[OOC] Calibration - homebrew gng (2/2/1 of 7)

Karl Green seems to be back (he's been on the boards) but he hasn't posted yet, probably trying to catch up on some threads.

Galieo still seems to be missing but I'm still kind of hoping he'll show up.

If not this will be Private Rutherford and Lt. Martin in: The Village of the damned! ;)
 

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Hey Watus, I figured you would be harder to shake off than that. Glad you are still with us.

Hopefully Galieo and KG will reappear. But until then ...

tyhotd
 

Some quick thoughts.

I just guestimated the attack and damage results. With 10 NPC's, doing everything by the book would have been a bit much. Hopefully the end result was pretty similar to how it would have played out, but don't read too much into the way it played out.

Hopefully Galieo and KG will be rejoining us. But its been a while, so I'm not holding my breath. Once I get myself sorted out, I will start rerecruiting if no one has any objections.

Be careful about trying things like changing weapons or drinking potions mid-melee. I'll take that as an invitation to throw in an opportunistic attack.

On an aside -- I have had this idea floating around in my head for a while. I'm not really planning to introduce it to this game. But as you guys are familier with the system I am building on, I though asking you what you think would be a good place to start. Its still in the early stages at the moment. The basic idea is to allow the characters to be a bit more creative, cinematic even, in combat. It also turns it into a bit of strategy exercise.

[sblock=alt.Combat]* Characters roll 3d6 rather than 1d20.
* BAB represents the number of extra dice the character has at their disposal. So a character with BAB +3 could roll 6d6 (Take.Highest.3). Strength, enchantment and other bonuses are added to the total as usual.


- Weapon Descriptors -
* light - Dam 2 (may be used with Weapon Finesse)
* medium - Dam 4
* heavy - Dam 6 (2 handed.)
* long - Dam 4 (reach +5 ft., 2 handed.)

* 2 handed (+2 damage per dice sacrificed)
* thrown (10 ft. increment)
* reach (+5 ft. threat area)

* slashing
* piercing
* bludgeoning (can be set to non-lethal as default)

- Size modifiers -
Damages are for medium sized creatures. Double for each size increase, half for each size decrease (round up)

- Combat Proficiency -
Prereq: BAB +1.
Characters with combat proficiency may use different Grips and Manoeuvres to alter the characteristic of their weapon.

--- Grips ---

Characters can sacrifice dice to achieve an effect. For example:
* sacrifice 1 dice to switch damage type.
* sacrifice 1 dice to switch between lethal/non-lethal.
* sacrifice 1 dice to give a medium weapon the finesse quality.
* sacrifice 2 dice to give a heavy or long weapon the finesse quality.
* sacrifice 1 dice to give a heavy weapon the reach quality.
* sacrifice 2 dice to give a medium weapon the reach quality.
* sacrifice 1 dice to give any weapon the thrown quality.
* sacrifice 1 dice to set weapon against a charge.


--- Manoeuvres ---

Manoeuvres are attempts to achieve special results. A character sacrifices a number of dice to the manoeuvre. If they win the round, the manoeuvre is successful. Characters may also sacrifice dice to Countering. Each dice sacrificed to countering cancels 1 dice sacrificed to manoeuvres by the opponent.

* Disarm: sacrifice dice to make a disarm attempt.
* Grapple: sacrifice dice to make a grapple attempt.
* Knock-back: sacrifice dice make a knock-back attempt.
* * (5 ft. per residual dice.)
* Trip: sacrifice dice to make a trip attempt.
* Daze: sacrifice dice to attempt to daze a target
* * (1 round per residual dice.)

--- Weapons ---

Category, Damage type (example)

Light Piercing (ex. dagger)
Medium Slashing (ex. sword)
Heavy Bludgeoning (ex. 2 handed mace)
Long Piercing (ex. spear)


--- Example ---

Ariel, Imperial Marine, Str +1, Dex +2, BAB +5, Def +3, Soak +4.
* medium slashing, melee +1, dam 5.
Isor, Saxe Infantryman, Str +3, Dex +1, BAB +2, Def +1, Soak +6.
* heavy bludgeoning, melee +3, dam 9.

Ariel has managed to get herself separated from her squad. While trying to get back to her lines she is engaged by a Saxe Infantryman.

Ariel elects to sacrifice 2 dice to countering, unsure of her opponents ability. The infantryman puts everything into attacking. Ariel gets lucky, winning the round with an over kill of 4.

Ariel: Ariel melee (6d6.takeHighest(3)=15)+1 = 16
Isor: Isor melee (5d6.takeHighest(3)=9)+3 = 12
* Wounds = 4+5-1-6 = 2. Isor is lightly wounded, no penalty to rolls.

Ariel thinks she has the infantryman's measure, but his armour is a problem. She decides to try and bypass it, sacrificing 3 dice to the manoeuvre. Isor continues to throw everything into attacking. Isor wins the round with an overkill of 4.

Areil: Ariel melee (5d6.takeHighest(3)=12) +1 = 13
Isor: Isor melee (5d6.takeHighest(3)=14) +3 = 17
* Wound = 4+9-3-4 = 6. Ariel is seriously wounded, -1 to rolls.

Unnerved by the turnaround in fortunes, Ariel decides to keep it simple and focus on attacking. Ariel regains the advantage, but is unable to get past her opponent's heavier armour.

Ariel: Ariel melee (8d6.takeHighest(3)=18) +1 -1 = 18
Isor: Isor melee (5d6.takeHighest(3)=14) +3 = 17
* Wound = 1+5-1-7 = 0.

Ariel decides to sacrifice 2 dice in a trip attempt. Isor continues to pound away. Areil just manages to keep the advantage, and as Isor has sacrificed nothing to countering, Ariel's trip attempt is successful. Isor goes down. Ariel had planned to follow up, but hearing the approach of more Saxe infantry, Ariel takes the opportunity to beat a retreat.

Areil: Ariel melee (5d6.takeHighest(3)=15) +1 -1 = 15.
Isor: Isor melee (5d6.takeHighest(3)=11) +3 = 14.
* Isor is now prone.[/sblock]
 

Watus, the world as seen by most people is something akin to a Victorian gothic novel. At least, thats the feel I'm shooting for. Ghosts, demons, the fey, the undead all exist. Few people ever encounter any of them, but everyone believes that they are out there.

Zonbies, according to common legend, eat flesh. The wounds caused by zombies often do lead to sickness, but those it kills do not rise again as zombies. At least according to common legend.

But for most people, other people are more of a worry. Conflict between the nations is common, and internal conflict often ends in riots and violence. The dark streets of the big cities are dangerous places.

If you haven't guessed, I am kind of building this as I go. Feel free to pitch in with ideas and suggestions.

thotd.
 

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