Topic: Rules for Cookie Fu posted here. Feedback strongly desired!
Started by: bluekabuto
Started on: 6/23/2002
Board: Indie Game Design
On 6/23/2002 at 1:03am, bluekabuto wrote:
Rules for Cookie Fu posted here. Feedback strongly desired!
Hello Everyone -
Bryan Kowalski from Blue Kabuto here. After receiving a somewhat lukewarm playtesting response (Beuler? Beuler?) for our new game Cookie Fu, I thought I'd post the basic rules on the forge to see if I might solicate a response from anyone... someone... God - I feel like I am at an Aztec Jade concert here :( Take a look at this and see if any of it makes sense. I'd appreciate feedback from at least "one" person! :(
Here's a qick refresher:
Let me give you a breakdown of what cookie fu is (and isn't). Cookie Fu is
the first in our series of Fight Dice mini-games. Each game comes with 3
battle dice with different icons on them used to illustrate a warrior's
fighting moves. The game will also include a "initiative" dice which is
very similar to rock, paper, scissors. The game will also come with a
fortune cookie (I need to check out the fda standards first).
Being a mini- game is just that, normal play time runs about 15-20 min
topps. It's campy, quirky and meant to be fun. Is it a time killer? I
suppose - but aren't all games? Cookie Fu will be released in your
standard zip lock pack so popular with indie game designers (aka Cheapass
games, etc). Each fight dice pack will be compatible with others in the
series, so if you wanted to battle against the other types of warriors,
you can. The game will also be somewhat expandable by buying additional
fight packs to make a more powerful fighter. Basically, we're providing a
rough copy of the rules (which fit on about the size of 2 magic cards) and
icons for the dice. We ask that you grab a friend and play it a bit. Let
us know how it works (or if it doesn't) and let us know how it can be
improved. Rule suggestions, change the Fu move names, etc. We have a great
artist doing the look and feel to this game - his name is Niko Geyer and
you can check out his work at www.nikogeyer.com
Remember, this is not rocket science here. It's not meant to be an rpg or
have a huge amount of complexity, just a quick, fun, and neat little game.
Any feedback you have would be appreciated. Additionally, the game will be
written (tweaked) to "sound" like a fortune cookie, as if someone with
bad "engrish" is talking - to further add to the fortune cookie concept.
And now, the basic rules....
Cookie Fu
Rules of Play:
Each player gets three fu dice. Each dice has the same icons on them: Strike, Kick, Grab, Throw, Block, and Chi - these are called fight icons. Each player also gets a fortune die – this die is like rock, paper, scissors, but has fortune cookies on it. Each player starts with 10 hit points. If ever your hit point reduced to 0, you are defeated. Not so lucky!
Order of play:
1) Each player rolls all his or her dice each turn.
2) Compare fortune dice. Winner goes first.
3) Compare attack/defend results & use Chi powers/moves.
3) For each unblocked hit, opponent takes 1 HP of damage.
4) Repeat until defeated. Winner eats opponent's cookie.
Fortune Dice:
A Whole Cookie is better than a Crushed Cookie.
The Fortune always beats a Whole Cookie.
A Crushed Cookie will always ruin a Fortune.
Fu Dice:
Strike & Kick - a hit on your opponent.
Grab – Can be used for attack & defending. To defend: blocks strike, kick, & grab/throw combo. To attack: used w/throws in combo. Example - grab/grab/throw combo.
Throw - Can be used only with grabs. No grabs? No good. Each throw w/grab = a hit. Example - grab/throw/throw = 2 HP damage.
Block – Blocks strike, kick and grab/throw combos.
Chi - Gives one Chi point to use for cookie fu powers/healing/etc.
Grab/Throw combos - A grab/throw combo can only be blocked with a grab/block combo, the stronger the grab, the harder it is to block. I.e. grab/grab/throw can only be blocked by a grab/grab/block, but a grab/throw/throw can still be blocked by a grab/block.
Chi Powers:
Chi points cannot be saved and must be spent right away. Chi” points may be used in any of the following ways:
Healing Chi – Heal yourself for one HP per Chi point spent.
Chi Blast – Attack opponent with Chi Blast, damage = 1 HP per Chi point spent.
Chi Block – Blocks a Chi Blast. One point per point spent.
Cookie Fu Moves – Pick one from each type (basic/expert/master) before battle.
Your Cookie Fu powers work best when shouted and with a dramatic stance.
Basic Cookie Fu Moves:
Light Crispy Strike = 1 strike, countered only by a block.
Baked Cookie Evasion = 1 block. Re-roll 1 chi dice, keep blocks.
350 Degree Kick = 1 kick result + if not countered, 1 more kick.
Crunchy Treat Grasp = 2 grabs for a grab/throw combo only.
Ancient Golden Throw = 1 grab/throw. Add any grabs/throws.
Expert Cookie Fu Moves:
Twice Folded Slam = 2 strikes, + if not countered, 1 more strike.
Dodge of Good Fortune = 2 blocks + 1 block if opponent had one.
Sweet Flaky Kick = 1 kick, Re-roll 2 chi dice, count kicks.
Lucky Inside Grip = 1 grab + opponent is - 1 dice next turn.
Tasty Snack Toss = 1 grab + Re-roll 2 chi dice, strikes/kicks = throws.
Master Cookie Fu Moves:
Sugary Nerve Strike = 3 strikes + opponent is - 2 dice next turn.
Snap-Crack Block = 3 blocks, Re-roll 3 Chi dice, count blocks.
Paper Destiny's Sweep = 2 kicks + opponent may only defend next turn.
Brittle Bowed Grab = 3 grabs this turn, 2 next turn, then 1 next.
Hurl of Crumbled Fate = 1 grab/grab/throw/throw/throw combo.
We did get a little feedback from James C. Here's what we discussed:
>A grab negates a kick? I understood that only a block negated a kick,
>and a Grab+Block negated a Grab+Throw
The idea was a grab can be used both offensively and defensively. If used
offensively, you'd need at least a grab/throw combo to make it work
effectively. On the other hand, on the defensive - a grab can "block" or
negate strikes and kicks. I.e grabbing someone's kick/strike as they throw
it at you.
He continues:
>Realistic? Sure. But it throws off your balance. Look at your special
>moves. Who would take blocks when you can have just as many grabs, which
>are FAR more versatile than blocks?
The grab was designed as to be both offensive and defensive, used
defensively - it negates a strike or a kick, and offensively - you need a
grab throw combo to make it do something. To block a grab/throw you need a
grab/block combo. the stronger the grab the stronger it is to block. Hence
a grab/grab/throw needs a grab/grab/block to negate it, but a
grab/throw/throw/throw still would only need a grab/block to negate.
If this seems out of balance, I'd appreciate your thoughts.
And more:
>Also, what
>does "winner goes first" mean if you're comparing dice rolls with each
>throw? I don't see that anyone is "going first", unless the winner is
>combining any grabs first, and the "loser" has the advantage of
>deciding second how s/he will combine dice.
The winner gets to throw the first attack if they want. Players throw
attacks at each other, and can decide how many "dice" in each attack (1 or
more) they want to throw. Players alternate attacks against one another -
and you can certainly "pass" is you have no attacks.
Simple play example.
Here we go - Player A got a Whole Cookie whereas Player B got a Crushed
Cookie. Player A will go first.
Player A - Throws a Kick.
Player B - Uses a Grab (negates it).
PLayer A - Uses a 2 Dice Chi Blast (thus finishing his dice).
Player B - Only got 1 Chi, He uses a Chi Block (negates only 1 pt of it).
PLayer B - Throws a Strike (and finishes using his dice).
PLayer A - Has used his dice and must "take it", suffering 1 pt of damage.
Hope this clarifies a few things for everyone. Please let me know of your
results/findings if you can -
On 6/24/2002 at 4:40pm, Laurel wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
When I was a little girl, my parents and I played lots of games, usually something every evening (backgammon, UNO, monopoly, Miles Bourne, etc.)
One of my favorites besides backgammon was called Pig Mania. Rather than dice, you has 2 or 3 little pigs that got rolled as dice and you were scored according to what position they landed in. One of the positions did sort of look like two pigs humping. I recall it was worth a lot of points :)
Silly game, entertaining like all heck.
The point to this is that I think Cookie Fu could use some kind of external mechanic (gimmick) beyond just comparing dice faces although the dice I've seen on the site are very colorful and appealing. What about offering Chi to people who are able to quote a chinese proverb while rolling the dice- or making it mandatory to quote a proverb while rolling?
If you can't include fortune cookies, you can include a recipe for homemade fortune cookies, easily borrowed from the web.
On 6/24/2002 at 5:53pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
This could be a great core to a kung-fu chop socky style RPG (complete with swishing bellbotom pants and bad dubing)...throw in some traits to derive the dice stuff from... you might have a really kickass little beast...play it as a tabletop timewaster, or play it as an RPG. Seriously, you might think about it.
On 6/25/2002 at 2:45pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Laurel wrote:
The point to this is that I think Cookie Fu could use some kind of external mechanic (gimmick) beyond just comparing dice faces although the dice I've seen on the site are very colorful and appealing. What about offering Chi to people who are able to quote a chinese proverb while rolling the dice- or making it mandatory to quote a proverb while rolling?
If you can't include fortune cookies, you can include a recipe for homemade fortune cookies, easily borrowed from the web.
Interestingly funny, but not many people are educated on chinese proverbs. This might be good for more seasoned players, but I think newbies and the younger generation would be at a loss. If you check the rules, there is a mention that "Cookie Fu powers work best when shouted and with a dramatic stance", perhaps I should make this "ONLY work when..." That way players would have to stand up and mimick the move they want to do along with the appropriate "Hiiiiyyyyaaaa!!!" or "CHI BLAST!!!" or "SWEET FLAKY STRIKE!!!!!", etc, etc...
As for the fortune cookies, I believe I can include them as long as they are prepackaged. I am thinking of red ones (to match the dice) and doing them as custom fortunes in the cookies (they're pretty cheap)
Pig mania kicked ass btw!
Bailywolf wrote: This could be a great core to a kung-fu chop socky style RPG (complete with swishing bellbotom pants and bad dubing)...throw in some traits to derive the dice stuff from... you might have a really kickass little beast...play it as a tabletop timewaster, or play it as an RPG. Seriously, you might think about it.
Actually, you must be a mind reader! I've already considered the possibilities on using this core mechanic for an rpg. If you check out our site and look under Ramen Raiders in the games page - that will be the next system to use this dice mechanic. For that game, we're adding "elements" to the dice (air, earth, fire, water, void) so there will be some real cool combos there. Other settings have been considered as well.
"kung-fu chop socky"? Can you give me some reference movies? Are you refering to the style in the 70's, like "undercover brother" or Shaft?
Good stuff guys! Keep it coming!!
On 6/25/2002 at 3:17pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I was thinking about 70's style kung fu movies (of which some of the "best" corssover with blacksploitation films...Soul Brothers of Kung Fu and such). The Shaw Brothers made some of the greatest (Seven Golden Vampires is a combo dracula/kung fu movie !).
Think floppy bushy hair. Think Bruce Lee and Sony Chiba. Ease up on the funny pastey kung fu moves, and let players name their own combos.
Check some of these links out:
http://www.webspawner.com/users/shawbrothers/
http://www.drunkenfist.com/movies/HongKong/1978.shtm
http://www.compusmart.ab.ca/kroyea/chiba.htm
and don't forget the funky 70's samuri movies
http://www.concentric.net/~Budokai/chambara/chambara.htm
(Lone wolf and Cub, Zatoichi, and Lazy Eyes of Death are among the best)
http://www.logophilia.com/WordSpy/wire-fu.asp
(a great definition of chopsocky)
On 6/25/2002 at 3:22pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
and just read this and try and tell me your game isn't screaming to do this:
http://www.badmovies.org/movies/goldvamps/
On 6/25/2002 at 3:45pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Bailywolf wrote: and just read this and try and tell me your game isn't screaming to do this:
http://www.badmovies.org/movies/goldvamps/
NICE! This may be a possibility after Cookie Fu. Let's focus on CF and once that's done, I 'll take a look at these.
On 6/25/2002 at 4:06pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I checked out your site- good design, easy access.
I really like the system as written- it looks like a trip to play... a goofy little Flash animated game with stick figures kicking each other's ass basedon these mechanics would be fun as hell to. If you know anyone with good Flash design skills, it might make a cool addition to your site.
Games like Hong Kong Action Thater and Feng Shui both cover chopsocky, but tend to the 'higher quality' kung fu movies... hell with that. I think you have a great niche there to tap with an RPG expansion for Cookie Fu- the pure kung fu movie. A play structure which reflects the source material (with the possibilities for a sequle of course) and a tactile die system which makes for a double layer of fun- fun in the gamest rollembones way, and fun in the creative descriptive kung fun madness.
Some design concerns (when it becomes relevent down the road)
> Diferentiating between characters- some guys are going to be better than others at this or that... either more or less dice for certain characters, or "tweaks" which let some guys alter the rolled result (like a fighter with Striking Mantis Style who can convert any rolled kick to a grab manuever as a special ability etc).
> Mob rules- how to easily fight a whole bunch of nameless mooks without bogging down the kickass flow of combat.
> Stunts
> Motivation- how motivated a kung fu fighter is often determines how well he fights... perhaps when defeated, humiliated, or abused characters accumulate Pay Back Points (or some such) which can work like Chi or in some other way tweak the system.
I look forward to seeing more.
On 6/25/2002 at 4:23pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
>I checked out your site- good design, easy access.
Hey thanks. We're trying.
>I really like the system as written- it looks like a trip to play... a goofy >little Flash animated game with stick figures kicking each other's ass >basedon these mechanics would be fun as hell to. If you know anyone >with good Flash design skills, it might make a cool addition to your site.
LOL - I know some flash, but not enough to do an interactive game sort of thing. :( You're right, that would be a riot!
>Games like Hong Kong Action Thater and Feng Shui both cover >chopsocky, but tend to the 'higher quality' kung fu movies... hell with >that. I think you have a great niche there to tap with an RPG expansion >for Cookie Fu- the pure kung fu movie. A play structure which reflects >the source material (with the possibilities for a sequle of course) and a >tactile die system which makes for a double layer of fun- fun in the >gamest rollembones way, and fun in the creative descriptive kung fun >madness.
Oh sure. Don't think we've not thought of this. It's all a matter of making this work.
>Some design concerns (when it becomes relevent down the road)
> Diferentiating between characters- some guys are going to be better >than others at this or that... either more or less dice for certain >characters, or "tweaks" which let some guys alter the rolled result (like >a fighter with Striking Mantis Style who can convert any rolled kick to a >grab manuever as a special ability etc).
Yup, yup
> Mob rules- how to easily fight a whole bunch of nameless mooks >without bogging down the kickass flow of combat.
Yeah, that's a major issue we are facing - how to make it "multi-player" instead of just duel. Imagine 3 or 4 people playing Cookie Fu around the table. That would be Kung Fu madness indeed.
> Stunts
> Motivation- how motivated a kung fu fighter is often determines how well he fights... perhaps when defeated, humiliated, or abused characters accumulate Pay Back Points (or some such) which can work like Chi or in some other way tweak the system.
Hmm.. possibly. I like it so far.
On 6/25/2002 at 6:50pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
When will you be likely to have the basic cookie-fu game in the bag and away? I rarely like 'normal' games...but the combo of a fun dice game mixed with role playing is realy exciting... I for one would certainly pay for both the dice game and a seperate rpg expansion.
To keep things tidy, I would say adding more dice might get hairy... but it could make for some real differentiation in characters...masters and major badies and such...also reducing dice for serious puddings might be in order.
You can treat groups of mooks as a single entity- rolling one set of dice for them, with Hit Points (right?) based on how many there are in the group... for a really tough Mob, each member would contribute several hit points...for a weak mob, each member might only contribute one (or less). So you can have the Demon Three (three brothers who are dangerous assassins) or an Angry Peasant Mob (made up of 50 pathetic farmers)... when fighting as a group, they act as a single character.
Hmmm.... for a serious Rumble with more than a one-two-one face off... well, perhaps each character needs some kind of Mastery level... representing the number of seperate individuals you can fight at the same time... you can use your dice once per individual instead of having to split your dice up to attack (or defend against) more than one guy... hmmm... I don't know...
I'm just riffing here, not trying to tell you your buisness- please feel free to disreguard any of the ramblings which I spew...I tend to be a stream-of-consciousness poster on ideas I dig...
Here are a couple of Styles I came up with (and a possible Technique to tweak the dice):
Devious Fox Style (swap one of your dice for the dice of your oponent after they are rolled)
Striking Serpent (on a successful Punch, do no damage, but oponent rolls only two fu die next round)
Ascendant Crane (a successful Grab earns you 1 Chi)
Showlin Shadow Foot (your Kick attack acts as a simultaneous Block to an oponent's kicks)
Hmmmm... Attribute system...
Chi: Number of Chi points you can 'store'
Mastery: number of Fu dice you roll
Skills: everything else- select a skill package covering a career: Secret Agent, Hair Dresser, Racecar Driver, Sushi Chef, Maverik Cop, Wandering outlaw... then preface it with "Kung Fu". So you are a "Kung Fu Maveric Cop" or a "Kung Fu Sushi Chef" or a "Kung Fu Supermodel" or whatever. You use your Skills for all non-kung-fu stuff, including stunts and chases, so it isn't entirely usleess.
Start Chi a 0, Mastery at 2 and Skills at 2. Take 3 points and drop them where you want. Select a Style, pick a Chi Power (one for each point of Chi you possess- a 1st level for the 1st point, a 2nd level for the second point, a 3rd level for the 3rd point). Choose your Skills. Give the bloke a name, then go forth and kickass.
ramble ramble ramble
Like so:
Victor Chow
Mojo: Deadly hired assassin with a poet's heart
Chi: 1
Mastery: 3 (Deadly Diamond Finger- punch does 2 damage)
Skills: 3 (Kung Fu Assassin)
Chi Powers:
Stabbing Hand Technique (light crispy strike)
;)
On 6/26/2002 at 3:27am, RobMuadib wrote:
Re: Rules for Cookie Fu posted here. Feedback strongly desir
bluekabuto wrote: Hello Everyone -
Let me give you a breakdown of what cookie fu is (and isn't). Cookie Fu is
the first in our series of Fight Dice mini-games. Each game comes with 3
battle dice with different icons on them used to illustrate a warrior's
fighting moves. The game will also include a "initiative" dice which is
very similar to rock, paper, scissors. The game will also come with a
fortune cookie (I need to check out the fda standards first).
Kabuto
First, have to say I like the overall trick of the game, I think it would be a very fun pick-up kind of game along the lines of SJG's Munchkin or something.
However, My only point would be to generalize it more. You could still call it Cookie Fu, or whatever. Make the Fortune Cookie or other Food Item optional. That way people can use Skittles or pretzels, or whatever they have on hand. Or they can take a swig of beer along with each point of damage, and the winning guy gets to eat the other guys Pretzel or something.
Another thing you might consider in the special moves/kI moves, is to allow the use of funky Chinese place Menu Items. You know, Purple Combo #5, like this one infamous chinese place near my old college had.
Other than that I think it is a pretty clever game.
I'm sure me and my friends would play it, and it can still be enjoyed while drinking beers :)
Rob
(Who got fairly drunk while playing multi-player magic the other night, an interesting experience.)
On 6/26/2002 at 4:23am, bluekabuto wrote:
RE: Re: Rules for Cookie Fu posted here. Feedback strongly desir
RobMuadib wrote:
Kabuto
First, have to say I like the overall trick of the game, I think it would be a very fun pick-up kind of game along the lines of SJG's Munchkin or something.
However, My only point would be to generalize it more. You could still call it Cookie Fu, or whatever. Make the Fortune Cookie or other Food Item optional. That way people can use Skittles or pretzels, or whatever they have on hand. Or they can take a swig of beer along with each point of damage, and the winning guy gets to eat the other guys Pretzel or something.
Another thing you might consider in the special moves/kI moves, is to allow the use of funky Chinese place Menu Items. You know, Purple Combo #5, like this one infamous chinese place near my old college had.
Other than that I think it is a pretty clever game.
I'm sure me and my friends would play it, and it can still be enjoyed while drinking beers :)
Rob
(Who got fairly drunk while playing multi-player magic the other night, an interesting experience.)
Whoo Hoo! More people actually interested in Cookie Fu? ^_^
Ok, getting to your points - the eating the fortune cookie thing is obviously a "flavor" thing. We're not going to expect people to run out and buy fortune cookies every time they play CF (would be nice, but...) Sure, other food items could be substituted, I don't see why not. This would be a riot to play in a Chinese resturant while you wait for your order. (oh, wait that's another game :) ) Part of the quirkyness does come from the fortune cookie theme, Beer Fu might be a little too much over the top. "Whomever doesn't pass out is the winner!" LOL
I like the idea of the different Chinese food menu items, but I wanted to keep it really fortune cookie related for the first release. Hey, no reason why I can't post these on the website as goodies or downloads or even have them as an "expansion" gasp!
Any more you can think of?
On 6/26/2002 at 4:42am, Valamir wrote:
RE: Re: Rules for Cookie Fu posted here. Feedback strongly desir
RobMuadib wrote: (Who got fairly drunk while playing multi-player magic the other night, an interesting experience.)
Magic the Blathering is a great drinking game. Gives all new meaning to the word "Tap" :-)
On 6/26/2002 at 4:56am, bluekabuto wrote:
Great Ideas!
Bailywolf Sir: You kick ass!
Just wait till' we start playtesting Ramen Raiders! I think I definately want you on the playtest team for that!
Let's get to those questions/items:
>When will you be likely to have the basic cookie-fu game in the bag and >away?
We're wating on the cover art from the artist yet. Should be real soon, maybe by the end of the week (fingers crossed) His site's at www.nikogeyer.com check im' out. I am shootin' for Gen Con, but we'll see.
>To keep things tidy, I would say adding more dice might get hairy... but >it could make for some real differentiation in characters...masters and >major badies and such...also reducing dice for serious puddings might >be in order.
Well, we were thinking (on the topic of expansion) on how to make the dice game somewhat scalable - If you buy additional packs, you'll get more dice. Say two packs gives you 6 Fu dice - Then your fighter could start with 15 (or20) hp and be able to choose 2 of each Cookie Fu moves(instead of one), thus making him a more powerful fighter. Obviously you would want to keep the battles balanced - i.e. fighting another opponent with 6 dice.
I like the mook idea. I could use a part of the Ramen Raiders mechanic here. Say you're fight a group of mooks (4) each mook would only have 1 dice, but function as a single unit. For "X" amount of damage done to the mook pack - you would remove one of the dice. The more dmage done, the more dice removed.
As for the multiplayer thing. If the fights are balanced, could one 6 dice Fu Fighter (oooh, I like that. Fu Fighters!) battle against two 3 dice fighters? Could be, I need to kick this one around and playtest it a bit.
>I'm just riffing here, not trying to tell you your buisness- please feel free >to disreguard any of the ramblings which I spew...I tend to be a stream->of-consciousness poster on ideas I dig...
Don't worry, I am a bass player - so I don't mind "riffage" Please, keep coming with the ideas. They are helpful.
As for the other ideas on a rpg version - they very cool I must say. I knew from the begining that this concept and dice mechanic would be very cool. I hope it flies though.
Yes, an rpg would be tre cool for Cookie Fu - Ramen Raiders uses a similar mechanic wich has card/board/quest elements as well - except you play a Ramen Raider (Tetsu Jin, yeah!) on the quest for the ultimate bowl of Ramen.
As for you Fu ideas:
>Here are a couple of Styles I came up with (and a possible Technique to >tweak the dice):
>Devious Fox Style (swap one of your dice for the dice of your oponent >after they are rolled)
Actually, this was one of the effects in the first draft version.
>Striking Serpent (on a successful Punch, do no damage, but oponent >rolls only two fu die next round)
as was this.
>Ascendant Crane (a successful Grab earns you 1 Chi)
cool.
>Showlin Shadow Foot (your Kick attack acts as a simultaneous Block to >an oponent's kicks)
Nice. I can see tons of source material already!!
Storing or "banking " chi is a mechanic already present in Ramen Raiders. As for the skills, what would determine success? I am thinking each skill could have a particular icon attached to it. Say you wanted to do a running leap - maybe you would need 3 "kicks" to suceed. Or breaking down a door needs 2 "Strikes", etc, etc. As you get up in Mastery (more dice) you'll get more dice to roll and the difficulties become harder and so on. Oh, I can see the possiblities here. - It's really close to what we're doing in Ramen Raiders, I could always adopt it.
It could be set in different genres as well:
kung-fu chop socky
Wuaixia
Hong Kong Action (modern) Supplement of Gun Fu!
etc,etc,
Now for Adventure "Menus"? I could always borrow from Feng Shui!
On 6/26/2002 at 2:40pm, Mike Holmes wrote:
African Warfare Fu
bluekabuto wrote: As for the multiplayer thing. If the fights are balanced, could one 6 dice Fu Fighter (oooh, I like that. Fu Fighters!) battle against two 3 dice fighters? Could be, I need to kick this one around and playtest it a bit.
Beware the Fuzzy-Wuzzy fallacy*. It states that multiple men each with a fraction of the power of a single opposing man are often more than a match for him. In the case above, what you'd have to worry about is whether the 6 die guy is actually twice as effective. Can he block both attacks from his opponents? Can he damage them as fast as they can damage him? If not, the reduction of power that the 2 man team will have after losing one member will come too late to save the single man.
OTOH, if the single guy can truely dish out as well as he takes, he'll win nearly every time because of the reduction in power of the 2 man team after one goes down. Not easy to balance these things. Lots of playtesting on this one, I'd think.
Mike
*Comes from the fact that the Fuzzy-Wuzzy tribe armed with spears would often overrun European troops armed with guns. Sure they'd take lots of casualties, but in the end they'd win the battle and destroy their enemy with alarming regularity (the situation in the movie Zulu notwithstanding). Used by grognards to explain similar game situations. As in the game Ogre by Steve Jackson where it was found early on that a team constructed soley of whimpy GEVs could destroy an Ogre of equal point value every time out.
On 6/26/2002 at 2:59pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
A gun-fu die expansion would be very cool indead.
Hmmm.... gun-fu die sides... gun, 2 guns, dive, magazine, shell casing, eye
Gun- shoot a gun
2 Guns- acts as 2 guns.
Dive- little siluoet of a diving man- evade an attack
Magazine- reload
Shall Casing- out of ammo!
Eye- aim... ignore a Dive when combined with a Gun
something like that...
or just reevaluate the fu-dice (fist=shoot, kick=dodge, grab=load, hold=out of ammo, chi=aim?)
I like the idea of getting an expansion pack that can work on several different levels- as a quick and dirty dice game, as a rpg setting/source expansion and as an adventure menu... That is quite a bit of value in one package. I always quite liked the CheapAss and TWERPS model...there is no reason such quick-and-dirty games need to be pure timewasters though... Your site indicates you wish to do some expansion into online publishing- publishing the role playing expansion for the store-sold Cookie Fu die game would be really cool. Rarely does a product you buy get better after you rip open the package.
As for skill, actualy you hit on exactly what I was thinking. Say your typical Fu Warrior has 3 Skill dice. He has a 1 in 6 shot of getting any one icon. I think a difficulty scale of 1-3 is in order. Diff 1 requires 1 icon to succede...diff 3 requires 3. What if Chi was always a success? Basicly a Lucky Break- jos shines on you through good chi.
So basicly, you get a hit on a 2 out of 6 basis.
Say you are a Kung Fu Getaway Driver (Chi 1, Fu 3, Skill 3) and you are trying to jump a slowly rising drawbridge to escape the cops chaising you. Rev the engine of your supercharged GTO and GO! FM (Fu Master) rules it pretty hard, so he assignes a Diff of 2. Since it it driving, you need your fists on the wheel, so your icon is Fist. Throw your skill dice, and you get a Chi, a Fist, and a Kick. Through a combination of your awesome skills (your Fist die) and your good luck (your Chi die) you succede- describe the coolness with apropriate flair.
Working out the odds for this and basing the skill mechanic on it will be the trick.
On 6/26/2002 at 3:48pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Bailywolf wrote: A gun-fu die expansion would be very cool indead.
Hmmm.... gun-fu die sides... gun, 2 guns, dive, magazine, shell casing, eye
Gun- shoot a gun
2 Guns- acts as 2 guns.
Dive- little siluoet of a diving man- evade an attack
Magazine- reload
Shall Casing- out of ammo!
Eye- aim... ignore a Dive when combined with a Gun
something like that...
or just reevaluate the fu-dice (fist=shoot, kick=dodge, grab=load, hold=out of ammo, chi=aim?)
I like the idea of getting an expansion pack that can work on several different levels- as a quick and dirty dice game, as a rpg setting/source expansion and as an adventure menu... That is quite a bit of value in one package. I always quite liked the CheapAss and TWERPS model...there is no reason such quick-and-dirty games need to be pure timewasters though... Your site indicates you wish to do some expansion into online publishing- publishing the role playing expansion for the store-sold Cookie Fu die game would be really cool. Rarely does a product you buy get better after you rip open the package.
As for skill, actualy you hit on exactly what I was thinking. Say your typical Fu Warrior has 3 Skill dice. He has a 1 in 6 shot of getting any one icon. I think a difficulty scale of 1-3 is in order. Diff 1 requires 1 icon to succede...diff 3 requires 3. What if Chi was always a success? Basicly a Lucky Break- jos shines on you through good chi.
So basicly, you get a hit on a 2 out of 6 basis.
Say you are a Kung Fu Getaway Driver (Chi 1, Fu 3, Skill 3) and you are trying to jump a slowly rising drawbridge to escape the cops chaising you. Rev the engine of your supercharged GTO and GO! FM (Fu Master) rules it pretty hard, so he assignes a Diff of 2. Since it it driving, you need your fists on the wheel, so your icon is Fist. Throw your skill dice, and you get a Chi, a Fist, and a Kick. Through a combination of your awesome skills (your Fist die) and your good luck (your Chi die) you succede- describe the coolness with apropriate flair.
Working out the odds for this and basing the skill mechanic on it will be the trick.
It pretty scarry how we're thinking! ^_^
On the gun fu thing - I was thinking of having the guns dice (doesn't just have to be guns) have the following icons on them.
Strike - counts as a hit on your opponent
Block (or dive) counts as a defense either way
Click - out of ammo, need a reload to use again.
Reload - need this to fire again.
I like the idea of an aim, but you'd need to get a strike in order to do damage. Am I wrong here?
As for guns, this is what I figured -
small gun - 1 dice
medium gun -2 dice
big gun - 3 dice
hense, the bigger the gun - the more damage you could do and the harder it is to reload.
The results would be added to the Fu fighter's other rolls. That is, gun results are added onto his strike totals. A more powerful fighter can do more damage in combat.
Chi would be the lucky break, as I figured you should have at least 1 icon on the die that will give you an automatic success. - Are you a mind reader or what? ^_^
Yes, I'll need to breakdown the skill set and assign the appropriate icons to them. Probably "grab" on the steering wheel would have been better.
As for the skill mechanic, it doesn't really seem all that different fomr West End Game's setup for some of their d6 games. Uhm, hercules/xena I believe. The dice had icons on them and you needed to score a particular icon to get success at a task.
Difficulty numbers? - this works for 3 dice characters, but what happens when you use a 4,5, or 6 dice character? I'd have to make it like "levels" sorta and change the difficulty numbers accordingly. That is a 5 dice episode is tougher than a 2 or 3 dice episode.
all great stuff here. I looks good on paper, but will it work in playtest? That's the trick.
On 6/26/2002 at 6:08pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I'd say that a sliding scale of difficulty might be in order, with 1 being a basic challange (diving through a window without injury) and 3 being super cinematic action (jumping through the window, falling 20 stories, landing in a swimming pool unhurt). Beyond this, you get into Matrix style uber-stunts beyond anything even remotly possible.
For more genera-specific expansions (Wuxia! for example) then you can simply alter the difficulty scale (call it changing the Prices on the Stunt Menu). Handouts like printed cards with the expansions Stunt Menu on the front and some apropriate skill descriptions on the back.... For a more gritty, "realistic" setting, raise the prices on the Stunt Menu.
Some settings may have fairly conservative Stunt Menus, but have certain genera-specific "Specials" which are lower priced than they would otherwise be.
Hell, imagine printing player hand-outs with brief genera descriptions, some references (movies and such), any special rules, the Stunt Menu, and character creation guidelines along with a place to write up a character... and print them all on a tri-fold Chinese-American takeout style menu!
For combat stunts, use Fu dice. For non-combat stunts, use Skill. Perhaps if you spend one of your banked Chi, you get to reroll?
Offer Abort actions. If I'm tearing twords that slowly rising bridge, and all I roll is one Grab, when I need 2... I shouldn't go crashing off into the water unless I don't roll any hits... perhaps instead of crashing, I chicken at the last minute, or see the bridge has gotten too high and I have to do a last ditch fish-tail turn...leaving me pointing directly at my persuers... what do I do? Play chicken!
In this kind of resisted stunt, the Stunt Cost would just be the hits rolled by the oposition- in this case the lead cop. We'll see who's brass is the best polished- his badge or my balls!
I'm telling you- I would PLAY this game.
I think the reason we're thinking along the same lines, is that all this stuff is a natural extension on your really solid core- a potent little die mechanic which also happens to seem fun as hell on its own.
On 6/27/2002 at 1:11pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I finally got to see Brotherhood of the Wolf last night... woh damn!
This sort of lush dripping period horror/action could really come to life with a Cookie Fu suplement. The scheme presented in the movie is ready made for a long-term campaign (baring character death, of course)- a small group of diversly trained roustabouts investigating weird and seditions stuff in a roaring swashbuckling 18th century filled with hints of supernatural menace, and all to real human evil. For mood, how about a Rose die instead of a cookie die? Rose Bud, Rose Bloom, Wilted Rose. Bud beats Bloom beats Wilt beats Bud...
Weapons could add damage to certain attack icons or grant bonus blocks (a sword- +1 damage, a staff 1 free block?) with a Disarm being an alternate use for a Grab/Throw combo....
Or even Fencing Dice (for a more Count of Montecristo or The Princess Bride flair)... thrust, parry, slash, feint, bind, reposte... with Witty Banter for each die played...
I can see comnining Fu dice with Fencing (or even Gun dice!) for those mix-o-crazy action scenes where the characters are shooting at each other, then get close tenought to kick each other in the head... of when sword fighters bind up their weapons only to throw a sneaky punch in the ribs- a stunt that doesn't make sense in most RPG combat systems (why punch? why not just go for another stab?) With like three Fencing dice and a Fu die, you could use your Fencing dice for defense, when use that one rolled Fist to nail the other guy in the gut... but damn, that could work SO well...
The more I think about Cookie Fu, the more I think it can be more than just a somewhat funny table game- it could be the core mechanic for a series of inexpensive, fun, and creative action-adventure role playing games. I'm sold.
On 6/27/2002 at 2:50pm, Matt Gwinn wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I think Cookie Fu is a pretty cool idea. I'd be tempted to buy it if I saw it in the store just for the name.
One problem I see is including a fortune cookie. If you intend to put everything in a ziplock bag I guarantee the cookies will eventually break or be broken before the game is purchased.
Stores may buy a few at first, but once the first cookie breaks they will likely consider it too much of a risk. Now, it seems that the cookie itself is irrelivant to the function of the game, but the store owner and customer don't necessarily know that and may think the game itself is unsellable.
I'd leave the cookie out. It's not like they're hard to come by. I get 6 or 7 for free every time I order chinese.
,Matt
By the way, does anyone know by Baileywolf's last post says it was posted in August?
On 6/27/2002 at 3:53pm, Mike Holmes wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
MattGwinn wrote: By the way, does anyone know by Baileywolf's last post says it was posted in August?
Joined in August of 2001. Posted today.
Mike
On 6/27/2002 at 4:00pm, Matt Gwinn wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Joined in August of 2001. Posted today.
Why is it that I always notice these things 'after' I've made myself look like an idiot?
,Matt
On 6/27/2002 at 4:34pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Bailywolf wrote: I finally got to see Brotherhood of the Wolf last night... woh damn!
This sort of lush dripping period horror/action could really come to life with a Cookie Fu suplement. The scheme presented in the movie is ready made for a long-term campaign (baring character death, of course)- a small group of diversly trained roustabouts investigating weird and seditions stuff in a roaring swashbuckling 18th century filled with hints of supernatural menace, and all to real human evil. For mood, how about a Rose die instead of a cookie die? Rose Bud, Rose Bloom, Wilted Rose. Bud beats Bloom beats Wilt beats Bud...
Weapons could add damage to certain attack icons or grant bonus blocks (a sword- +1 damage, a staff 1 free block?) with a Disarm being an alternate use for a Grab/Throw combo....
Or even Fencing Dice (for a more Count of Montecristo or The Princess Bride flair)... thrust, parry, slash, feint, bind, reposte... with Witty Banter for each die played...
I can see comnining Fu dice with Fencing (or even Gun dice!) for those mix-o-crazy action scenes where the characters are shooting at each other, then get close tenought to kick each other in the head... of when sword fighters bind up their weapons only to throw a sneaky punch in the ribs- a stunt that doesn't make sense in most RPG combat systems (why punch? why not just go for another stab?) With like three Fencing dice and a Fu die, you could use your Fencing dice for defense, when use that one rolled Fist to nail the other guy in the gut... but damn, that could work SO well...
The more I think about Cookie Fu, the more I think it can be more than just a somewhat funny table game- it could be the core mechanic for a series of inexpensive, fun, and creative action-adventure role playing games. I'm sold.
You must seriously be reading my mind. For a point of reference, the Cookie Fu system was taken from the Ramen Raiders game. We had planned to do a few other titles using that system including:
Star Raiders
Freedom City (Supers)
Tomb Raiders (obviously not the name, but a qausi working title)
Gold and Gore (a fantasy type rpg)
The possibilites are endless to say the least. As for the included fortune cookie? Hmm, good points - perhaps a two player combo pack (pack in a chinese food pail) could include them.
On the fencing dice -
Weapons are also planned for Ramen Raiders. Perhaps break the "weapons" dice down into categories and the bigger/more powerful the weapon, the more dice it uses. (i.e. dagger/longkinfe = 1 dice, longsword =2 dice, greatsword = 3 dice, etc)
Categories could include:
Swords
Bows
Axes
Clubs/hammers
Polearms (staves, halberds, etc)
Bailywolf sir? Have you playtested the cookie fu rules with anyone else?
What would be the most common Gun types for a hong Kong action style game? I am thinking w/respective icons:
Handguns (gun, gun, aim, dodge, click, reload)
Revolvers (gun, click, aim, dodge, click, reload)
Submachine guns (gun, gun, gun, dodge, click, reload)
Shotguns (gun, gun, click, dodge, click, reload)
Rifles (gun, gun, aim, aim, click, reload)
I think that covers all the basics, right?
On 6/27/2002 at 6:06pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Unfortunatly, I've just been playing against myself with some mockup d6 (using little cut up pieces of name-tag stickers). Adding Fight dice make a really good progression for fighter power... and by reinterpreting what the dice mean, you can get into some really cool and cinematic combat very very quickly and easily- no screwing around, lets rumble.
Packaging a basic set into a take-out box is a brilliant idea- I love it! Easy to carry, with room for more junk down the road. What is your current thoughts on pricing? Also, I'm just a little hazy one one point- are you going to actualy provide the dice themselves, or decals to afix to normal d6-ers? I'm all for the dice myself- my little sticky lables keep peeling off.
I was watching some Zatoichi eariler in the week- one of my fave samuri movie series- and I though of Cookie Fu- for a chambara-style swords-n-yakuza style samuri game.
You could even produce generic Fight Dice (though with your Five Rings/Elements for RR it looks like you already have).
I have to be honest- the only thing I have any reservations thusfar aboutt he system is the overt comic overtones- cookie fu, ramen raiders... will your expansions be more "serious" (excluding knuckknuck the genera embraces itself)?
Star Raiders
Freedom City (Supers)
Tomb Raiders (obviously not the name, but a qausi working title)
Gold and Gore (a fantasy type rpg)
niiiiiiiiiice! Star Raiders could make use of Tech dice (or some such) for high tech gear like blaster pistols and personl force shields...
Freedom City... now this has awesome possibilities! A Fortune-style die for initiative, a few Clobberin! dice for slugfests, and a couple of Power! dice for superpowers. Bricks (Hulk, the Thing) are bilt with lots of Clobberin! dice, while blasters and manipulators (like Cyclops or Dr Strange) are built with Power! dice.
Toumb Raiders- Indiana Jones anyone? A stunt system is seriously in order here- perhaps drawing from a central pool of 'stunt dice' with a character's star power determining how many he can draw for a scene?
Gold and Gore (G&G!!!!! I want to play it for that alone!). Obviously, you need Fight dice, Mage dice, and Sneak dice. Different classes get different combinations of dice. A Mage gets 5 Mage dice, a Fighter 5 Fight dice, a Thief 5 Sneak dice. Multicalss to mix dice types. A Fighter Mage gets 3 Fight Dice and 2 Mage dice (or visverse).
Sneak Dice: Sneak, Sneak, Steal, Stab, Evade (combine a Sneak with a Stab to backstab an enemy!)
Mage Dice: blast, change, move, shield, mana, drain (blast to attack, change to alter something, move to tk or transport, mana gets you a point of magic energy, drain costs you a point of magical energy). Change lets you change someone's die types- make a Fight die a Sneak die if you want to be harder to detect, for example. Have a Menu of spell effects which for combinations of the above sides- a Fireball might call for 3 blasts, but instead of only affecting the guy you hit with it, it affects everyone in a big area with a 1 blast attack), 1 Move will let you jump or levetate slowly... 2 you can fly, 3 you can teleport etc.
More and more, this simple mechanic excites the hell out of me- I want to be as in the loop as possible. Do you have a mailing list or Yahoo group yet?
On 6/27/2002 at 6:09pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Oh, for Handguns. Drop the Aim (make that a Revolver special thing to ballance the 2 Clicks) and replace it with another Reload. The Wu-Gun masters always reload these things lightning fast... or just ditch them and pull a new one- about the same thing.
On 6/27/2002 at 6:49pm, Mike Holmes wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
I'm assuming that everyone who is interested in this has read and maybe even owns some "Throwing Stones". IF you have not, there are some ideas there that are very pertinent.
Lesse:
------
Handguns (gun, gun, aim, dodge, click, reload)
Revolvers (gun, click, aim, dodge, click, reload)
Hmmm. To balance automatics and revolvers, one of the Gun sides on the automatic should be relabeled "Jam". The main advantage touted about revolvers is that they cannot jam. "Jam" means that instead of needing a reload, that you need a "Gun" to clear it (or something cooler).
For small versions of both types, substitue another dodge for the aim.
------
Submachine guns (gun, gun, gun, dodge, click, reload)
Shotguns (gun, gun, click, dodge, click, reload)
Reverse these two. SMGs are always running out of ammo (due to autofire), and shotguns do more effective damage.
Also, replace one gun on the Shotgun with Spread, and one gun on the SMG with Full Auto. No, I don't know what they do yet. Anyone?
Mike
On 6/27/2002 at 6:52pm, bluekabuto wrote:
Riot! All we need are a few hundred more fans like you!
Bailywolf wrote:
Adding Fight dice make a really good progression for fighter power... and by reinterpreting what the dice mean, you can get into some really cool and cinematic combat very very quickly and easily- no screwing around, lets rumble.
It has a great scalabilty factor from what I see.
Bailywolf wrote:
Also, I'm just a little hazy one one point- are you going to actualy provide the dice themselves, or decals to afix to normal d6-ers? I'm all for the dice myself- my little sticky lables keep peeling off.
It all depends on price really.
Bailywolf wrote:
I was watching some Zatoichi eariler in the week- one of my fave samuri movie series- and I though of Cookie Fu- for a chambara-style swords-n-yakuza style samuri game.
You could even produce generic Fight Dice (though with your Five Rings/Elements for RR it looks like you already have).
Yup, Ramen Raiders.
Bailywolf wrote:
I have to be honest- the only thing I have any reservations thusfar aboutt he system is the overt comic overtones- cookie fu, ramen raiders... will your expansions be more "serious" (excluding knuckknuck the genera embraces itself)?
The first two (CF and RR) will ahve the comical overtones, CF mostly. RR is more anime like in the respect to fighting and theme. The other games will be more gritty.
You really have to stop reading my mind here. For the "other" games, they will have an element tied to the dice in a addition to the icons. For G&G expect to see:
War
Gods
Mana
Theivery
and Everyman
Based upon what dice you pick, will determine what type of character you are. Excample (5 dice - 3 war, 1 gods, and 1 everyman = a paladin type, 3 gods, 1 war, and 1 everyman = cleric type, 4 mana, 1 everyman = mage type, etc, etc)
I would set up a yahoo groups, but wouldn't it only be you and I posting!!!
On 6/27/2002 at 6:58pm, bluekabuto wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Mike Holmes wrote: I'm assuming that everyone who is interested in this has read and maybe even owns some "Throwing Stones". IF you have not, there are some ideas there that are very pertinent.
Lesse:
------
Handguns (gun, gun, aim, dodge, click, reload)
Revolvers (gun, click, aim, dodge, click, reload)
Hmmm. To balance automatics and revolvers, one of the Gun sides on the automatic should be relabeled "Jam". The main advantage touted about revolvers is that they cannot jam. "Jam" means that instead of needing a reload, that you need a "Gun" to clear it (or something cooler).
For small versions of both types, substitue another dodge for the aim.
------
Submachine guns (gun, gun, gun, dodge, click, reload)
Shotguns (gun, gun, click, dodge, click, reload)
Reverse these two. SMGs are always running out of ammo (due to autofire), and shotguns do more effective damage.
Also, replace one gun on the Shotgun with Spread, and one gun on the SMG with Full Auto. No, I don't know what they do yet. Anyone?
Mike
awesome I love it! The game hasn't even been released yet. :)
The idea would be to have the gun dice generic that way you could use them for "any" gun. Thus adding icons for spread and autofire would be cool, but would require seperate dice for each type.
I also got a quote on the cost of dice back. Jeeezzzze! Looks like I am giving my first born son for this game.
On 6/27/2002 at 7:21pm, Bailywolf wrote:
RE: Rules for Cookie Fu posted here. Feedback strongly desired!
Frankly, good old d6ers are cheep as hell- I have a big ass beer stien full of them on my computer desk- and increasingly thay have become my fave die type. cheep and so so so so available. Perhaps is you could produce sheets of VERY sticky plasticy decalls? I would be entirely happy with something like this if they can hold up to some abuse.
It also allows for more dice customization- you could actualy make those gun dice fit the kind of gun you are using.
On a side note, what if instead of using differing/more/less dice for guns, just allow the kind of gun (or sword or spear) to Tweak the dice you get to roll- this keeps kickass-ness right in the lap of the character, not the weapon. If I have 3 Gun dice and I've got a pair of baretta's cocked and loaded, and I'm facing a goon with only 1 dice using a machinengun, the genera dictates I have the advantage because I'm a 3 die badass and he's a 1 die goon... the weapons are sort of secondary to the mad skillz of the weilder... here are some fairly random thoughts:
Weapons Tweaks
Big Hurt (does +1 damage w/ successful hit)
Extra Defense (free block)
Quick (reroll Initiative die if you loose)
Entangle (oponent looses a die next round)
Break (successful attack does no damage, but breaks enemy's weapon)
Penetrate (ignore 1 level of Armor)
Weapon Drawbacks
Slow (reroll Initiative die if you win)
Cumbersome (only useful every other round)
Dangerous (if oponent blocks all your attacks, you suffer 1 point of backlash)
Ammo (if you roll no strikes, your weapon is out of ammo for the fight)
Weapons offer 1 Tweak for free, but additional Tweaks cause a Drawback.
So:
Dagger (Quick)
Rapier (Quick)
Sia (break)
Whip (Entangle)
Sword (Big Hurt)
Bo Staff (Defense)
Great Sword (Big Hurt x2, Slow)
Barbed Whip (Big Hurt, Entangle, Dangerous)
Polearm (Defense, Big Hurt, Cumbersome)
Net (Entangle x2, Cumbersome)
or
Pistol (big hurt, quick, ammo)
ShotGun (big hurtx2, ammo)
Something like that.
On 6/29/2002 at 4:32am, bluekabuto wrote:
more thoughts
Bailywolf wrote: Frankly, good old d6ers are cheep as hell- I have a big ass beer stien full of them on my computer desk- and increasingly thay have become my fave die type. cheep and so so so so available. Perhaps is you could produce sheets of VERY sticky plasticy decalls? I would be entirely happy with something like this if they can hold up to some abuse.
It also allows for more dice customization- you could actualy make those gun dice fit the kind of gun you are using.
On a side note, what if instead of using differing/more/less dice for guns, just allow the kind of gun (or sword or spear) to Tweak the dice you get to roll- this keeps kickass-ness right in the lap of the character, not the weapon. If I have 3 Gun dice and I've got a pair of baretta's cocked and loaded, and I'm facing a goon with only 1 dice using a machinengun, the genera dictates I have the advantage because I'm a 3 die badass and he's a 1 die goon... the weapons are sort of secondary to the mad skillz of the weilder... here are some fairly random thoughts:
Weapons Tweaks
Big Hurt (does +1 damage w/ successful hit)
Extra Defense (free block)
Quick (reroll Initiative die if you loose)
Entangle (oponent looses a die next round)
Break (successful attack does no damage, but breaks enemy's weapon)
Penetrate (ignore 1 level of Armor)
Weapon Drawbacks
Slow (reroll Initiative die if you win)
Cumbersome (only useful every other round)
Dangerous (if oponent blocks all your attacks, you suffer 1 point of backlash)
Ammo (if you roll no strikes, your weapon is out of ammo for the fight)
Weapons offer 1 Tweak for free, but additional Tweaks cause a Drawback.
So:
Dagger (Quick)
Rapier (Quick)
Sia (break)
Whip (Entangle)
Sword (Big Hurt)
Bo Staff (Defense)
Great Sword (Big Hurt x2, Slow)
Barbed Whip (Big Hurt, Entangle, Dangerous)
Polearm (Defense, Big Hurt, Cumbersome)
Net (Entangle x2, Cumbersome)
or
Pistol (big hurt, quick, ammo)
ShotGun (big hurtx2, ammo)
Something like that.
Ok, sorry - I was away for the last day or so. Let's talk more about cookie fu here shall we?
On the sticky labels thing - It really all comes down to cash :( I checked out many of the laminated sticker places online and I'd be spending more on the stckers then the whole game! The prices they give aren't bad, but that's only for one image. In the basic cookie fu rules, there's a total of 9 images for the dice icons. Hence, what might be a cool price for 1 sticker gets multiplied by 9 = not such a cool price anymore.
With the dice manufacturer we have in mind. We're looking at doing a limited promotional run of 300 copies of the game. As interest builds and we sell those units, we will produce more. And we definately want to produce more.
I'd rather not have the end user "stick" his own dice as there will be certain effects of the rules that cause a player to roll less dice and so forth. If player customized their dice and put all "strike" stickers on one dice, that totally meeses up the statistical probabilities of the game. So I don't think customizable dice are going to happen.
As for tweaking the dice for weapons - Are you suggesting just using one dice for a weapon? instead of using more dice for a bigger weapon?
You wrote:
Big Hurt (does +1 damage w/ successful hit)
Extra Defense (free block)
Quick (reroll Initiative die if you loose)
Entangle (oponent looses a die next round)
Break (successful attack does no damage, but breaks enemy's weapon)
Penetrate (ignore 1 level of Armor)
So a shotgun, would only use one dice "gun dice" and have the following?
ShotGun (big hurtx2, ammo)
I would perhaps still use the more dice/more powerful weapon ideas, but apply these tweaks as well. Using that mindset, a 3 dice fighter with a shotgun (medium gun 2 dice) could do a total of 7 points of damage with a maximum hit. That's pretty impressive!
As for the - I have the advantage because I'm a 3 die badass and he's a 1 die goon...
You'd also have the advantage becuse you have a more powerful weapon and not just a mini uzi.
The "Quick" effect - I believe this would be determined by the character, not the actual weapon. Now we're getting into weapon speeds and such. I am not sure I want to get that complicated.
Remember, I am thinking 4 weapon types for melee/missle and maybe 4 weapon types for guns/etc.
If this is to become an rpg, there certainly needs to have a mechanic for the multiple version. A rock paper scissors will not work for 5 combatants in a fight. Thoughts?