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Post by brimstone on May 19, 2008 3:32:59 GMT -5
Here is a Missile Strike Location Table inspired by Harn Master Gold. documents.scribd.com/docs/2kcppygxcmuzk4z35dva.pdfA person declares an aim point. Then depending on the degree of success you determine how close they get to it. For example, C 16 is declared the aim point. The player gets a marginal success. So then 2d6 are rolled on the "deviation distance" table. A roll of "8" so a deviation distance of 2. Roll 1d8 to see which direction the missile deviated. A roll of 1 on the 1d8, so "high". The strike location is face with 2d6 of strike impact. Obviously a bullseye doesn't require a deviation roll. Melee strike location and injury table documents.scribd.com/docs/2bmi7685n1pjnhdicyzx.pdfFour damage levles. A S4 means you roll 4 dice against your agility to see you stumble. A F5 means you roll 5 dice against your agility to see if you fumble. If you roll over the stat that means the stumble, fumble, shock, and so on happens. If you fail a kill roll, you instantly die. An extended version of the d6% six color Universal Table. Instead of a range of 1-29, it has a 1-37 range. documents.scribd.com/docs/1bhhoex2ijly2xcgbmka.pdfThink of 29 as being like a 100% skill rating. So you can improve beyond that threshold, but you still have a certain chance still to fail, but your odds of getting a Hyper or Epic success are increasing as you get higher.
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Post by markkrawec on May 21, 2008 19:47:40 GMT -5
That's an impressive amount of detail, but I find I still prefer the roll-result simplicity of the original chart, without any additional checks (although I guess you could call making a check to avoid a specific wound an additional roll).
As for attributes, for my taste that's getting too far away from the original idea of developing general competences based on learned skills. Any reason you decided to move away from Talent Pools to more traditional attributes?
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Post by brimstone on May 22, 2008 19:04:01 GMT -5
I love the roleplaying that can stem from a little extra detail. Like hitting a guard in the knee and he fails his stumble check so he falls down. Then the player is presented with the opportunity to flee or try to finish off the guard. Or taking a wound to the face and so you can imagine a scar there long after the gash has healed.
But thats just me. I've played plenty of different styles of RPGs from diceless to rules light, and at the end of the day, detail in combat enhances roleplaying and the overall fun in my experience. I certainly don't mind any way of doing it, it's just about having a good time.
As far as traits and pools go, I'm still experimenting with that. One option was roll 4d8-3 to generate attributes with a range of 1-29. Doing it the standard way is fun though. So I'm still searching for ideas, but I might just keep it the same. One though it to break things up into categories like "Warrior", "Theif", "Scholar", "Merchant" "Priest", and so on and have a priority table based around that. Overall I like the effect of a priority table, it's just comming up with the right way of doing it that will maintain the "Conan" feel.
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Post by sambudak on May 26, 2008 12:43:35 GMT -5
I love the roleplaying that can stem from a little extra detail. Like hitting a guard in the knee and he fails his stumble check so he falls down. Then the player is presented with the opportunity to flee or try to finish off the guard. Or taking a wound to the face and so you can imagine a scar there long after the gash has healed. But thats just me. I've played plenty of different styles of RPGs from diceless to rules light, and at the end of the day, detail in combat enhances roleplaying and the overall fun in my experience. I certainly don't mind any way of doing it, it's just about having a good time. As far as traits and pools go, I'm still experimenting with that. One option was roll 4d8-3 to generate attributes with a range of 1-29. Doing it the standard way is fun though. So I'm still searching for ideas, but I might just keep it the same. One though it to break things up into categories like "Warrior", "Theif", "Scholar", "Merchant" "Priest", and so on and have a priority table based around that. Overall I like the effect of a priority table, it's just comming up with the right way of doing it that will maintain the "Conan" feel. After finally getting ahold of ZeFRS I thought about trying to use it for my Harn-- especially because the of the "crunch" involved with any edition of the HM system souring it for newb players. I'm more in Marks camp-- I'll stick with the ease of use and relative elegance of ZeFRS over the versimilitude provided by HM. I completely understand your viewpoint( one which I in a way subscribe), but I get more mileage from just riffing in the narrative nowadays. Where HM will get you interesting situations to exploit RPing through tactical advantages, broken weapons, very graphic wounding( esp. HM1e/HMG), and whatnot generated by various and sundry rules; ZeFRS will get me there too, and with the same kind of results coming off that color-coded chart after application of some what's-most-likely-or-funnest sauce. Sorry-- recently converted guy here. I used to think GURPS 3e was my system of choice, and now my buddy Al and I are putting our meager powers to work on some firearm rules for ZeFRS.
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