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Re: [Forge-main] Re: Mecanics

From: Ricardo Gladwell
Subject: Re: [Forge-main] Re: Mecanics
Date: 06 Nov 2002 09:39:58 +0000

Hi Jerry,

On Wed, 2002-11-06 at 00:29, Jerry Stratton wrote:
> At 1:04 PM +0000 on 11/5/02, Ricardo Gladwell wrote: 
> >This of course, breaks the decimal system for secondary traits. For
> >example, hitting an opponent with your bare fists you might have to roll
> >his/her Defense rating (0-10) as a difficulty. Of course, this means
> >even the most normal character has a relatively good chance of beating a
> >Defense rating of 10. So, we change the secondary trait range to 0-20.
> Is this necessarily a bad thing under your system, that normal
> characters will always "succeed" when attacking? If I understand your
> system correctly, they only "succeed" to the extent that they get
> enough success points to actually do something.

What I meant to say here is that the secondary scales need increasing
from 0-10 to 0-20 if this is going to work. In the first case, a Defense
10 is the near maximum protection, whilst in the second, Defense 10 is
average protection. This is no terrible thing: all it means is changing
the scale.
> For example only, if the opponent is wearing armor, more success
> points might be needed to "do damage"; or, you could allow success
> points to parry as well as hit. So those success points could be used
> to increase your own defense--thus not only sucking success points
> away from the roller, but also sucking them away from the opponent,
> who now has a higher difficulty to overcome.

This is exactly how combat was going to work: characters roll Agility +
Weapon versus the opponents secondary trait Speed score as a difficulty,
to see if they hit. They then determine damage by rolling Strength +
Weapon skill against the opponents Defense as difficulty to determine
how much damage they score, which is in success points. So, a successful
use of the Dodge skill might add the success points to your Speed score
for that round, making you harder to hit but not reducing the damage if
you are hit, whilst Parry would allow you to make an opposed roll to
block a hit completely.


Ricardo Gladwell
President, Free Roleplaying Community

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