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Topic: Great Taste, Less Deadly
Started by: ShaneNINE
Started on: 11/22/2002
Board: The Riddle of Steel


On 11/22/2002 at 5:07pm, ShaneNINE wrote:
Great Taste, Less Deadly

Ok, no denying TROS is way super keen. Haven't had a chance to play it yet, but we've run a few mock combats and stuff. Very cool. Lots of fun to see one the combatants go down in some messy form or another.

But our style of play is a good bit more heroic than TROS allows. We're not talking D&D levels of heroic, but more heroic than TROS for sure. We also aren't too keen on cross referencing to hit tables every time there's a hit. The regular response to that, I've read, is that you only look up the tables a few times cause that's a few hits is all it takes to win a battle. But we don't want a few hits to end the battle so that means we'd be looking up to hit locations more often.

So I ask the experienced TROS gamers here: how to make TROS less lethal and a bit more heroic? We'd prefer a simple hit point variation (oh the shame! but it's true, valhalla help us) with GM arbitrated hit locations, if possible. It's just a style of play thing...

Any suggestions? Tips? I don't know the rules that well so I ask for guidance. Thanks.

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On 11/22/2002 at 5:22pm, Sneaky Git wrote:
Re: Great Taste, Less Deadly

ShaneNINE wrote: So I ask the experienced TROS gamers here: how to make TROS less lethal and a bit more heroic?

Well.. Avoiding the issue of hit points altogether, you could simply allow for a more flexible interpretation of the SAs. More SAs (for the PCs) results in more "heroic" results (ie. fighting multiple opponents, avoiding getting hit in the first place, etc.).

This solution, however, does not address the issue of chart referencing you mentioned. I'll have to think on that some more.

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On 11/22/2002 at 5:29pm, Mike Holmes wrote:
RE: Great Taste, Less Deadly

Hmmm. Getting hit is heroic?

What are you really after? Better ability to survive combat for characters? So that they fear combat less? If that's the case, give them more SAs. Or bump up their proficiencies if youwnat to make them more generically powerful.

Or do you want them actually able to take superhuman amounts of abuse? In that case, bump everyone's TO up by a few points.

However, having not played the game, I think that you are missing the fact that play tends to be very heroic in fact. I don't think that it needs any changes. In no case would I suggest going to any sort of Hit Point mechanic.

But then I think that just possibly you are trying to say somthing else entirely, but are not coming out with it well. Can you try to state the percieved problem better?

Mike

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On 11/22/2002 at 6:32pm, ShaneNINE wrote:
RE: Great Taste, Less Deadly

Mike Holmes wrote: But then I think that just possibly you are trying to say somthing else entirely, but are not coming out with it well. Can you try to state the percieved problem better?


Ok, here goes...

Hmmm. Getting hit is heroic?


No. But surviving fights without horrible, crippling injuries is.

What are you really after? Better ability to survive combat for characters? So that they fear combat less? If that's the case, give them more SAs. Or bump up their proficiencies if you want to make them more generically powerful.


Yes and yes.

Or do you want them actually able to take superhuman amounts of abuse? In that case, bump everyone's TO up by a few points.


Nope, not superhuman amounts.

Two things:

1. I'm all for debilitating injuries, just not all the freakin' time. I'd like to reduce the frequency (that we saw with our little mock combat trials).

2. I don't want one good hit to decide the battle. Tip the scales, sure, but when it happens I'd rather the players think "better get out of here" instead of "I wonder what my next character will be like". However, I still would like the threat of one hit deaths.

However, having not played the game, I think that you are missing the fact that play tends to be very heroic in fact. I don't think that it needs any changes. In no case would I suggest going to any sort of Hit Point mechanic.


Very possible. Like I said, I don't know the rules very well.

If no hit points then how to do away with the reliance on the hit location tables? Do you think they could all be compressed on to one page or one mega table for easier reference? My players aren't goint to want to play if we gotta be looking up hit location tables every time there's a hit.

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On 11/22/2002 at 6:38pm, Jake Norwood wrote:
RE: Great Taste, Less Deadly

There's a nice uber-simplified damage table in the QS rules. You could also modifiy the generic damage table.

And it ISN'T that lethal in play...

Jake

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On 11/22/2002 at 6:51pm, ShaneNINE wrote:
RE: Great Taste, Less Deadly

QS = quick start?

Where is it!? Didn't see it at the TROS page. I'd be really interested in quick start rules.

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On 11/22/2002 at 7:40pm, toli wrote:
RE: Re: Great Taste, Less Deadly

ShaneNINE wrote:
So I ask the experienced TROS gamers here: how to make TROS less lethal and a bit more heroic? We'd prefer a simple hit point variation (oh the shame! but it's true, valhalla help us) with GM arbitrated hit locations, if possible. It's just a style of play thing...

Any suggestions? Tips? I don't know the rules that well so I ask for guidance. Thanks.


If you want hit points, I'd add TO and HT. That would give you about 8-12 hp for starting characters. Just using these hp a character could take several big hits. (Or perhaps ST, TO, EN & HT depending upon how many hit points you want). You could use the hit location charts from Harn, RuneQuest or the like. RuneQuest distributes hit points among locations, meaning that you can diable a limb without killing a character.

NT

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On 11/22/2002 at 8:25pm, ShaneNINE wrote:
RE: Re: Great Taste, Less Deadly

toli wrote: RuneQuest distributes hit points among locations, meaning that you can diable a limb without killing a character.


That's an awesome idea! And I even have RQIII with me in my backpack (how'd you know?).

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On 11/22/2002 at 8:32pm, Jake Norwood wrote:
RE: Great Taste, Less Deadly

Okay, let's talk about a hero in a fight. Does he get hit? No, he doesn't. Getting hit several times and taking little scratches (ala movie-style Conan) is easily mimicked by a high TO in TROS. Problem solved.

But the thing is that it really isn't a heroic fight. Think of movies or books or anything that displays "heroic combat." What we're really seeing is a mook phenomenon...in other words, the PCs should have a lot more dice than their crappy mook opponents. Thus the PCs rarely or never get hit and lots of mooks die. This works perfectly in practice, I assure you. Your experience with mock combats pits (I assume) more-or-less equal characters against each other. Try *any* RPG...one of them will be dead and/or dismembered when it's over...it'll just take a lot longer.

So use mooks with half as many dice as your PCs in their CP, with no SAs, and then save the "equal" or superior opponent for the finale, where it's okay to seriously wound a PC.

Good grief...I feel like I've been wailing on this poor dead horse for a year now...

As for the QS rules, they're in editing and playtesting right now, and should be available after thanksgiving.

Jake

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On 11/22/2002 at 8:54pm, ShaneNINE wrote:
RE: Great Taste, Less Deadly

Jake Norwood wrote: Good grief...I feel like I've been wailing on this poor dead horse for a year now...


Well, thanks for giving the dead beast a few more whacks for my benefit. I certainly see your point (and Mike's, Sneaky's, and Toli's, too).

Maybe the points made in this thread should be summarized and put into a FAQ or a sticky note? I'm guessing a number of new players will ask you to beat the horse just a little more deader. x-)

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On 11/22/2002 at 11:02pm, toli wrote:
RE: Great Taste, Less Deadly

Jake Norwood wrote:

So use mooks with half as many dice as your PCs in their CP, with no SAs, and then save the "equal" or superior opponent for the finale, where it's okay to seriously wound a PC.

Good grief...I feel like I've been wailing on this poor dead horse for a year now...

Jake


I'd have to agree with this entirely. Picking NPCs of the right calibre is what will really set the character of the campaign. If NPCs are invariably weak, there can be a lot of fighting....if NPCs are dangerous...well then...

The only reason to use HP IMO is to greatly simplify mechanics. This is a legitimate goal but would seem to lose part of the interesting bit of TROS (for me). It won't necessarily affect the "Heroic" aspect of the gaming although the amount of HP might.


NT

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On 11/22/2002 at 11:39pm, Jake Norwood wrote:
RE: Great Taste, Less Deadly

ShaneNINE wrote:
Jake Norwood wrote: Good grief...I feel like I've been wailing on this poor dead horse for a year now...


Well, thanks for giving the dead beast a few more whacks for my benefit. I certainly see your point (and Mike's, Sneaky's, and Toli's, too).

Maybe the points made in this thread should be summarized and put into a FAQ or a sticky note? I'm guessing a number of new players will ask you to beat the horse just a little more deader. x-)


Yeah, it sure does kick a lot for a dead horse... (*grin*).

That's an excellent idea for an essay for the web page. Any takers?

-Jake

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On 11/23/2002 at 6:18am, Lucien Black wrote:
RE: Great Taste, Less Deadly

That's an excellent idea for an essay for the web page. Any takers?


I'll consider it Jake, but no promises at the moment. Going to be a bit tricky without my book.

I do want to comment on the concept of heroism though:

I'm a lover of both fantasy and science fiction, and the most heroic actions I have ever seen in these genres included those times when the hero had basically been beaten into the ground, possibly even losing the use of a limb or two, is obviously thoroughly exhausted and weakened... but comes right back for more, and dishes it out three times as hard. Examples to consider (off the top of my head): Duncan MacCleod (sp?) in the last fight with Jacob Kell in Endgame has just had his butt handed to him, and then finds out that Katherine is dead (he believes). He doesn't quite, but comes back.

In the Princess Bride, Inigo Montoya is seriously injured (wasn't one of his arms actually useless at that point? been a while) by his six-fingered man... but comes back to make the Count beg.

Spider-Man (from the comics) has more than once been beaten to within an inch of his life, and always comes back... sometimes barely able to stand. He's been buried alive, and driven over the edge of insanity (literally.. he lost his mind for a while and no longer even identified himself as Peter Parker, just "Spider"... his thought bubbles were a little confusing at that point), but he's come back.

Ok, so maybe it's a little unfair of me to use superhuman examples, but they're what popped into my head. Anyway, this isn't to say that to be heroic one must be hit or nearly dead, only that it isn't unheroic if one does get seriously injured. Isn't overcoming a handicap one of the greatest acts of heroism?

That's all. I'll shut up now.

Lucien

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On 11/24/2002 at 7:37pm, Wolfen wrote:
RE: Great Taste, Less Deadly

I'll add my two cents in here. Since encountering TRoS and the awesome SA mechanics, it's really flavored my view of many things. Lucien mentions the Spiderman comics, but where it really hit home for me was watching the Spiderman movie. The final battle between the Green Goblin and Spidey has Spiderman pushed past the limits of his endurance, beat all to hell, and basically lost.

Then GG has to gloat about he's going to hurt MJ, and Spidey comes back with new surges of energy and beats the Goblin to an exoskeletoned pulp. Am I the only one who thought they heard this little dialogue in the background?

Peter(Player of Spiderman): Seneschal, I think this warrants kicking in Spidey's Passion: Love for Mary Jane - 5 and Drive: Defend the Weak: 4.

Seneschal: Sounds good to me. What are you going to do?

Peter: I'm gonna kick his ass.

It doesn't get much more heroic than that.

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On 11/25/2002 at 5:33am, Mike Holmes wrote:
RE: Great Taste, Less Deadly

Bingo, Lance.

Lucien, too. I always refer to the contest between Harrison Ford, and Mel Brooks for the title of "most beat up artist ever". The truely heroic do get all battered.

That said, this does argue for wounds that can be overcome. How about allowing SAs to be used to cancel out pain as well as adding to your CP? That seems to be what's going on with Spidey in that climactic scene.

Call it a "cinematic" rule.

Mike

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On 11/25/2002 at 7:51am, Jake Norwood wrote:
RE: Great Taste, Less Deadly

Mike Holmes wrote: Bingo, Lance.

Lucien, too. I always refer to the contest between Harrison Ford, and Mel Brooks for the title of "most beat up artist ever". The truely heroic do get all battered.

That said, this does argue for wounds that can be overcome. How about allowing SAs to be used to cancel out pain as well as adding to your CP? That seems to be what's going on with Spidey in that climactic scene.

Call it a "cinematic" rule.

Mike


That's a great idea. Remember, though, that pain is represented in dice lost, and SAs in dice added...so it technically what it allready does.

Jake

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On 11/25/2002 at 4:25pm, Mike Holmes wrote:
RE: Great Taste, Less Deadly

Jake Norwood wrote: Remember, though, that pain is represented in dice lost, and SAs in dice added...so it technically what it allready does.


No it doesn't. If I would get the dice for my pool anyhow, and it's reduced below that for pain, then the pain is still having an effect. It's a subtle but important distinction. Essentially, yes, I am saying that in the case of pain that SAs will double-count. That's not realistic (pain should always detract from performance). But it does follow the conventions of cinema well, and will allow characters to get seriously hurt, and still win. Which is what the poster is looking for, I think.

Should also work to cancel exhaustion penalties, BTW. They should still accumulate, but just get cancelled as long as the SA is in effect. I love the idea of the beat down, exhausted character coming back because of his passions, drives, beliefs, to strike down the opponent. And then to collapse in complete exhaustion.

Very nifty.

Mike

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On 11/25/2002 at 4:42pm, ShaneNINE wrote:
RE: Great Taste, Less Deadly

Wolfen brings up a good point: the GM can introduce opportunity for SA use. In the spidie example, having the GG mention MJ is like the GM saying "I'm going to give you a chance to use your SAs".

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On 11/25/2002 at 6:06pm, Mokkurkalfe wrote:
RE: Great Taste, Less Deadly

You could have some kind of SA super charge -when the GM lets you- that lets you use *all* your SA's in a dangerous situation. Only permitted when you are in deep trouble of course.
Since every SA will be affected by your death(usually in a negative way), it is not that far fetched, and will make the PC's a helluvalot harder to kill.

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On 11/25/2002 at 7:57pm, toli wrote:
RE: Great Taste, Less Deadly

Perhaps one could use the appropriate SAs +WP (or something like that) dice to roll vs pain. Sucess would mean eliminating the pain modifiers for some number of rounds....

toli

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On 11/25/2002 at 8:08pm, Mike Holmes wrote:
RE: Great Taste, Less Deadly

toli wrote: Perhaps one could use the appropriate SAs +WP (or something like that) dice to roll vs pain. Sucess would mean eliminating the pain modifiers for some number of rounds....


Complex, but very cool.

Mike

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On 11/25/2002 at 11:15pm, Bob Richter wrote:
RE: Great Taste, Less Deadly

Mike Holmes wrote: How about allowing SAs to be used to cancel out pain as well as adding to your CP?


These actually amount to the same thing. In my way of thinking, pain and shock don't cut into your SAs.

I've actually literally had characters who were already dead (there was no chance of surviving their severe levels of blood-loss) win fights on SAs alone.

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On 11/26/2002 at 4:58am, Jake Norwood wrote:
RE: Great Taste, Less Deadly

Bob Richter wrote: These actually amount to the same thing. In my way of thinking, pain and shock don't cut into your SAs.

I've actually literally had characters who were already dead (there was no chance of surviving their severe levels of blood-loss) win fights on SAs alone.


Ha! That rocks.

Mike Holmes wrote: How about allowing SAs to be used to cancel out pain as well as adding to your CP?


Okay, now I see what you're saying, Mike. I think that as a cinematic rule that has really good potential. It just cranks the theme music louder. I'm cool wit' dat.

Jake

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On 11/26/2002 at 5:38pm, Mike Holmes wrote:
RE: Great Taste, Less Deadly

So what you're saying, Bob is that the minimum CP is equal to the currently applicable SAs? That's a cool alternative. But it does mean that it's only useful in a battle where you are giving nearly as good as you get. Because if I'm reduced to a low CP early, that's probably not going to keep me alive versus most uninjured opponents.

Examples (this is sorta simplified for effect)
Setup
Bob's Starting CP = 10
Applicable SAs = 5
Total starting CP = 15
First exchange, Bob takes 3 pain.
Second exchange Bob takes 5 more Pain
Third exchange Bob takes another 8 Pain

Using Bob's rules
After first injury CP is now = 12
After second injury CP is now = 7
After third injury CP is now = 5

Using Mike's rules
After first injury CP = 15
After second injury CP = 13
After third injury CP = 4

Which character is more likely to survive, and look cool doing it? What's really cool about what I'm proposing is that it can make for the nifty reversal. Let's say that the SAs don't kick in until after the second injury.

Using Bob's rules
After first injury CP is now = 7
After second injury CP is now = 5
After third injury CP is now = 5

Using Mike's rules
After first injury CP = 7
After second injury CP = 10
After third injury CP = 4

This also shows how my version also allows for further detriment after a reversal (in this case, the example says that the character was hit hard anyhow, and the result shows it).

The neatest would be usig the rolling method Toli mentoned. In that case, your SAs could keep you out of the fire indefinitely. Theoretically. They could also fail you at some point.

Mike

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On 11/26/2002 at 8:23pm, Rattlehead wrote:
The Riddle Of Intellectual Heroes?

One thing that seems (in my opinion) to be somewhat neglected in this thread is the "Intellectual Hero". Lance did nail it with his SpiderMan example, but lets look at other examples.

Someone (sorry, don't remember who) mentioned Indiana Jones. While Indy does often get the living crap beat out of him, he often prevails due to his intellect rather than his physical attributes or his beliefs (SAs). Of course, this sort of heroism is something that can't easily be played out in the game unless the player is clever. But, how many times have you been playing a game (of any sort) and had a clever idea that got shot down by the GM? So, it follows that the GM also has a responsiblity to be open to "Intellectual Heroism" from his players. While most people feel that the GM must remain neutral in their stance, I feel that the GM needs to want his players to succeed.

So, I guess this post boils down to a question: Is it possible to reflect "Intellectual Heroism" in game mechanics and, if so, how should it be done? Or perhaps a broader question is in order: Do players deserve mechanics that create heroes, or should the heroes be created through playing a character in a heroic way? In other words, Heroic gameplay is the reward for playing a character in a manner befitting a hero and reflecting the qualities that make a hero into... a Hero?

Ok, now I'm getting into philosophy rather than gaming.... I'll quit while I'm ahead! :-D

Brandon

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