Post by The Fiendish Dr. Samsara on Sept 5, 2007 16:38:32 GMT -5
The Rules are here: let’s change ‘em!
First, off: great work, Mark, in getting ZEFRS off the ground. Ever since Drake’s original Rpg.net thread, I’ve been wanting to take a look at the game. It’s been very nice to see this thing come about.
I’m keen to try and run a game of ZEFRS and I’m thinking about trying to do something set in Atlantis: the Second Age. But my brain is already finding things I’d like to change. And I know others have had some thoughts as well. So, I’d like to get some reaction to my thoughts.
In this thread, I’ll be discussing the Damage mechanic. The Damage Talent isn’t a bad combat mechanic, but I can’t say I really like it. For one thing, it doesn’t really implement the Resolution Chart, since you only roll it when you are at <1. Also, in a combat-heavy genre like S&S, it becomes something of an uber-stat.
Taking only the first right now, what I’d like to do is to have the PC’s actually roll resolution against their Damage in combat. The model might be True 20/M&M’s Damage Save. Perhaps something like this:
Now, philosophically, I much prefer this idea. I like that even a weak attacker could get a Red result and force a badass to make a hard Damage roll, which can’t really happen in the ablative mechanic as it stands. But I can see one big problem with this as well: a PC with a maxed Damage Talent of 5 only has a 65% chance of shrugging off a little Green result. That may be a bit too deadly: it’s more of a 1st level D&D character, than an S&S swordsman. You might take up Mark’s implication in the footnotes and raise the cap for Damage. You might also just give everyone a base Damage of 5 to start with so they don’t have to sink all their points into it. There are probably other issues as well, but I can’t think of them yet.
The above suggestion doesn’t, however, do anything to obviate the uber-stat situation. Here, I was thinking of taking a page from PDQ and suggesting that you eliminate the Damage Talent entirely and let the player choose what Talent he wants to try and save himself with. This would introduce a tactical element:
Kuran Besh is a big, hulking brute with a sword (Sword 15). His opponent gets in a blow and Kuran’s player has to decide what he wants to try and save with. His sword Talent is so high, that he can probably shrug off almost anything with it. But, if he fails, then his Sword Talent drops in damage. OTOH, his Movement is only a 3: he’s less likely to make the save, but he’s less concerned with losing ability in Movement than in Sword.
The obvious problem is that there are lots on totally inappropriate Talents (Arcane Languages, for example). This isn’t an issue for something like Truth & Justice because there are very few Qualities and character’s are living in a soap-opera. But it is a problem to use in ZEFRS. One potential solution is to have the Damage roll made under the PC’s choice of physical Talents, but penalties apply to all physical actions. This would let a PC with great Animal Reflexes resist damage as well as someone with great Stamina or Will. But, I’m not completely comfortable with that.
Thoughts?
First, off: great work, Mark, in getting ZEFRS off the ground. Ever since Drake’s original Rpg.net thread, I’ve been wanting to take a look at the game. It’s been very nice to see this thing come about.
I’m keen to try and run a game of ZEFRS and I’m thinking about trying to do something set in Atlantis: the Second Age. But my brain is already finding things I’d like to change. And I know others have had some thoughts as well. So, I’d like to get some reaction to my thoughts.
In this thread, I’ll be discussing the Damage mechanic. The Damage Talent isn’t a bad combat mechanic, but I can’t say I really like it. For one thing, it doesn’t really implement the Resolution Chart, since you only roll it when you are at <1. Also, in a combat-heavy genre like S&S, it becomes something of an uber-stat.
Taking only the first right now, what I’d like to do is to have the PC’s actually roll resolution against their Damage in combat. The model might be True 20/M&M’s Damage Save. Perhaps something like this:
- to attack, roll your Weapon/General Fighting minus the opponent’s Movement/General Prowess. Weapon & Strength Bonuses work as Colum Shifts in this scenario.
- A blow is landed on a roll above White. Tentatively, I’d classify wounds so that
Green=Slight Wound
Yellow=Moderate Wound
Orange=Serious Wound
Red=Specific Wound.
Note: I don’t really know what those mean yet, other than Specific Wound. I was thinking of bringing in some MSH rules, which gave
Slams and Stuns on certain colour results. - When you are hit, you roll your Damage Stat + Armour if applicable (Armour also functions as a Column Shift). You are trying to match the color of the attacker’s result. Doing so, means that you shrug off the wound because you are an S&S badass.
- Every colour level by which you miss the attacker’s result, gives you damage (so, if the attacker scored an Orange and you scored Green with your Damage, then you failed by two colours (i.e. Moderate Wound). Each colour results in a -1CS to your Damage Talent, with possible additional results.
- When Damage Talent drops to 0, you are out of the fight. Lethality may depend on game-style.
- All of this is just for PC’s and Foes. Enemies just roll the Damage check—any failure at all result in a take-down.
Now, philosophically, I much prefer this idea. I like that even a weak attacker could get a Red result and force a badass to make a hard Damage roll, which can’t really happen in the ablative mechanic as it stands. But I can see one big problem with this as well: a PC with a maxed Damage Talent of 5 only has a 65% chance of shrugging off a little Green result. That may be a bit too deadly: it’s more of a 1st level D&D character, than an S&S swordsman. You might take up Mark’s implication in the footnotes and raise the cap for Damage. You might also just give everyone a base Damage of 5 to start with so they don’t have to sink all their points into it. There are probably other issues as well, but I can’t think of them yet.
The above suggestion doesn’t, however, do anything to obviate the uber-stat situation. Here, I was thinking of taking a page from PDQ and suggesting that you eliminate the Damage Talent entirely and let the player choose what Talent he wants to try and save himself with. This would introduce a tactical element:
Kuran Besh is a big, hulking brute with a sword (Sword 15). His opponent gets in a blow and Kuran’s player has to decide what he wants to try and save with. His sword Talent is so high, that he can probably shrug off almost anything with it. But, if he fails, then his Sword Talent drops in damage. OTOH, his Movement is only a 3: he’s less likely to make the save, but he’s less concerned with losing ability in Movement than in Sword.
The obvious problem is that there are lots on totally inappropriate Talents (Arcane Languages, for example). This isn’t an issue for something like Truth & Justice because there are very few Qualities and character’s are living in a soap-opera. But it is a problem to use in ZEFRS. One potential solution is to have the Damage roll made under the PC’s choice of physical Talents, but penalties apply to all physical actions. This would let a PC with great Animal Reflexes resist damage as well as someone with great Stamina or Will. But, I’m not completely comfortable with that.
Thoughts?