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Create, Creator!

Started by Ghost Whistler, November 06, 2009, 06:03:21 AM

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Silverlion

Quote from: Ghost Whistler;343612However, I came up with a damage mechanic that's going to have a very strange probability angle which requires some feedback. The idea is that PC's incur Damage points in return for injury. Inverse hit points, essentially.
PC's can incur these without an upper limit, but each time they are injured, if the GM determines that injury to be life threatening he can ask the player to make a Damage roll. If the pc fails he's basically KO'd (supernatural characters, like good comic book characters, never really die). If he succeeds, he gets up, takes his lumps and gets his breath back.
To make the roll, the player rolls a pool of d6 = to his Damage point total. Each roll of a 6 is set aside and another dice is rolled (and so on). Once the dust settles the result is read as a failure if the player manages to produce at least 3 sixes. Anything else is a success.

Evocative - I think - simple? That's the question.


Interesting. It's passingly similar to a damage system I wrote up ages ago, but with a twist that makes it better. (For a game whose final iteration used some of my material but not the damage system. Ah well :D)

Though I wonder about "GM deciding when to roll" as a thing. Not that I think GM's are evil bad, just is it possible to set some kind of point where a roll is built into the rules? Like "you get hit with a weapon doing more damage than your current damage points?" or "More damage than ability X from your character sheet?"
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jibbajibba

Quote from: Ghost Whistler;343612With the aid of Danny Elfman and Amon Tobin, i have been putting some ideas down for this game, which i call Midnight Men.

The basic premise of the mechanics is that players incur Darkness points for using their powers and making use of their supernatural side. There are no weird traits or morality indexes, but powers cannot be used without incurring Darkness.

However, I came up with a damage mechanic that's going to have a very strange probability angle which requires some feedback. The idea is that PC's incur Damage points in return for injury. Inverse hit points, essentially.
PC's can incur these without an upper limit, but each time they are injured, if the GM determines that injury to be life threatening he can ask the player to make a Damage roll. If the pc fails he's basically KO'd (supernatural characters, like good comic book characters, never really die). If he succeeds, he gets up, takes his lumps and gets his breath back.
To make the roll, the player rolls a pool of d6 = to his Damage point total. Each roll of a 6 is set aside and another dice is rolled (and so on). Once the dust settles the result is read as a failure if the player manages to produce at least 3 sixes. Anything else is a success.

Evocative - I think - simple? That's the question.

Some things occur to me.
1 - the number '3' sixes might want to be a variable that you could set up to differentiate between characters. DR (damage resistance) of 6 might be your Conan type whilst 2 might be your skinny little wimpy guy.
2 - you have to work out how much damage you are going to be dealing. if a hit can do 1 point of damage this mechanic is fine if a hit does 1d8+2 then you will very rapidly be rolling huge pools of dice
3 - Will you have a healing mechanic that can reduce this damage and if so at what rate?
4 - Would be more effective with those dice that have a skull instead of a 1 then you just count the skulls.
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Ghost Whistler

Quote from: jibbajibba;343726Some things occur to me.
1 - the number '3' sixes might want to be a variable that you could set up to differentiate between characters. DR (damage resistance) of 6 might be your Conan type whilst 2 might be your skinny little wimpy guy.
2 - you have to work out how much damage you are going to be dealing. if a hit can do 1 point of damage this mechanic is fine if a hit does 1d8+2 then you will very rapidly be rolling huge pools of dice
3 - Will you have a healing mechanic that can reduce this damage and if so at what rate?
4 - Would be more effective with those dice that have a skull instead of a 1 then you just count the skulls.

tbh it's probably better just to have a fixed point pool or limit. It's not very innovative or imaginative and, more importantly, it's linear, but it works.

The whole point of the 6's was the number of the beast. :D

You died if you rolled 666.

But the idea i think is too random. It's possible that pc's could die at the wrong moment and that I think is just a bad move. Even if it means the opposite is true.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Ghost Whistler

I'm trying to devise rules for manifesting a supernatural appearance - or costume. It isn't just a question of having an alter ego and changing in a phone booth. Characters like Ghost Rider have little control over their transformations etc, so I need some rules to encompass these things while still retaining the option, at least, for characters who do perhaps change in a phone booth (well coffin, perhaps!).
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Silverlion

Quote from: Ghost Whistler;343866I'm trying to devise rules for manifesting a supernatural appearance - or costume. It isn't just a question of having an alter ego and changing in a phone booth. Characters like Ghost Rider have little control over their transformations etc, so I need some rules to encompass these things while still retaining the option, at least, for characters who do perhaps change in a phone booth (well coffin, perhaps!).


What about some sort of action? I mean do they need to test to transform, or isn't that going to be GM triggered for the game's progression? After all it be more frustrating than fun if you were stuck in "non-heroic" mode in the game.

It might be interesting to see a PC build up some sort of transformation points through role-playing out the normal scene the player is in--perhaps points that once transformed can double as heroic "luck" points of some kind. So a PC with that limit will work to extend scenes dramatically. "No, not now, I can't, I must not..."

Although it might also be something the player will want to build into--the easier and more controlled the event is the fewer points it is worth in return in play. While the more lengthy/painful/limited it is--the more points it is worth? Just kinda throwing things out there--I'm fond of things like the Demon's transformation for example.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Ghost Whistler

Quote from: Silverlion;343885What about some sort of action? I mean do they need to test to transform, or isn't that going to be GM triggered for the game's progression? After all it be more frustrating than fun if you were stuck in "non-heroic" mode in the game.

Well that is the question!
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.