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Waylight /
KittumDraftAdaptationmkay, just going to bulletpoint things here for my thoguhts on which bits of Emlia to apply and how for Waylights. Everything GSU is Map Units. easier to scale the map than scale the speeds. Keeping foot-movement and vehicle movement stuff separate is easy since there's nowhere that both are going to be operating in the same spaces, save wing-walking/boarding actions where to a large extent the key action is on-foot with the vehicle movement as environment. We're not going to be having mass pitched-battles in most cases, after all. Formation: Fuck it until we start planning a March of Tsuxia campaign. similarly, i suspect that given that most of our ranged weapon options are primarily for aerial combat, cover, partial or otherwise, will have little meaning beyond Line of Sight: Yes/No? Damage/Healing/etc: since we're going for a less serious atmosphere, i'm going to suggest changing things around. [EDIT: Now understand how hits work better. Hits is general stat that indicates how many successes are required from an attack in order to actually do damage. which given Emlia's rolling system, makes a lot more sense than DR] every threshold's worth of damage is injury, as previous, and injury tables. each tier 2 injury is a -1 to all dice, each tier 3 injury is -2, if you have a tier 4 injury, you're not fighting anymore. figure there's no single-action healing that does more than take damage away from current threshold cycle, prolonged healing actions can heal injuries, heavier injuries, longer and more expensive heal-action. Anything with 'natural' hits doesn't resist healing with those hits, some forms of armour will apply their DR to reducing the effects of some forms of healing. Facing: probably best to keep this simple. sure, various protective gear may alter this, but i'd say makes sense to ignore this in anything up to but not including stomp-suits. 180 front 90 rear, stomp suits 90/90/90. rigs/ships have emplacements with individual weapon traversals, rather than global facing. Initiative: in general ignore. units have initiative conditions, characters do not. Morale: no. maybe if we get NPC hirelings morale to have them do a thing that a character shouts at them rather than being played directly, but probably still no. Actions and Action Blocks: we desperately need to simplify this for Waylights. this level of detail is good for a GMless wargame, but just Too Much Bookeeping for actual RP to flow. And until such time as spice flows and allows us mutant immortality, RP should flow instead. Weapons: largely can stand, i think. though probably best to just hardline that handheld weapons and ship to ship weapons are completely separate. outside of specific narrative incidences, in general combat whipping out your pistol and shooting at the other guy's ship does nothing unless you hit the pilot. Movement mostly will apply to rigs/ships. really, i do want to simplify things. i suspect pathing rules for different types of ships will make more sense than piles of different movement types, and with the skill checks for maneuvers that go beyond these pathing rules. Artillery Drift: largely negligible unless we're bombing Tsuxia [vetoed: we do need Artillery Draft if/when we use weapons of any significant destructiveness. my bad.] All combat is skirmish combat. Terrain: LoS only. ignore height attack m odifiers and stuff. is just Can Attack? Y/N Timing Steps/Timing: tempted to say take a D&D/d20 style initiative out of start of combat roll a d12+timing to be an initiative so as not to have the same fixed Advanced Morale: reading this... good for wargame, BAD for rpg. we've got the penalties for getting maimed, people should be roleplaying the psychoemotional effects of seeing their buddy get eviscerated, not having dice to say "you can't fight this turn, you're crying." Fear/etc effects would be some sort of opposed check against psi, not a natural pervasive force. |