The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 09:23:25 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
[Viewpoint] Request for Comments
Pages: [
1
]
« previous
next »
Author
Topic: [Viewpoint] Request for Comments (Read 762 times)
Aaron Powell
Registree
Posts: 2
[Viewpoint] Request for Comments
«
on:
June 23, 2004, 12:52:26 PM »
A friend and I have been working on a set of game mechanics that we're calling Viewpoint. The system's mainly designed to address issues we've had with other sets of rules we've played in the past, with an emphasis on making the rules themselves fun to play. What we have developed so far is all online in wiki format at
http://www.viewpointrpg.com
and I'm curious to hear what others think about them.
In particular, I'm looking for thoughts on the
initiative mechanic
as well as damage (on the same page as initiative). I'm happy with both but, obviously, am a little biased. Any other general comments would be welcomed as well.
Thanks.
Logged
Aaron Powell
Symbolic Order:
Politics, Culture, and Philosophy
Viewpoint RPG
: My Homebrew, Universal System
MarktheAnimator
Member
Posts: 77
A few comments :)
«
Reply #1 on:
June 23, 2004, 03:00:46 PM »
Hello,
Your initiative system is pretty good. One thing to keep in mind tho is that the more dice you use, the more average your results will be. A single die will generate numbers that each have an equal chance of occuring, whereas multiple dice will always create a bell curve, with average numbers being the most common. The more dice you use, the more average your results.
So I'd suggest not allowing too many extra dice, or you could use different types of dice for initiative, or apply a base modifier to the initiative roll.
Also, the option to interrupt another's action is good, but perhaps there could be a penalty to waiting? If you are waiting, would it really be possible to interrupt another? You could instead say that a person that is waiting can use his interrupt action to go after the next person. This is just an idea to toss around....
Your damage sytem seems a bit complex. I'd have to play it out to see how it works.
I personally don't like to do a lot of calculating and prefer a straightforward system (my system used to be very complex and you needed a calculator to determine damage). However, your damage system looks good.
I suppose the trick is to put in lots of detail while still preserving the speed of play. So as long as the complexity doesn't slow things down, use it.
I very much like the way you have both injury damage and fatigue damage.
My system used to work this way (10 or 15 years ago). My players never liked to keep track of both however.
Now, my system (for comparison purposes) uses three types of damage.
Injury (with 5 wound levels), trauma (extra hit point damage), and fatigue.
Fatigue isn't part of damage and is used for keeping track of your actions.
Unarmed combat in my game will inflict fatigue and trauma. Injury and trauma is reserved for weapons.
I like the clarity of the way you wrote the system. It's easy to understand and follow.
Your system may not need any tweaking at all. I just thought I'd throw in a few thoughts.
Logged
Aaron Powell
Registree
Posts: 2
Re: A few comments :)
«
Reply #2 on:
June 24, 2004, 12:01:59 PM »
Quote from: MarktheAnimator
Hello,
Your initiative system is pretty good. One thing to keep in mind tho is that the more dice you use, the more average your results will be. A single die will generate numbers that each have an equal chance of occuring, whereas multiple dice will always create a bell curve, with average numbers being the most common. The more dice you use, the more average your results.
So I'd suggest not allowing too many extra dice, or you could use different types of dice for initiative, or apply a base modifier to the initiative roll.
I was leaning towards an average of perhaps five dice per character. Fewer than that means there will be a need to roll initiative quite frequently, something I'd like to avoid. More simply results in a lot of numbers to keep track of. But that does bring up the issue of how to handle ties. I suppose I could base the tie breaking on the number of initiative dice remaining, with the character with more dice going first; and then further break ties based on highest initiative score.
Quote
Also, the option to interrupt another's action is good, but perhaps there could be a penalty to waiting? If you are waiting, would it really be possible to interrupt another? You could instead say that a person that is waiting can use his interrupt action to go after the next person. This is just an idea to toss around....
That would work. I like that. But allow the interrupting character to bid additional dice if he really wants to go before the player he's interrupting. Because I want to encourage the bidding mechanic as much as possible and (1) I rather like it and (2) it lends a level of suspense to combat.
Quote
Your damage sytem seems a bit complex. I'd have to play it out to see how it works.
I personally don't like to do a lot of calculating and prefer a straightforward system (my system used to be very complex and you needed a calculator to determine damage). However, your damage system looks good.
I suppose the trick is to put in lots of detail while still preserving the speed of play. So as long as the complexity doesn't slow things down, use it.
I very much like the way you have both injury damage and fatigue damage.
My system used to work this way (10 or 15 years ago). My players never liked to keep track of both however.
I don't think I actually have it written up in the damage rules section yet (it's mentioned in the design philosophy, though), but fatigue is meant to be totally optional. It's a way to add a level of complexity/realism to damage resolution, but it can easily be dropped. Still, from my limited playtesting at the moment, fatigue is pretty quick, as you can actually record it
before
the damage dice are rolled since it's always equal to the number of dice rolled, independent of result. And I plan to have a nice little track for it with checkboxes on the character sheet to make this even faster.
Quote
Now, my system (for comparison purposes) uses three types of damage.
Injury (with 5 wound levels), trauma (extra hit point damage), and fatigue.
Fatigue isn't part of damage and is used for keeping track of your actions.
Unarmed combat in my game will inflict fatigue and trauma. Injury and trauma is reserved for weapons.
That's similar to what I'm going for, in that most unarmed attacks will have very low damage levels (i.e., they will end up having to beat high target numbers to cause wounds). However, those attacks will roll a higher number of dice, so they'll inflict a greater amount of fatigue.
Quote
I like the clarity of the way you wrote the system. It's easy to understand and follow.
Thank you. It's important to me that it be easy to read, so I'm glad you found that to be the case.
Quote
Your system may not need any tweaking at all. I just thought I'd throw in a few thoughts.
I appreciate it. You've given me some good stuff to think about regarding initiative, and I'll post an update here when I have it worked out a bit more.
Thanks again,
Logged
Aaron Powell
Symbolic Order:
Politics, Culture, and Philosophy
Viewpoint RPG
: My Homebrew, Universal System
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum