Forum changes: Editing of posts has been turned off until further notice.
Started by Mystery Cat, February 24, 2006, 03:32:38 PM
QuoteBig Jim and Hercules are having a tug o' war. Big Jim's Strength/Tug o' war Talent/Skill split is 4/2, and he rolls 11, 8, 5, 4 / 2, 4. The best results to choose are the two 4s, so the strongman ends up with a rather unfortunate 0 SPs.Hercules is stronger than Big Jim but hasn't had any training in the fine art of Tug o' war, so his Talent/Skill split is 6/1. He rolls 7, 5, 3, 3, 2, 1 / 8. Taking the 1 and the 8 gives him a grand total of 7 SPs, and he wins the day.Poor Big Jim is dragged seven yards across the grass and over the line, losing the contest.
QuoteAhnold, who is going first, declares he wants to 'machine gun dat chubby pony-tailed bugger over dere.' His Machine Gun skill is 4, so he cannot assign more than 4 SPs to that particular action. He decides to conserve his SPs, and assigns 2.That chubby pony-tailed bugger, whose name is Stephan Seagull, understandably thinks this is a bad idea. He declares he is Denying, and describes his action: 'I dive for cover behind these barrels marked 'Inflammable.'' Stephan's Dodge skill is 2, and he assigns the maximum 2 SPs to the denial.Seeing this, Ahnold opts to increases up his bid by one, to 3SPs. Stephan has already reached his maximum, so unless some other combatant intervenes he could be in trouble...No one helps. Stephan dives for cover too late, and is clipped by one of Ahnold's shots. His 2 Denial SPs cancel out 2 of Ahnold's Action SPs, leaving a single point, and as a result he takes a single wound.Behind the cover of the fuel barrels, Stephan fingers a ragged hole in the sleeve of his shiny leather trenchcoat and scowls...
QuoteStephen Seagull pops up from behind his explosive cover and blasts away at Ahnold. When all is said and done, he comes out on top by a nice 5 SPs.Luckily, Ahnold has the 'Tough as Austrian oak' Talent at 3 dice. He decides to burn an SP and rolls the Talent at 3/1, getting 9, 8, 3 / 8. Take the 3 and the 8, leaving a total of 5, and the blow is shrugged off entirely.Ahnold is blown backwards by the impact, but otherwise unharmed.
Quote from: Joshua BishopRoby on February 24, 2006, 03:39:21 PMWhy do Talent dice explode? Unless your only Talent die explodes or all of your Talent dice explode, it doesn't matter since you'll be keeping the lowest die. Unless they can explode down...
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMSorry, brief question - what do you do when there is no applicable talent?
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMI don't know exactly what sort of list of talent's you've created, but take your tug-o-war example - are you likely to have an actual tug-o-war skill?
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMWhat happens when you just want to default to a particular skill, not needing a particular talent to resolve it? Or are the talents very detailed and listed? If skills represent intrinsic abilities, how do you test them on their own for tasks that require no training?
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMThe skill-limiting system on bidding puts a hellava lot more leverage into the hands of the better trained. It will compound their advantage with larger dice pools and probably make them unbeatable. This is not neccessarily a bad thing - to what extent do you want to balance Karma/Fortune in play? If you want a better chance (probably an only chance) for weaker characters to beat tougher characters in combat with lucky die rolls, then the skill-limit would probably have to go.I think the SPs are an excellent resource, so long as you have plenty of different ways of using them. At this stage SPs are determined AFTER choosing which tactical option is being used which means they are only used in one way - as a way of measuring them against opposing actions linearly. If you can expand the use of SPs to include options after dice rolling, that makes it more interesting. Combat maneuvers perhaps?
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMI like the SP bidding mechanic, work on it and add more to it - does having more SPs allow you to add more narration? (especially in the case of non-combat events?) Can you include more information, add more details to a player's advantage.
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMAlso, someone will pipe in with the big questions sooner or later, so I may as well be the first:1) What do you want your game to really be about?2) What do you want the characters to be able to do in the game?3) How do you want the players to interact with each other and the GM if there is one in your game?
Quote from: Justin Marx on February 25, 2006, 09:38:50 AMThat will help clarify what you want to do with your dice mechanic to us here. Apart from that I think you have a good mechanic, but figuring out skill/trait listings is pivotal (as you mentioned with the Wits/Combat combo being too general - yet tug-of-war seems too specific to me) in getting it to work. I think working with distinctions based upon "untrained ability" and "learned ability" can be problematic at times - there's a lot of grey area, also on getting the right focus, not too broad or too narrow.Justin