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and Minimeister
      
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| *edit: sigh, I wish my posts wouldn't swell like gigantic beasts at the slightest provocation* Shelford (5/22/2007) Ok Mr Coff, the doing double with a two handed weapon was my experience of other games and their successful mechanics. Yep the Typhum rules don't have that in there, it was a suggestion. Sorry, my bad, I thought it might have been squirreled away in there. Since this system seems to currently be saying, "bring a shield" I think that would balance it a bit. Essentially if there's a way round shields the reach of long weapons is really good. When you have no way round shields, as at present, then they become significantly more poo. Oooh... that's a point, will stab safe spears be allowed? the grapple rules, people can and do get carried away and as the game is an open fest kind of game your going to have people that aren't too happy with being grabbed even lightly. I'm no softy or a prude but I could see it being a matter of contention for some. I was rather hoping someone else would have a look at unarmed combat as I didn't want to open yon can of worms. I remember Grand Design decided to bring in forearm blocks which seemed to be ok at that open fest system. I'd agree that grapple could, in the wrong hands, lay you open to charges of common assault or some such. (Not a *real* lawyer, so dunno. ;-)) Possibly: Level1 gives you "strength" which allows carrying of unresisting targets i.e. you say, strength, you have to get up and come with me? Possible restraint of others by placing your hand on their shoulder and saying "strength" Very useful for your apothecary on the move. Level 2 gives you forearm block say? I'd suggest a call of grapple by the attacker before they touch the target, if the target accepts the 'grapple' they then move towards the attacker, however if the target doesn't want to be grappled they have to lie on the floor. There would be very few who would resort to hitting the deck, but it gives the target a warning that physical contact is coming. I know it's not perfect but maybe would avoid problems? Hmm... that could be a good level 3 skill. "Bouncer" ;-) Possibly with a low level fear effect? (Aside: does anyone else miss wh40k 2nd ed psychology rules including fear and terror? Paralysing terror anyone? ) edited to include Mandala forum Note in terms of style, that full mediaeval plate or similar is not appropriate. The absolute limit should be helmet, breastplate, greaves and bracers. If you are hit on an unarmoured part of your body then you should take the hit as if you were not protected - there is NO 50% coverage rule. Well, that's an assumption worth stating in the rules, so... :-s Let's say I should get full plate armour (ha!) and a suit of chain (ha!), so if my character was to act as a sensible character would then I'd have to remember that: 1) Hits on hands would be 1 point of armour 2) Hits on forearms would be 6 points of armour 3) Hits on elbows would be 3 points of armour 4) hits on upper arms would be 6 points of armour 5) hits on shoulders would be 6 points of armour. 6) hits on torso front-upper would be 6 points of armour 7) hits on torso back-upper would be 6 points of armour etc. Anyone else spotting a potential issue here? ;-) Crush further complicates this situation, for instance, if you get hit on the arm, all the armour there stops working, despite it clearly not being articulated etc. (probably just gets knocked out of place and rendered ineffective? :-?) What about if you get hit on the back with crush? That's the torso, but does it also effect your front armour? Further to this point, surely this double-triple reinforces the hard-soft skill divide? We wanted Fiona the noob warrior at her first event to be a credible threat to John the simple crafter who just happens to have done 20 years of larping. This ruling about real "gaps in the armour" means that John can hit things like legs (which are always one of the worst places to try and armour) because he has the hard skills to do so. Hom. How to address this? I won't suggest moving to global hits or discarding crush because I know these won't fly. I won't even touch "will this apply to monsters?" as that's none of my business. There's no armour skill to be allowed, so we can't have differential hit levels due to _that_. I guess it depends really. Traditionally armor skills have been the alternative to body dev. Easy access to "through" at low levels renders this pointless. The guiding philosophy is said to be to soften the skills divide on fighting (and poor Fiona had better last longer than ten seconds or her superior offence will never have a chance to work) so something's got to go and I suggest the "no 50% coverage" rule as incompatible with the philosophy. Oh yeah, you could carry seven swords to overcome shatter effects but people would point and laugh. I don't recall anyone ever laughing at Taecyn. Possibly because a magic missile in the face often offends and possibly because it wasn't obvious that he was, some of them _were_ short swords.
There is only overconfidence and terror.
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Heroic Knight
      
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| we won't be going with double damage for 2h weapons - we discussed it and decided against we will have stab safe spears permitted and shields are good by design in the rules grapple/throw is essentially phys repped by the victim - entails nothing more than laying a hand on them (more if by mutual consent). Whilst I'm all for going back to a more "hardcore" style of LRP this is not represented in this rule which is essentially touch and make a call of "grapple" or "throw" as appropriate. Note you must previously grapple someone to be able to throw them (this will be reflected in version 1.01) re armour - we'll put this in the rules but when we've got closer to concensus on it within our team. We're close now so I might just type it up. Re your example it looks like you're deliberately trying to complicate whats really not that hard to understand. The system is as complicated as you want it to be. If you wear a full set of medium armour then it gives you 3 hits per. If you want to reduce this for style reasons (or to save cash!) then you can armour only some locations and just take the hit minus armour if you get hit there. We haven't really considered mixing and matching - eg heavy armour on torso, medium on arms and nothing on legs - but if players choose to do that then personally I don't really care. They're not retards, they can count to 10 or even beyond sometimes. As stated you have ONE torso location - the locations are: head, left and right arms, left and right legs, torso. No need to complicate it further - if you get hit with crush anywhere on the torso then your armour is destroyed. I'm still not seeing a problem with warrior skills or the noob example we've given. We've made some steps towards alleviating it but don't claim to solve the problem. At the end of the day this is LIVE roleplay. If you're playing a warrior you're going to have to learn how to fight. Please discuss more so my poor addled brain can understand.
Crazy like Croolis-Ulv!
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Live roleplaying's greatest cheerleader...
      
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Further to this point, surely this double-triple reinforces the hard-soft skill divide? We wanted Fiona the noob warrior at her first event to be a credible threat to John the simple crafter who just happens to have done 20 years of larping. This ruling about real "gaps in the armour" means that John can hit things like legs (which are always one of the worst places to try and armour) because he has the hard skills to do so. How to address this? I'd suggest John the simple crafter role plays fighting like a simple crafter, why should roleplaying suddenly stop in a fight?
_____________________________________________________
RL: Mr Sofar
Curved core weaponry and bespoke stuff.
ShelfordFX
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Champion
      
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| BEST RESPONCE TO RULES EFFER The just roleplay mechanic should be prevalant throughout
www.mandalastudios.co.uk www.kangena.co.uk RL - Mark (Coventry) CP - Urtsi (Ael) [Ex Head Weapons Checker/ Ref] Mandala - Wookie (Ref/ Props) PD - Wookie (Ref) GF - Organiser Dark Secrets - Philip Stanley (Tech Assistant)
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and Minimeister
      
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and Minimeister
      
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| Bah, stupid posting forum thingy just ate my beautiful work, the following may seem "terse". Hmm... So blacksmith's can't fight? Must explain why Conan's dad went down in the films, nothing to do with the horses, he was just roleplaying.  NICHOLS_ME (5/23/2007)
BEST RESPONCE TO RULES EFFER The just roleplay mechanic should be prevalant throughout Marvellous idea, love it. Except, what if the crafter has weapon use, as discussed in previous posts, or they're a ranger with lots of rangery skills like, ooh, track and rope use, pehaps rangers don't know how to fight either? AragornThe Fellowship of the Ring 5 ringwraiths and 1 ranger, doo da, doo da I'd love it if thorough roleplay was the whole of the answer, but if it was, well, wouldn't need rules would we? Armour. Bah. Why can't you work this out for yourself? OK Through: soft skill represents finding chinks in enemy armour. To allow warriors who aren't that good to represent "credible threats". "No 50%": a hard skill now allows you to erm... find chinks in enemy armour. So, roleplay a ranger, used to fighting bandits etc. should suddenly lose their _OOC_ ability to go for unarmoured locations? Feh, we might as well be playing paper scissors stone. Fiona has brought a skill which you are devaluing. Why are you doing that? Right, let's get on to actual armour. I oppose this "no 50% cover" because you're complicating things unnecessarily. Let me define "variables". This is the amount of things you have to remember and change at one time, like say a phone number could be 0121 340 560, only 3 variables to remember. Armour locations are MUCH harder to remember because these numbers change. I calculate that in a GLOBAL hits system with "through" you have 2 variables to think about. In a LOCATIONAL hit system WITH 50% armour AND "through" you have 12 variables. In a LOCATIONAL hit system WITHOUT 50% armour AND "through" you have 19 variables to think about, assuming your armour is symmetrical. Do you want me to work you an example? It's a lot of effort on my part and you can do it yourself. Basically, it's a more crucial issue, do you want to: a) encourage "tappy hand hit" fighting (doubtless with said taps being fully swung)? or b) encourage something else?
There is only overconfidence and terror.
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Champion
      
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[/quote]NICHOLS_ME (5/23/2007)
BEST RESPONCE TO RULES EFFER The just roleplay mechanic should be prevalant throughout Marvellous idea, love it. Except, what if the crafter has weapon use, as discussed in previous posts, or they're a ranger with lots of rangery skills like, ooh, track and rope use, pehaps rangers don't know how to fight either? [/quote] Isnt that taking it all a little too far, Shelford was just saying roleplay, and i was agreeing, you know by letting people make informed judgements about how good they think their chracter could and should be. You wnat to play a killer in the woods take woody type skills and ninja your heart out, you want to play passive tracker, take woody skills and delibratly dont fight well, same skill set diffrent chr. The skills should be ther to aid hard skills in combat not replace them, if jilly the noob wants to be a ninja fighter, againts bob the 20 yr vet she better learn, or she will get her ass handed to her, you know what im happy with that, coz beyond a little helping nudge from a skill set, this is live roleplaying, and if we wanted fights to be purely based on chr stats alone we would be playing MET, which smells of wee  I'd love it if thorough roleplay was the whole of the answer, but if it was, well, wouldn't need rules would we? well we dont realy, its just people like them, and it helps everyone get some idea of with breaches rule 7 for any particular game, hell for some of the games i have run, we had in the front of the rulebook " here are the rules, followthem, unless you are doing somthing better inwhich case do that instead" know what it worked, but that was for a small invite only game so we could trust everyone to have the same vision, with this i like to think of the rules as a kinda vague systemised way of portraying a vision
www.mandalastudios.co.uk www.kangena.co.uk RL - Mark (Coventry) CP - Urtsi (Ael) [Ex Head Weapons Checker/ Ref] Mandala - Wookie (Ref/ Props) PD - Wookie (Ref) GF - Organiser Dark Secrets - Philip Stanley (Tech Assistant)
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