want to test it ASAP.  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 (* I don't like the being-able-to-do-actions-while-incapacitated aspect.  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 in a prone position, and certainly should in no way have a +2. I would imagine that one way to do this would be to say they could not act for a random roll of rounds (1D20, 2D10, or 3D6.) Or it could be the roll of the attack that KOed them: so if I rolled a 10 to land an attack that incapacitated them, they could be incapacitated for 10 rounds.)


==Padded Weapon Damage? (concept)==
==Padded Weapon Damage? (concept)==

Revision as of 03:02, 11 July 2008

Stun Counters R.I.P.

Rest
This action recovers all of your stun and gives you a +2 defense modifier until your next turn.
I like this idea* and want to test it ASAP. -BFGalbraith 2008.07.10


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 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

While you are incapacitated you recover half of your stun each turn.

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.
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.

Half Power R.I.P. (proposal)

  • Instead of half power and full power attacks, have normal and double power attacks.
  • Toughness becomes the amount of damage + stun you can take without being injured.
  • The damage + stun required to incapacitate you is 2 × toughness.
  • We can reduce average human power to 3 and toughness to 4 or 5 if necessary.
  • You only have to list one power number for weapons.
  • success-based damage might be simpler with this system
This is good. I approve of this system. -BFGalbraith, 2008.07.10

All attacks will be full power except for the following double power attacks:

  • powerful strike
  • powerful throw
  • heave
  • trip
  • wrench
  • choke
  • disarm

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?

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?

Healthy, Injured, Incapacitated

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.)

Having the three states of character health is fine with me. -BFGalbraith 2008.07.10

Success-Based Damage

  • If the attack roll is 12 or less before adding modifiers, the attack has half power.
  • If the attack roll is automatically successful, the attack gets an extra half power.
 d20 roll  2d10 roll  3d6 roll  half power attack full power attack
1-12 1-12 1-12 half power (still) reduced to half power
13-19 13-18 13-15 half power (normal) full power (normal)
20 19-20 16-18 half power + half power  full power + half power

I think this will work better than damage rolls because it gives us the variation we want with less math and fewer dice. Either of these two rules could be optional. 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.

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

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.

Padded Weapon Damage? (concept)

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.

A simpler way of wording this might be to say:

  • The victim of an attack can absorb some attack power as temporary stun, the rest becomes damage
  • your healthy|toughness is the maximum amount of power you can convert to stun from a single attack
  • all of the power of a padded weapon attack can be converted to stun, if you have enough healthy|toughness
  • half of the power of a blunt (not padded or sharp) weapon can be converted to stun if you have enough healthy|toughness
  • none of the power of a sharp weapon can be converted to stun

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.