Vondy
Sep 12th, '08, 01:16 AM
I could use some number crunching help.
Note: this is not for superheroic games, which I don't run anymore.
For some time I've been running a distilled version of hero that boils the system down to 3d6 opposed/unopposed tests and damage rolls.
The critical changes you need to be cognizant of are as follows:
For every point in a characteristic beyond a breakpoint the character can add +1 to a characteristic roll 1 time. So, for instance, a character with a 17 strength who has a default characteristic roll of 12- can, four times during play, make a strength roll at 13-.
DCV has been replaced with a skill based combat system. Most combat skills are Dex based, but some, alternatively, might rely on other stats.
I use an alternate, heroic scale strength chart that lists normal lift as opposed to max lift.
Characters can attempt to exceed normal lift with increasing penalties for increased weight.
Grab contests are adjudicated as opposed strength rolls and decided by MoS, not body counting.
Presence attacks are adjudicated as opposed presence and/or ego rolls with level of effect indicated by MoS.
PD/ED have been collapsed into Defense (DF) at a cost of 2:1 with the caveat that, for builds that require it, they can be parsed back out, or purchased at their usual 1:1 ratio.
I've replaced SPD with an Action Point system.
In general there is a skill maxima with skills only exceeding it via characteristics with rolls that exceed it, or 3-8 point skill levels.
The only skill enhancer is expert. The others are gonners.
All skills have one cost schema: Fam 8- (1), Gen 11- (2:1) 9+Char/5 (3:2).
Languages have skill rolls.
Unskilled attempts are characteristic roll -6.
I generally cap primary characteristics at 28 (a 15- roll).
At run time primary characteristic numbers are not listed. Instead, a character with a strength of 17 would be expressed thus: ST 12- (3).
With the exception of calculating certain figured characteristics, I don't actually need the numbers for the primary characteristics, just the rolls. As a result, as a matter of carrying this to its logical conclusion, I want to find a way to:
1) streamline the primary characteristic cost and have characters purchase characteristic rolls. I was thinking about having all of them cost 2:1 with a cost sheet looking something like this:
Characteristic Roll 8- (Free)
Characteristic Roll 9- (1 Point)
Characteristic roll 10- (2 Points)
Characteristic Roll 11- (3 Points)
Characteristic Roll 11- with +1 on 1 roll (4 Points)
Characteristic Roll 11- with +1 on 2 rolls (5 Points)
Characteristic Roll 11- with +1 on 3 rolls (6 Points)
Characteristic Roll 11- with +1 on 4 rolls (7 Points)
Characteristic Roll 12- with +1 on 1 roll (8 Points)
Characteristic Roll 12- with +1 on 2 rolls (9 Points)
Characteristic Roll 12- with +1 on 3 rolls (10 Points)
Characteristic Roll 12- with +1 on 4 rolls (11 Points)
Characteristic Roll 13- with +1 on 1 roll (12 Points)
Characteristic Roll 13- with +1 on 2 rolls (13 Points)
Characteristic Roll 13- with +1 on 3 rolls (14 Points)
Characteristic Roll 13- with +1 on 4 rolls (15 Points)
Characteristic Roll 14- with +1 on 1 roll (16 Points)
Characteristic Roll 14- with +1 on 2 rolls (17 Points)
Characteristic Roll 14- with +1 on 3 rolls (18 Points)
Characteristic Roll 14- with +1 on 4 rolls (19 Points)
Characteristic Roll 15- (20 Points)
2) replace the characters Body and Stun with a wound level system, which can be calculated from Con/Ego. This system will ideally incorporate Flesh Wounds (FW), Light Wounds (LW), Serious Wounds (SW), Grievous Wounds (GW) and Instant Death (ID). It will also include a wound total extrapolated from Con and Ego that marks the characters unconsciousness limit. Flesh wounds will not count towards this limit, but will impose a -1 penalty on all of the character's rolls in the next action phase. Flesh wound pens are cumulative. All other wounds impose a -1 penalty to all rolls until they are healed. The stunning rules come into play with light-grevious wounds, with characters making Con/Ego rolls to ignore the effect.
This leaves me with a few issues, however:
a) setting the actual wound thresholds. I had used this as a starting point:
Flesh Wound: Body X .5 (or less)
Light Wound: Body X 1 (down to FW+1)
Serious Wound: Body X 2 (down to LW+1)
Grevious wound: Body X 3 (down to SW+1)
Instant Death: Body X 3 + 1
So, 10 Body Man would have FW 1-5, LW 6-10, SW 11-20, GW 21-30, ID 31+
The problem I keep seeing is that (see #3) its hard to jimmy this into line with the damage system. I need different thresholds or a different MoS margin for modifiers. It also works well for normal guys, but as body increased characters become nigh impossible to do anything serious too. Also, I'd like to drop Body and just use a Con/Ego extrapolation for this.
b) determine how many wounds a character can take (excluding flesh wounds) before going down. I had initially thought of (Con + Ego)/6, but this can produce as many as 7 hits before a character goes down, with an average being more like 4-5, which results in longish combats. I'm not sure that's for the best. On the other hand, if I reduce the numbers to dramatically we end up with tinfoil characters. The current norm (for published products) seems to be 2-3 solid hits.
c) determining a mechanic that allows for recovery. I was thinking that flesh wounds would not be tracked, and that they would only impose a -1 to rolls on the next action phase and then go away. I was also thinking light wounds could be turned into flesh wounds if the character took a recovery action and made a Con roll. I'm not sure.
3) commensurate with #2, replace the damage rolls as currently expressed with an MoS based result. I think this can be done without changing the basic damage class to defense ratios by using standard effect and then implementing an MoS based damage multiplier or bonus system. My initial thought was what I would term a "tall" result from the basic die roll.
An example: Joe Shmoe has a Broadsword skill of 11-. His opponent, Joe Average has a Shield skill of 11-. Joe Average rolls an 8 giving him an MoS of 11 - 8 = 3. Joe Average rolls a 13 giving him an MoS of 11 - 13 = -2. The character with the greater MoS wins the contest, so Joe Shmoe hits Joe Average with his broadsword. A tie would go to the defender. That's the easy part.
Now lets calculate damage. I was thinking it might be modified as by both the attacker and defenders MoS. Something like this:
Attacker:
Roll 18: -3 on next attack action.
MoS 0-2 X1
MoS 3-4 X2
MoS 5-6 X3
MoS 7-8 X4
MoS 9+ X5
Defender:
Roll 18: -3 on next evade, block, etc. action.
MoS 0 BD (Base Damage)
MoS Minus 1-2 BD+1
MoS Minus 3-4 BD+2
MoS Minus 5-6 BD+3
Mos Minus 7-8 BD+4
MoS Minus 9+ BD+5
So, in our example, Joe Average (Assume 10 ST and no bonus) has a broadsword, which when rendered as standard effect, has a base damage (BD) of 4. His opponent's -2 MoS gives him a +1BD for a BD of 5. His own MoS of +3 gives him a Damage Multiplier of X2 for a final result of 10. This result would be higher if he had a strength bonus.
All of this is well and good except that there's a lot of math under the hood to make it work. Namely:
1) setting the wound levels so that, when damage - defenses is calculated combat is neither too lethal or ridiculously drawn out.
2) setting the MoS margins for the Damage Multiplier and Damage Bonus so that they jive with both defenses and wound levels in a comfortable manner.
If someone with a better innate grasp of this sort of thing would propose some better numbers to work with in terms of where to set the MoS levels for modifiers, and the wound levels, I'd appreciate it.
General comments on how to make it work, or potential problems that need to be addressed are also welcome.
Note: this is not for superheroic games, which I don't run anymore.
For some time I've been running a distilled version of hero that boils the system down to 3d6 opposed/unopposed tests and damage rolls.
The critical changes you need to be cognizant of are as follows:
For every point in a characteristic beyond a breakpoint the character can add +1 to a characteristic roll 1 time. So, for instance, a character with a 17 strength who has a default characteristic roll of 12- can, four times during play, make a strength roll at 13-.
DCV has been replaced with a skill based combat system. Most combat skills are Dex based, but some, alternatively, might rely on other stats.
I use an alternate, heroic scale strength chart that lists normal lift as opposed to max lift.
Characters can attempt to exceed normal lift with increasing penalties for increased weight.
Grab contests are adjudicated as opposed strength rolls and decided by MoS, not body counting.
Presence attacks are adjudicated as opposed presence and/or ego rolls with level of effect indicated by MoS.
PD/ED have been collapsed into Defense (DF) at a cost of 2:1 with the caveat that, for builds that require it, they can be parsed back out, or purchased at their usual 1:1 ratio.
I've replaced SPD with an Action Point system.
In general there is a skill maxima with skills only exceeding it via characteristics with rolls that exceed it, or 3-8 point skill levels.
The only skill enhancer is expert. The others are gonners.
All skills have one cost schema: Fam 8- (1), Gen 11- (2:1) 9+Char/5 (3:2).
Languages have skill rolls.
Unskilled attempts are characteristic roll -6.
I generally cap primary characteristics at 28 (a 15- roll).
At run time primary characteristic numbers are not listed. Instead, a character with a strength of 17 would be expressed thus: ST 12- (3).
With the exception of calculating certain figured characteristics, I don't actually need the numbers for the primary characteristics, just the rolls. As a result, as a matter of carrying this to its logical conclusion, I want to find a way to:
1) streamline the primary characteristic cost and have characters purchase characteristic rolls. I was thinking about having all of them cost 2:1 with a cost sheet looking something like this:
Characteristic Roll 8- (Free)
Characteristic Roll 9- (1 Point)
Characteristic roll 10- (2 Points)
Characteristic Roll 11- (3 Points)
Characteristic Roll 11- with +1 on 1 roll (4 Points)
Characteristic Roll 11- with +1 on 2 rolls (5 Points)
Characteristic Roll 11- with +1 on 3 rolls (6 Points)
Characteristic Roll 11- with +1 on 4 rolls (7 Points)
Characteristic Roll 12- with +1 on 1 roll (8 Points)
Characteristic Roll 12- with +1 on 2 rolls (9 Points)
Characteristic Roll 12- with +1 on 3 rolls (10 Points)
Characteristic Roll 12- with +1 on 4 rolls (11 Points)
Characteristic Roll 13- with +1 on 1 roll (12 Points)
Characteristic Roll 13- with +1 on 2 rolls (13 Points)
Characteristic Roll 13- with +1 on 3 rolls (14 Points)
Characteristic Roll 13- with +1 on 4 rolls (15 Points)
Characteristic Roll 14- with +1 on 1 roll (16 Points)
Characteristic Roll 14- with +1 on 2 rolls (17 Points)
Characteristic Roll 14- with +1 on 3 rolls (18 Points)
Characteristic Roll 14- with +1 on 4 rolls (19 Points)
Characteristic Roll 15- (20 Points)
2) replace the characters Body and Stun with a wound level system, which can be calculated from Con/Ego. This system will ideally incorporate Flesh Wounds (FW), Light Wounds (LW), Serious Wounds (SW), Grievous Wounds (GW) and Instant Death (ID). It will also include a wound total extrapolated from Con and Ego that marks the characters unconsciousness limit. Flesh wounds will not count towards this limit, but will impose a -1 penalty on all of the character's rolls in the next action phase. Flesh wound pens are cumulative. All other wounds impose a -1 penalty to all rolls until they are healed. The stunning rules come into play with light-grevious wounds, with characters making Con/Ego rolls to ignore the effect.
This leaves me with a few issues, however:
a) setting the actual wound thresholds. I had used this as a starting point:
Flesh Wound: Body X .5 (or less)
Light Wound: Body X 1 (down to FW+1)
Serious Wound: Body X 2 (down to LW+1)
Grevious wound: Body X 3 (down to SW+1)
Instant Death: Body X 3 + 1
So, 10 Body Man would have FW 1-5, LW 6-10, SW 11-20, GW 21-30, ID 31+
The problem I keep seeing is that (see #3) its hard to jimmy this into line with the damage system. I need different thresholds or a different MoS margin for modifiers. It also works well for normal guys, but as body increased characters become nigh impossible to do anything serious too. Also, I'd like to drop Body and just use a Con/Ego extrapolation for this.
b) determine how many wounds a character can take (excluding flesh wounds) before going down. I had initially thought of (Con + Ego)/6, but this can produce as many as 7 hits before a character goes down, with an average being more like 4-5, which results in longish combats. I'm not sure that's for the best. On the other hand, if I reduce the numbers to dramatically we end up with tinfoil characters. The current norm (for published products) seems to be 2-3 solid hits.
c) determining a mechanic that allows for recovery. I was thinking that flesh wounds would not be tracked, and that they would only impose a -1 to rolls on the next action phase and then go away. I was also thinking light wounds could be turned into flesh wounds if the character took a recovery action and made a Con roll. I'm not sure.
3) commensurate with #2, replace the damage rolls as currently expressed with an MoS based result. I think this can be done without changing the basic damage class to defense ratios by using standard effect and then implementing an MoS based damage multiplier or bonus system. My initial thought was what I would term a "tall" result from the basic die roll.
An example: Joe Shmoe has a Broadsword skill of 11-. His opponent, Joe Average has a Shield skill of 11-. Joe Average rolls an 8 giving him an MoS of 11 - 8 = 3. Joe Average rolls a 13 giving him an MoS of 11 - 13 = -2. The character with the greater MoS wins the contest, so Joe Shmoe hits Joe Average with his broadsword. A tie would go to the defender. That's the easy part.
Now lets calculate damage. I was thinking it might be modified as by both the attacker and defenders MoS. Something like this:
Attacker:
Roll 18: -3 on next attack action.
MoS 0-2 X1
MoS 3-4 X2
MoS 5-6 X3
MoS 7-8 X4
MoS 9+ X5
Defender:
Roll 18: -3 on next evade, block, etc. action.
MoS 0 BD (Base Damage)
MoS Minus 1-2 BD+1
MoS Minus 3-4 BD+2
MoS Minus 5-6 BD+3
Mos Minus 7-8 BD+4
MoS Minus 9+ BD+5
So, in our example, Joe Average (Assume 10 ST and no bonus) has a broadsword, which when rendered as standard effect, has a base damage (BD) of 4. His opponent's -2 MoS gives him a +1BD for a BD of 5. His own MoS of +3 gives him a Damage Multiplier of X2 for a final result of 10. This result would be higher if he had a strength bonus.
All of this is well and good except that there's a lot of math under the hood to make it work. Namely:
1) setting the wound levels so that, when damage - defenses is calculated combat is neither too lethal or ridiculously drawn out.
2) setting the MoS margins for the Damage Multiplier and Damage Bonus so that they jive with both defenses and wound levels in a comfortable manner.
If someone with a better innate grasp of this sort of thing would propose some better numbers to work with in terms of where to set the MoS levels for modifiers, and the wound levels, I'd appreciate it.
General comments on how to make it work, or potential problems that need to be addressed are also welcome.