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Author Topic: Need Input on a Game Mechanic/Design Idea  (Read 1957 times)

Geek Messiah

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Need Input on a Game Mechanic/Design Idea
« Reply #15 on: September 08, 2006, 02:11:32 PM »
Quote from: Mcrow
what are the stat ranges going to be?

It seems the die mechanic you works, but that also depends on the stat ranges.

If the stat ranges are 1-10 or higher it works with a d6 but if they are less that 1-10 then you start having little difference between skill levels.


I was thinking of the stats being 1-10 and the skills/abilities being between +1 and +5

I am working the kinks out but thats what I have for now

KrakaJak

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Need Input on a Game Mechanic/Design Idea
« Reply #16 on: September 08, 2006, 02:36:55 PM »
Quote from: Geek Messiah
I was thinking of the stats being 1-10 and the skills/abilities being between +1 and +5

I am working the kinks out but thats what I have for now
Maybe have skills run from -5 through +5.
That way if you can have a guy who is quick but terrible at/scared of High Flying. Or a guy who isn't very strong, but has an awesome Body Slam.
-Jak
 
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Geek Messiah

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Need Input on a Game Mechanic/Design Idea
« Reply #17 on: September 08, 2006, 03:28:15 PM »
Quote from: KrakaJak
Maybe have skills run from -5 through +5.
That way if you can have a guy who is quick but terrible at/scared of High Flying. Or a guy who isn't very strong, but has an awesome Body Slam.


That's a very good idea.   If they take a negative should they gain points to use elsewhere?   (Like maybe use it as a disadvantage type deal)?

KrakaJak

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Need Input on a Game Mechanic/Design Idea
« Reply #18 on: September 08, 2006, 05:20:47 PM »
Quote from: Geek Messiah
That's a very good idea.   If they take a negative should they gain points to use elsewhere?   (Like maybe use it as a disadvantage type deal)?
That would be a tool of character creation and game balance.
I've made a few homebrew games. The trick is to come up with you basic system, which you have (moifier + d6 vs. Target number).
So the question becomes, how do you make those little bits of simple math simulate a Pro Wrestling match? You do that with your modifiers.
You have Basic Stat and Skill as modifiers. You could have environment positioning as modifers (outside the ring, indside the ring, in the crowd, through a table, behind the refs back, etc.).
 
 
Questions: How do you plan on simulating the flow of a match? Too many vodeogames and wrestling games don't do this well at all. The back and forth control between the wrestlers is a major part of an exciting match.
How do you plan on building up finishers? How do you plan on using them? Making sure A. they feel like finishers and B.happen at the end of a match.
Pinfalls and Submissions. How will these work?
-Jak
 
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Geek Messiah

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Need Input on a Game Mechanic/Design Idea
« Reply #19 on: September 11, 2006, 11:31:53 AM »
Quote from: KrakaJak
That would be a tool of character creation and game balance. I've made a few homebrew games. The trick is to come up with you basic system, which you have (moifier + d6 vs. Target number).
So the question becomes, how do you make those little bits of simple math simulate a Pro Wrestling match? You do that with your modifiers.
You have Basic Stat and Skill as modifiers. You could have environment positioning as modifers (outside the ring, indside the ring, in the crowd, through a table, behind the refs back, etc.).

 
Well I am going to have the enviroment play a part in any modifiers, making things more difficult or easier to perform.
 
Quote from: KrakaJak
Questions: How do you plan on simulating the flow of a match? Too many videogames and wrestling games don't do this well at all. The back and forth control between the wrestlers is a major part of an exciting match.  How do you plan on building up finishers? How do you plan on using them? Making sure A. they feel like finishers and B.happen at the end of a match.  Pinfalls and Submissions. How will these work?


This is something I am going to have to work out.  Because The GM would have to control any NPC's, do the commentary and anything else the players aren’t taking care of.

I plan to make the game more then "in the ring wrestling".   I plan to include the backstage taunting, interruptions, etc.

There will be cage matches, table matches and much more.   So it's going to be more then just "two guys beating each other up in the ring".

If you have any ideas please let me know

dindenver

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Need Input on a Game Mechanic/Design Idea
« Reply #20 on: September 12, 2006, 04:28:21 PM »
Hi!
  Here's an idea:
1) That there are maneuvers, and they have real mechanical effects
2) Every round of fighting, players pick both their offensive maneuver and defensive maneuver. This will simulate the important concept of counters in wrestling, you know?
Dave M
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Geek Messiah

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Need Input on a Game Mechanic/Design Idea
« Reply #21 on: September 14, 2006, 09:53:40 AM »
Quote from: dindenver
Hi!
  Here's an idea:
1) That there are maneuvers, and they have real mechanical effects
2) Every round of fighting, players pick both their offensive maneuver and defensive maneuver. This will simulate the important concept of counters in wrestling, you know?


So if I am reading this correctly the person attacking chooses their move and the person defending chooses their move?

If that is what you are getting at it's not a bad idea, pretty good in fact.

KrakaJak

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Need Input on a Game Mechanic/Design Idea
« Reply #22 on: September 14, 2006, 01:17:53 PM »
Here's My quick idea for a pretty decent Skill/Move mechanic. This is pretty simple beer and pretzel stuff.

Pick 4 Skills ranked 1-4
 
Power
Technique
Quickness
High-Flying
Cheat
Brawl
 
Then you pick 5 moves ranked 1-5 for each Stat which have a 2 different defenses (Stat derived)
 
So power could look like this:
 
Power (3)
 
Power Bomb (5)[Quickness/HighFlying]
Gorilla press (4) [Quickness/Cheat]
Vertical Suplex (3) [Quickness/Technique]
Scoop Slam (2) [Technique/Brawl]
Test of Strength (1) [Power/Cheat]
 
 
Now... to the rules:
 
Whoever cuts the best in-character promo before the match gets the first move.
 
The attacker get to roll [skill+move+d6], the defender gets to roll [counter skill+d6]. If the attacker wins he gets +1 to his Pop (or Heat for heels) and gets to try another move. The Pop/Heat is a modifier for the finisher (which comes later). If the defender wins he counters, takes control and gets to attempt his own move.
 
You can only do a successful move once.
 
Finishers get no Skill/Move Modifiers, only pop/heat. So if you heat is 8 you have +8 on you Finisher. However, the person gets to try to counter with another move (including his own finisher), not just a counter. So the counter move is either skill+move or his pop/heat mofier.
 
If you do your finisher succesfully, you win the match.
 
I would apply a positioning move as a repeatable standard move +6 that doesn't raise heat, it can be countered with any skill of the defenders choosing (ie his top skill @ +4 unless he chooses another). These apply a small positive and negative modifier to certain skill types.
 
Center of the ring (+1 to technique/-1 to cheat)
On the Mat (+1 to high flying/-1 to Brawl)
In the Turnbuckle (+1 to Brawl/-1 to Quickness)
To the Floor (+1 to Cheat/-1 to technique)
On the Ramp (+1 to Power/-1 to High Flying)
 
Just an idea. I'm trying to keep things simple. What do you guys think?
-Jak
 
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