Playing Rough

Well!

Just now finished with combat testing, from more or less beginning to more or less end:

• Rolled some COMPLETELY UNIQUE *cough* testing characters.

-Sybrian ‘Corvine’ Rooksfield (Melee-centric)

-Aidran Roia (Armor-centric)

-Dimitria ‘Dimmi’ LaMorte (Melee/Ranged balance)

-Nagant McMoon (Ranged-Centric)

• Mocked up a quick smash-and-grab on a small pirate treasure cache (with a few guards)
• Combat!
•  Assigned loot and bonus CP for completing the ‘mission’
• Bought new items and reequipped my practice toons with their ill-gotten gains in town.

And it all worked, more or less! Or at least I didn’t run into any showstoppers. The method I used (read: made up on the spot) for generating loot tables is workable, but could use a lot of refinement. Something that shouldn’t take too long once I sit down to do it.

But yeah, otherwise I’m real happy with how things went. :3  Going in I was a little worried about the balance between melee and ranged combat  styles, but I think it was more or less okay.  I’ll still be keeping an eye on it to make sure it couldn’t use some tweaking.

I guess I should mention; Ranged and Melee attacks use different systems to resolve themselves. Ranged attacks are more of a ‘hit or miss’ one-roll system (With a few modifiers and a ‘soft critical’ built in that rewards really good rolls with extra damage) where as Melee actually pits an attacker’s roll against the defender’s roll. Whichever is higher deals damage based on the difference between the rolls. So it’s entirely possible to initiate a melee attack and actually take damage yourself from it, if you’re unlucky or less skilled than your opponent.

So Ranged attacks are ‘safer’ in that you can attack without fear of reprisal, but tend to do a little less damage overall. Melee of course has the risk of you as an attacker getting cut instead of your target,  but the damage potential is a lot higher. A LOT higher. (Also it should be noted if you bum rush a defender with a number of attackers, their Defense rolls take a stacking negative modifier so it’s easier to bring them down.)

At present it’s possible to go a couple different ways with weapon use.. You can take a balanced approach and go Sword and Gun for flexibility, or double up on Swords for a bonus to your melee attack and defense modifiers, (at the cost of.. you know.. having to run at everything you want to hurt)

Out of the box, having 2 Guns doesn’t get you much except maybe a little extra time between having to reload, but if you take a certain Special Skill you can fire both for the price of one and get *BANGBANGBANGBANG* goodness. I did make a 2-Gun Ranged Twink for the testing and had such a fusillade take a poor generic baddie to parade rest in one combat round, basically. ..So…Working as intended. 😉 Bit rough on the ammo count, however.

Of course if you aren’t a fighter (it’s part of the game, but definitely not all of it) you can content yourself to 1 weapon, or maybe nothing at all if you’d prefer to set yourself up with other useful gadgets instead. Just.. You know.. You’ll want to stay near the back when things hit the fan.

Anyway. What that leaves me with is this:

• Review the Ship Construction system, since I’ve changed how stats work a little since I originally designed it.
• START WORK ON PLAYER’S GUIDE!
^—– That’s a landmark, right there. A big one.

We’re getting real close to something genuinely workable, and I’m very happy about that. 🙂

8 Responses to “Playing Rough”

  1. slice213's avatar slice213 Says:

    hmm. interesting system on melee. does make sense…a noob attacker, trying to take down a well seasoned opponant is going to get parried and counterattacked etc.

    Is this a D6 based? D10?, D20 system?

    stats like in D&D or more like whitewolf games (werewolf, vampire etc)?

  2. gravedust13's avatar gravedust13 Says:

    Percentile!

    I.E. D100

    There’s something like 18 basic stats that go from 1-100 and each character gets to choose 2 additional ones from a pool of about 18 ‘special’ skills to add a little flavor and give your character a niche, since this is supposed to be a team game, ideally. You don’t roll for stats and there are no levels, you just ‘buy’ the ones you want with CP, (Character Points) which you earn by playing, but moreso doing cool stuff while playing. CP isn’t awarded just for killing things, so you can get plenty even if you aren’t combat-oriented. Basically you earn CP by roleplaying, doing things that are important to the story, or just doing something that’s generally cool, funny, etc. So the more you put into the game, the more you get out.

    The health system works a biiiit like White Wolf (from what I remember) Health is measured from 10 to -4 (At or below 0 you flop over and can’t do anything, If something hits you hard enough to take you below -4, that’s it for that toon.) When your health starts getting low you also start taking a penalty to your rolls.
    You mitigate damage based on your armor and how intrinsically ‘tough’ your character is.

    Anyway…

    A lot of what I did with combat was to try to get it as fast and simple as possible, while still having enough detail to be interesting, and strategic. And I wanted melee to feel ‘different’ than ranged.

    There’s another point I want to touch on, which is the way the initiative system works, but that’s another post I guess since this is getting long. >.>

  3. slice213's avatar slice213 Says:

    18 basic stats and 2 additional.

    so things like blacksmithing, etc?

    reminds me kinda of the system used in rifts or robotech from paladium games.

    yup your health system sounds similar to white wolfs

    percentile FTW…or roll D100..i want one of those.

  4. gravedust13's avatar gravedust13 Says:

    Yep..

    The Basic Stats aren’t D&D flavored; they don’t measure your physical attributes so much as your skills, knowledge and aptitude. So you have skills relating to things like Repairing machines, Medical skill, Stealth, Piloting, firefighting (surprisingly important, fire aboardship sucks) etc.

    The Specials are uh.. more.. specialized. With stuff like Lockpicking and Pickpocketing, Cheating, Bartering, Sapping (as in exploding machines), some combat-centered skills (essentially dual-wielding) etc. I’ll probably add a few more as I think of good ones… Some are more useful than others but I’ve tried to make them all worth having, in one way or another.

  5. slice213's avatar slice213 Says:

    I shall pick Heraldry..cause that is SOOOO important lol.

    looks like a good game man, keep it up!

  6. gravedust13's avatar gravedust13 Says:

    Thanks! I tried to make it the kind of game I’d want to play.. But I’ll settle for it just not sucking. 😉

    So far I’m pretty pleased with it, though, which seems like a good sign. 🙂

  7. Delerius's avatar Delerius Says:

    That.. sounds amazing. I want to play!

    Could we have a playtest via vent sometime? =)

  8. gravedust13's avatar gravedust13 Says:

    Well cool. 🙂 I’m still hard at work on it.. I know I keep saying it but expect something playable pretty sooooon ..

    I hadn’t considered playing over Vent before.. May be an interesting idea but for now it’s intended to be done via a forum. (Though a tabletop version would probably work as well.)

    But yeah you’re totally welcome to help out with the testing if you like.

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