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Who You Gonna Call? Looking At West End Games' Ghostbusters RPG
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<blockquote data-quote="aramis erak" data-source="post: 7730207" data-attributes="member: 6779310"><p>Only the first dice-pool <em>driven</em> RPG. It was a common enough practice in wargaming, and technically, D&D can claim the title.</p><p></p><p>See, original has 4 combat systems. The "alternate" in the core rulebook, and 3 in chainmail.</p><p></p><p>in Vol 1: d20 based "Alternate Combat System"</p><p>Chainmail 1: (1d6 to 3d6) per (man to 4 men) , by cross-index of unit type and target type, with a hit for each (4-6, 5-6, or 6, by type vs type)</p><p>Chainmail 2: 2d6 per man of given type (man, hero, super-hero)</p><p>Chainmail 3: Jousting rules</p><p></p><p>from Original D&D... v1, p 15...</p><p>[code]Fighting-Men [Hit Dice] Fighting capabilitv</p><p>Veteran 1+1 Man + 1</p><p>Warrior 2 2 Men + 1</p><p>SWordsman 3 3 Men or Hero -1</p><p>Hero 4 Hero</p><p>Swashbuckler 5+1 Hero + 1 or 5 Men</p><p>Myrmidon 6 Hero + 1 or 6 Men</p><p>Champion 7+1 Superhero -1</p><p>Super Hero 8+2 Superhero</p><p>Lord 9+3 Superhero + 1</p><p>Lord, 10th Lvl. 10+1 Superhero +1[/code]</p><p>Note the second half of the capability.</p><p></p><p>That can also be used on the standard mass combat combat tables by equipment, level is directly equal to number of men... which is 1, 2, or 3 dice per "man", hits on a roll of (by type of target and type of unit) 6, 5-6, or 4-6 per die. Vs a PC, that would generate 1d6 HP lost per die rolling the right range.</p><p></p><p>Since Chainmail Fantasy Combat is listed in Vol 1 as the "standard" system (Original D&D V1 p. 18)... Most appear to have moved to the alternate once they got d20's... but for those with nought but d6's, the chainmail options are pure d6's. Some, like the first time I used Original D&D, used the standard medieval mechanics, which results in a dice pool, as it gave more utility to equipment. (Mind you, I had a lot of D&D experience before I got ahold of a copy of original, and then my copy was missing a key line: "Each hit does 1d6 damage.")</p><p></p><p>I've talked with a few graybeards (I'm not yet gray, but the salt is showing) who interpreted it the same way. And they used 2/3 man per level for clerics, and 1/2 man per level for wizards.</p><p></p><p></p><p>Even with the proper combat system in Chainmail, counting as 2 men is 2 rolls of 2d6, 3 men 3 rolls of 2d6, etc resulting in effectively a d36 dice pool.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7730207, member: 6779310"] Only the first dice-pool [I]driven[/I] RPG. It was a common enough practice in wargaming, and technically, D&D can claim the title. See, original has 4 combat systems. The "alternate" in the core rulebook, and 3 in chainmail. in Vol 1: d20 based "Alternate Combat System" Chainmail 1: (1d6 to 3d6) per (man to 4 men) , by cross-index of unit type and target type, with a hit for each (4-6, 5-6, or 6, by type vs type) Chainmail 2: 2d6 per man of given type (man, hero, super-hero) Chainmail 3: Jousting rules from Original D&D... v1, p 15... [code]Fighting-Men [Hit Dice] Fighting capabilitv Veteran 1+1 Man + 1 Warrior 2 2 Men + 1 SWordsman 3 3 Men or Hero -1 Hero 4 Hero Swashbuckler 5+1 Hero + 1 or 5 Men Myrmidon 6 Hero + 1 or 6 Men Champion 7+1 Superhero -1 Super Hero 8+2 Superhero Lord 9+3 Superhero + 1 Lord, 10th Lvl. 10+1 Superhero +1[/code] Note the second half of the capability. That can also be used on the standard mass combat combat tables by equipment, level is directly equal to number of men... which is 1, 2, or 3 dice per "man", hits on a roll of (by type of target and type of unit) 6, 5-6, or 4-6 per die. Vs a PC, that would generate 1d6 HP lost per die rolling the right range. Since Chainmail Fantasy Combat is listed in Vol 1 as the "standard" system (Original D&D V1 p. 18)... Most appear to have moved to the alternate once they got d20's... but for those with nought but d6's, the chainmail options are pure d6's. Some, like the first time I used Original D&D, used the standard medieval mechanics, which results in a dice pool, as it gave more utility to equipment. (Mind you, I had a lot of D&D experience before I got ahold of a copy of original, and then my copy was missing a key line: "Each hit does 1d6 damage.") I've talked with a few graybeards (I'm not yet gray, but the salt is showing) who interpreted it the same way. And they used 2/3 man per level for clerics, and 1/2 man per level for wizards. Even with the proper combat system in Chainmail, counting as 2 men is 2 rolls of 2d6, 3 men 3 rolls of 2d6, etc resulting in effectively a d36 dice pool. [/QUOTE]
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