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Indie Game Design
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Looking for feedback on a core mechanic
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Topic: Looking for feedback on a core mechanic (Read 2767 times)
nsruf
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Posts: 139
Re: Looking for feedback on a core mechanic
«
Reply #15 on:
February 03, 2006, 01:11:09 AM »
Quote from: mratomek on February 02, 2006, 10:10:19 AM
As far as calculating task resolution %, yes, I did to the math. It is based on a couple of standards: Average Adult (4), Hero (8), Maxed Hero (12+) and Super Champion (14+).
Here are some numbers based on a -/+ 50% and even relative to a character's ability. For example, an average adult would roll 2D4 (4 (D4) for an attribute and 4 (D4) for a skill) versus a TN 2, 4 and 6.
...
Thanks for the numbers. As long as characters face a challenge equal to their own level, I don't see a problem. How does the game hold up if opponents have wildly varying abilities? Why can't I just send my single 2d10+2 guy to mop up an infinite number of 2d4 goons? Could you explain how TNs are derived a) in combat and b) for other tasks?
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Niko Ruf
mratomek
Member
Posts: 165
Re: Looking for feedback on a core mechanic
«
Reply #16 on:
February 03, 2006, 09:09:48 AM »
Quote from: nsruf on February 03, 2006, 01:11:09 AM
Thanks for the numbers. As long as characters face a challenge equal to their own level, I don't see a problem. How does the game hold up if opponents have wildly varying abilities? Why can't I just send my single 2d10+2 guy to mop up an infinite number of 2d4 goons? Could you explain how TNs are derived a) in combat and b) for other tasks?
It actually works really well. Yes, the Champions and Heroes can lay waste to the Minions. There supposed to. That's why Minions are so cheap. But Minions can be effective as a specialist or, when commanded by a character with a Leader power, their strength can be pooled to great effect.
Secondly, the games aren't always about simply beating your opponent into a pulp. The objective might be to disarm a bomb in 5 Rounds, uncover 10 clues in 10 Rounds, etc. Time wasted killing everything and everyone, is time lost towards achieving your objective.
Also, it isn't always so easy to pick on the Minions and kill them first. While you are eliminating your opponents Minions, he most likely has another Hero or Champion that is whomping on you or is busily completing the mission you are supposed to be preventing him from completing. So it is hard to judge and is a very strategic decision.
Lastly, it isn't always that easy to kill Minions. Sometimes they die, sometimes they don't. Although a Champion could eliminate a Minion with every attack, Champions cost 2x their point value to play. Heroes won't as easily be able to take out Minions.
A TN is used for an unopposed roll, where the target has no ability to actively defend against the character. They are most often used for tasks, but can be used in combat situations as well. The default TN is 4. That is, if a player does not spend points to buy a TN, the TN is always 4.
Furthermore, a player could not spend a whopping amount of points to buy a TN that is simply beyond a character's ability to achieve. There are limits to how high a TN can be based on the maximum attribute and skill score for a game. Also, when a TN is an objective in the game, it is cost prohibitive. A TN 12 as an objective would cost 60 points! That is 60-points that one of the player's characters will not have. A huge disadvantage, so spend you points wisely.
There are also special abilities that allow a character to automaticaly win any action roll once per game. So if a character has one of those in his pocket, he can always win in a desperate situation--and that 60 points you just spent, was an utter waste. And finally, when a task is used as an objective, the scenario overview has to list what Skills are necessary to achieve success. It doesn't list the TN level, but if a player knows what Skills he needs and what the game limit is, then he can be prepared for what he is going to face.
In combat, TNs can also be generated by a character's powers. For example, I might use a Paralysis power on you with a Linger boost. The Linger boost means the power is a fire-and-forget ability. If successful, my total action roll becomes the TN. At the beginning of each Round, the TN is reduced by half. Your character is overcome by the power until he makes a successful action roll to escape--there are also a few other circumstances that would free you character as well. Otherwise, you reamain affected by the power until the TN is reduced to 0.
Most combat is an opposed action roll. Meaning, the attacking player rolls first and the defending player rolls second. If the attacking player's roll is higher, he hits. The higher his total roll, the more Wounds he causes. Otherwise he misses.
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MrAtomek
Once upon a time ... the Earth needed to be saved ... on a regular basis.
Super Force Seven
Tactical RPG / Miniatures Wargame
www.superforceseven.com
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