Difference between revisions of "Talk:Mano a Mano"

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(Control & Grappling)
(Control & Grappling)
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==Control & Grappling==
 
==Control & Grappling==
  
Should control (reach advantage) be added to grappling?
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Control (attack and defense bonus associated with reach) should ''not'' be added to grappling because:
  
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* The arguments for and against do not clearly favor changing the current rule.
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* You can still give a weapon both features, but an all-in-one bonus cannot be broken apart
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* Trade-offs are more interesting than making some weapons better than others.
  
'''For''' (some weapons seem to have reach-based grappling advantage over others):
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==Character Sheets==
*A long weapon at close range gives you three additional points of contact for grappling purposes.
 
*Longer reach gives you access to "more grips".
 
*Longer weapons give you more leverage.
 
*Longer weapons are harder than the soft parts of your body.
 
*There are sports called "staff wrestling".
 
*Reach seems to give at least a defensive advantage against a grappler.
 
  
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I think we may want to have "underlines" instead of "best of" listings at the bottom of the character sheet.
  
'''Against''' (weapons have to be compared to no weapon at all in the case of grappling, since there is no guaranteed superiority like there is with striking):
 
*A weapon that takes both hands does not let you "pull" only "push", while a gripping hand lets you do both.  3 points of pushing is 3/4's the options of 2 points that can both push and pull.
 
*Most throws require multiple points of contact with the opponent's body, and outreaching them with a long weapon also isolates them from grappling parts of your body.
 
*At close range, both hands on a staff are used to manipulate only one point on the opponent's body, since the rigid staff can only connect with the opponent's body in one place.  This provides significantly narrower options compared to unarmed grappling.
 
*Reach only counts for "pressing" (not "pulling") if there is something to grip with at the end of the reach.
 
*In staff wrestling there is just one staff for two people: these games are part of other grappling games preparing people for grappling.  This is practiced to teach how to grapple for control of a weapon, not because the long weapon reach gives one opponent a reach advantage over another.
 
**http://everything2.com/e2node/Indian%2520wrestling
 
**http://artofmanliness.com/2008/08/21/manly-feats-of-strength/
 
*The counter-attack option provides striking defense rules vs. grappling attack, to be able to "fend off" grapplers.
 
  
 
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It would be nice if in our google docs and wikis if we could use "comic sans" for character sheets, to show that they are supposed to be hand written. Then the underlines would be much clearer.
[BFG]
 
  
 
==Armor==
 
==Armor==

Revision as of 15:04, 8 November 2008

Control & Grappling

Control (attack and defense bonus associated with reach) should not be added to grappling because:

  • The arguments for and against do not clearly favor changing the current rule.
  • You can still give a weapon both features, but an all-in-one bonus cannot be broken apart
  • Trade-offs are more interesting than making some weapons better than others.

Character Sheets

I think we may want to have "underlines" instead of "best of" listings at the bottom of the character sheet.


It would be nice if in our google docs and wikis if we could use "comic sans" for character sheets, to show that they are supposed to be hand written. Then the underlines would be much clearer.

Armor

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

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]

Compact NPCs

Can we abbreviate NPC stats by omitting some details?

  • Carrying capacity, equipment mass and encumbrance are only needed to calculate movement.
  • Movement, best absorption and total cover can be assumed to be 0 if they are not listed.
  • Stun and damage can go on scratch paper.

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.