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Beat Em Up flavor in a TTRPG
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<blockquote data-quote="RangerWickett" data-source="post: 9043695" data-attributes="member: 63"><p>I definitely would get rid of rolling for damage, at the very least. That would speed things up.</p><p></p><p>I pulled out the old PDF of Kirin Robinson's Old School Hack, which has the lovely combat system wherein you have 2d10, one of which is red. That one is your face die. You roll both, add the results, and try to beat an armor class that is usually between 8 and 14. But if your face die is a 10, you hit them in the face!</p><p></p><p>A normal attack does one damage. Hitting them in the face does an extra damage.</p><p></p><p>Special maneuver cards can work. I'm not sure whether I would want you to always be able to use them whenever you want. Like, how much variety in round to round conditions is there? If you are fighting a wave of mooks? What parameters can vary to change whether you want to use your super move in a given round?</p><p></p><p>I also recall the way 4E Gamma World handled power-ups. You would get a random mutation at the start of each encounter that would give you a special ability, and I think if you've rolled either a one or a 20 or something, you would switch your mutation to something new. And the mutations were cards so it was randomized.</p><p></p><p>That is easier on the game master, so they don't have to decide where in the map power-ups would be. </p><p></p><p>Actually. Gamma world was pretty great. I need to look at that again. I recall my game Master at the time busted out his old robo rally boards and used them as battle maps as we explored a factory with robots.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9043695, member: 63"] I definitely would get rid of rolling for damage, at the very least. That would speed things up. I pulled out the old PDF of Kirin Robinson's Old School Hack, which has the lovely combat system wherein you have 2d10, one of which is red. That one is your face die. You roll both, add the results, and try to beat an armor class that is usually between 8 and 14. But if your face die is a 10, you hit them in the face! A normal attack does one damage. Hitting them in the face does an extra damage. Special maneuver cards can work. I'm not sure whether I would want you to always be able to use them whenever you want. Like, how much variety in round to round conditions is there? If you are fighting a wave of mooks? What parameters can vary to change whether you want to use your super move in a given round? I also recall the way 4E Gamma World handled power-ups. You would get a random mutation at the start of each encounter that would give you a special ability, and I think if you've rolled either a one or a 20 or something, you would switch your mutation to something new. And the mutations were cards so it was randomized. That is easier on the game master, so they don't have to decide where in the map power-ups would be. Actually. Gamma world was pretty great. I need to look at that again. I recall my game Master at the time busted out his old robo rally boards and used them as battle maps as we explored a factory with robots. [/QUOTE]
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