FANGS: how to start up

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File:FANGS-Basic Fangs Logo (small original).gifWelcome to FANGS, the Fantasy Adventure Networked Gaming System. The goal of this roleplaying system is to offer rules that allow for fun, dramatic play without losing too much realism, simple and yet elegant rules, and balanced for different styles of players who wish to game together.

To Do

  • Finish conversion of existing word documents.
  • Update against Steve Perrin's latest changes.
  • Upload B/W artwork from FANGS 1.4, as well as downscaled grayscale versions.
  • Integrate artwork into wiki pages.
  • The Mass Combat section needs some editing and cleanup -- it is someone inconsistent with the style of the rest of the book.
  • Some writing standards need to be written up. For instance, players always roll, characters do a skill check.
  • The Equipment section needs to be refactored into smaller pages.
  • A number of sections need more headers so that section contents shows up.
  • Need to put more categories on all pages.

Notes from Steve Perrin

On Friday, May 13, 2005 10:33 AM Steve Perrin wrote:

One place where I am hanging up is in deciding what to do with Resisted Rolls. There are three ways to approach this.
1. If you make the roll, you make the roll. If an attacker rolls 33 and the defender rolls 21, the Defender succeeds and that's that. It takes a Special Attack vs. a normal Defense to do damage to the defender. This can really drag on a combat, but it simplifies the GM's task. See BESM for a system that uses this.
2. Simple comparison of results. If the attacker rolls 26 and the defender rolls 25, the attacker wins and damage is done. This is quick, simple, and means the GM has to do a bit more work balancing the opposition to get the result he wants.
3. The Attacker's success is subtracted from the Defender's success chance. So if Attacker and Defender have the same skill total of, say 15, the Attacker rolls 25, which subtracts 5 from the Defender's roll, so the Defender must roll 10 d20 instead of 15 d20.
This last possibility is how it is written now, and I think it is how the original rules were written. It tends to slow down combat as calculations are done in mid-battle - something that is not necessary for either of the other possibilities. Do you have a preference?
Similarly, I really wonder if the various combat maneuvers are useful. I know I tend to forget at least half of them in the middle of a combat and I tend to prefer a much looser combat system, more like Champions or BRP. Splitting things up into Missile, Melee, Movement isn't bad, but I know that I do not worry about Second Melee - I just have them make both attacks at the same time. The whole concept of Engaging but not attacking in a round is also counter-intuitive to my mind, which is why I added the Charge maneuvers.
It's your call, though feel free to dump it back on my lap if you just want me to do what I think will work without paying a lot of attention to what came before...