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Started by Andy Kitkowski, January 16, 2006, 10:17:21 PM
Quote from: Jason Morningstar on January 17, 2006, 08:32:46 AMReading this makes me question some assumptions that are holding you up - first of all, what's the role of hit points? Are they necessary?...Maybe step back and look at what you are trying to accomplish objectively, and see if there is another way in.
QuoteAnother thing I'd like to see is some integration of the game systems - outside the scope of your question here, but still. Your whole Flip-Mode thing is really promising, why not extract the kernel of that and use it in every conflict? I like the idea of being forced to make tough choices between success, safety, and gain.
Quote from: Andy Kitkowski on January 16, 2006, 10:17:21 PM* I can just say, "Fuck it: The winner is the winner because they took that risk. Whatever the dice come up as, that's how much damage the loser takes. I'll just make sure that starting HP is at, what, like 60 or something."
Quote from: Callan S. on January 17, 2006, 08:41:01 PMQuote from: Andy Kitkowski on January 16, 2006, 10:17:21 PM* I can just say, "Fuck it: The winner is the winner because they took that risk. Whatever the dice come up as, that's how much damage the loser takes. I'll just make sure that starting HP is at, what, like 60 or something."Do you want to increase the HP (in this circumstance), because the loser had no choice in whether he entered the conflict? I'm projecting a little here, so feel free to shoot me down. But a regular issue in games I've played is that the GM draws characters into conflicts, but because the GM decided the players PC entered the conflict, the GM can't blow that PC away. It only really works if the player himself decides to enter the conflict.I think if players are empowered to decide exactly what conflicts they do or don't get into, you don't have to worry about increasing HP so as to protect the PC.Though if they are so empowered, the design problem now is how you give the players some level of play, even though they aren't in the conflict (since 'well if your not getting into the conflict you can sit there and do nothing' is a classic force technique, even without the intention to apply force).
Quote from: Valamir on January 17, 2006, 05:41:39 PMThen you simply choose what degree of success you want and roll that many dice trying to roll less than your score. If you succeed, the degree of success is the damage (wound levels, circles, whatever) you did plus weapon damage. If I want to block I roll however many dice I want to do so. If I succeed the number of dice I roll is the number of your dice worth of damage I block. If I block them all (roll the same number of dice as you and win) I block all damage (including the weapon) if I block only part the weapon still gets through. If I roll more dice than you attacked with then I can counter and get free bonus damage or other special tricks.
Quote from: Jason Leigh on January 17, 2006, 11:44:08 PMI'll jump in and suggest that before the combat begins, or during the bidding, each player makes it clear what/how much they are risking as part of the bidding process. Say it amounts to their last bid before the dice are rolled, regardless of whether they end up rolling the dice.If they end up rolling the dice, bidding 5 dice on a Trait value of 16, and roll a 20, well, they just took 5 successes of damage - which subtracts (temporarily) 5 from any trait they use. When they become unable to use a trait, because their penalties are too high, the pass out and are subject to murder/death on the next go 'round. If, on the other hand, our hero rolls a 12 out of 16, and his opponents bid was 4, his opponents character takes 4 successes of damage.If our hero bid the 5 dice, and their opponent bids 6 on a Trait value of 20, and rolls a 15, then our player still takes those five successes of damage. If the opponent misses this roll with 6 dice, their character takes the 6 tokens of damage.Use poker chips to keep track of dmage tokens, and have one (or two or more) tokens of damage 'dissapate' per round. Only if a character takes so much damage that they can't effectively use a trait do they take lasting wound damage.
Quote from: Andy Kitkowski on January 18, 2006, 01:59:00 AMWell, the thing is that this game is going to basically run like a Swat Team TV Show. They're given "orders" of sorts, and they follow and do them, and in between and during missions personal complications arise. The conflict is going to be there, and the players are going to come to the table expecting to:* FIght demons, and* Eventually die from it.So the damage mechanic is a "just a matter of time" thing. There's really not going to be an option in the game for all the players in the group to suddenly decide not to get into risks anymore. I just have to find a way to mitigate those risks that is both empowering and has a little strategy in it.