Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!sdcrdcf!trwrb!cepu!ucla-cs!mccolm From: mccolm@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Forming our own gaming system? Message-ID: <4782@ucla-cs.ARPA> Date: Fri, 12-Apr-85 22:20:13 EST Article-I.D.: ucla-cs.4782 Posted: Fri Apr 12 22:20:13 1985 Date-Received: Sun, 14-Apr-85 04:03:56 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <970@cs.reading.UUCP> Organization: UCLA Computer Science Department Lines: 140 > > In article <26000002@siemens.UUCP> steve@siemens.UUCP writes: > > >1. Combat should (seem to) be faster to play than D&D. (D&D (or AD&D) can > > be pretty fast for people who know the tables and don't use too many > > weapon modifiers and critical hit tables and things, but for new people > > it's usually a lot of going from table to chart to table.) > > Why not adopt the RQ! combat style. This gives a %age > chance to hit an active opponent with a particular weapon. > Do NOT be fooled by D&D calling it's roll a 'to hit' roll. > It is NOT, it is a 'penetration' roll! You are assumed to > hit (land a blow) automatically in the one minute melee > round, and the roll is to see if you penetrated armour or > caused fatigue or whatever loss of HTK represents. To see > that this is so, consider a greeblie trying to throw his > hammer at the alarm button on the wall. What IS the AC of a > button on the wall? At least with a "%age chance to hit" > system you have something to work on. > Combat is always faster under this sytem since there are NO > tables to consult. Each player knows how good he/she is > with a particular weapon. If you ignore critical hits and > fumbles combat reduces to one roll 'to hit' and another for > damage. Armour reduces damage, of course, but only the DM > need worry about this to start with and can make all > necessary adjustments to the players 'raw' rolls. > > >3. It should allow for some weapons being intrinsically faster than others > > as well as some causing more damage than others. > > A simple (?) rule I adopted for AD&D was :- > > Each character calculates a combat speed factor > for each weapon used (this is not difficult and will not > hinder play if a weapon is picked up & used). > > csf = (wpn speed (less 1 per pt of dx over 15))/3 > > (round down) giving a number from 0 to 5 > > initiative = d6 = reaction speed (ie lowest value goes first) > > segment blow lands (ie roll to penetrate) = csf + initiative. > > for spell casters, casting starts on initiative segment and ends at > end of casting time (so a blow may disrupt casting). > > I use 1 segment = 1 second. > > Note: initiative is modified downwards by 1 for every 2" move > a character has over 24". AD&D monks automatically win initiative > vs non-hasted opponents by about 12th level under this rule. > This beefs the poor buggers up a bit, Ghod knows they need all the > help they can get. > > >4. It should allow for people to increase their proficiency in a weapon > > by reasonably small increments, and to have proficiency built in from > > the start. > > Use a %age to hit system, where armour absorbs damage. It really can fit > into anotherwise bog-standard AD&D system. Use the RQ! system of increasing > proficiency (roll > current %age to increase by 5% (or d10% or whatever)). > > >5. I am not particularly interested in critical hits, so hit location is > > not of interest. > > I too think crits & location is waste of time; if a character looses a leg > he's effectively useless. Forever in a low magic world. Why not kill them > its the same thing! > If you want critical hits, just have them do max damage + another damage > roll or something. > > >By the way, I have a really neat magic system, but it has one flaw that > >the obvious solutions won't really fix: a magic user can go off and spend > >some huge amount of time making an arbitrary number of potions or enchanted > >swords or whatever and then carry huge amounts of magic with him. Any > >suggestions on "realistic" reasons why magic users cannot do this, > >that don't > >restrict the ability to make a few potions or swords or whatever? > > > Huge = very very very very very very very large (for me anyway!) > > TIME is the critical factor here, all potions, runes, swords etc which > you don't want running wild take at least YEARS of campaign time to make. > If you run a closed world this is the end of the problem, characters won't > stop adventuring just to make a +3 sword when they can pick > them up on adventures. > Potions of take months not years, > so they can make one or two between adventures. > > If you are going to have a system where mu's can make anything > they want, you need to limit > 1. the ingredients - their availability (after all, > if you have the ingredients for a potion of healing, why > sell it to someone else) and their source (vampire dust is a > goody!). Basically characters have to get the ingredients > themselves. > 2. the method of manufacture - potions of undead control > require a virgin to stir the brew (and later to be sacrificed if you want > vampire control...) > 3. TIME > 4. COST > > Any combination of the above four should limit mu's nicely. > Since you control EVERYTHING within your world, the > characters can ONLY do what you want them to do. Normally, > you don't care what they do, but in circumstances like this > it is necessary to say NO! > > >...both became magic users, and spent a year making "runes of > >illusion".... > >They then set off with backpacks full of runes that they could use at a > >moment's notice, effectively having hundreds of illusion spells available. > >They were supposed to be able to > >make some small number of runes, not hundreds; > >but they were also not supposed > >to hang around town so long before they left. > > Why not? If it pays to hang around, characters will do it. > If your rules allow them to get away with it.... > > Limit the availability of rune quills and the special > parchments; have them arrested on charges of vagrancy; > ensure no hotel will accept long term bookings; have > the runes nullify each other if placed within 6 inches of > each other; place a time limit on how long first level > runes are effective.... for every nasty devious trick they > pull, be prepared with a nastier, more devious excuse as to > why they can't win! > > --------- > > Have fun! > > Jerry {mcvax|edcaad}!ukc!ru-cs44!west > ..............!ukc!reading!cs!west > west@reading.cs.uucp *** REPLACE THIS LINE WITH YOUR MESSAGE ***