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Discs! Brethren! Pie! (Under construction) Paint It Green (Under construction) Legalese: Creative Commons 3.0 Noncommercial Sharealike, Attribution to Robots Everywhere,LLC This content is provided to you ad-free by Robots Everywhere, LLC |
OldResolutionSystemDocumentSimplified Tactical Resolution System for VDP The STRS is used for combat and skill challenges. Combat: Relevant stats:
It is recommended to calculate the attack and defense bonuses at the beginning of fight scene. While they change during a scene, they will generally change by +1 or -1 increments. Sequence:
For example, moving twice represents dashing forward; replacing the clip or refilling the hopper of a pneumatic launcher requires a full turn (Replace clip and Reload launcher); the vast majority of launchers can be fired on the move, or fired and reloaded, but not both; and so on. Obviously, the action should be described with a minimum of narrative!
Attack and Defense: Characters have to decide how many dice to allocate to attack and defense.
Damage resolution:
In case of a melee fight, whoever has the best timing has their attack (or move) resolved first. If it's a tie, the actions are exactly simultaneous, meaning that any wounds get calculated at the same time. Status Effects: A character may be subject to status effects. A status effect represents a penalty that cannot be quantified otherwise. Removing a status effect is generally possible by removing the cause, although for some effects this is likely to require charge or items. Removing fatigue using KI is only a temporary remedy; the character will have to sleep it off!
Endgame: Fights to the death in Waylights are comparatively rare: a character will "take a dive", or simply be knocked out, when their wounds reach a certain value. A character that is KO may be killed as a full turn action, used to deliver a coup de grace or a carefully aimed shot in an exposed vital spot. Lasting wounds are resolved narratively, but it's a safe bet that anything serious will require medical attention beyond healing crystals. On that note, a healing crystal or healing KI ability is just the thing to reduce the effect of wounds for the duration of a fight -- on the flip side, some military or mercenary outfits will use KI to dampen pain response before a fight or enhance armors, effectively granting higher threshold. Wounds are directly subtracted from fighting ability, to represent fatigue and in the worst cases, blood loss. For every wound received, a character subtracts 1 from the total results (not per die) when rolling dice.
KI Charge Any time a success is scored (successfully inflicting a wound, or successfully defending from an attack), that success may be given up in order to gain charge, KIonic "voltage" that can be used for risky moves or for powering KI abilities without a crystal. In case of a glancing hit, the attacker automatically gains one point of charge. Charge can be stored between fights or challenges, up to a character's Attunement, and dissipates at a rate of 1 per day. However, there is no limit to how much charge can be held during a fight scene. Releasing any amount of charge on a target must be done while actively attacking or defending against that target -- however, the action negated to gain charge counts, so it is possible for example to grapple someone rather than punching them, or letting someone score a hit they otherwise wouldn't have, just before disarming them. Releasing any amount of charge on a single target is a single action, so "super moves" may be built up. Releasing charge on oneself or an ally takes an action, since the character is using a skill. In general, an effect which does not put a hostile target in immediate harm's way "costs" 1 charge, an action which does "costs" two, and an action which would put someone out of a fight immediately "costs" 3. The action should make sense, for example executing a grapple with most ranged weapons is absurd -- unless you've built yourself a net launcher or a slime sprayer... A few examples follow.
Equipment and environment: The intention is to keep equipment stats simple.
Collateral damage: [To smash thing, attack it to break it and defend to avoid hurting yourself or damaging your weapon; the thing has some sort of toughness value, which must be beaten. It is possible to both damage the thing and hurt yourself, which causes one wound. Some weapons cannot be used for this, you can't smash down a door with a foil for example, and will have to use unarmed skill, or raw strength] Skill challenges Simple skill check A simple skill check is used within the narrative, to quickly determine if a character succeds or fails at a task that has no particular time duration such as spotting somebody or figuring out, by following the pipes, which valve to shut in order to disable a lift. A character is to roll two dice, adding the relevant skill, stat and equipment bonuses (if any). The player is encouraged to substitute the closest relevant skill if an exact match is not available. Opposed skill checks An opposed skill check works like a combat round, with the character with best Timing going first on the attack. The attack and defense bonuses are replaced by relevant stats and skills. The characters' Thresholds are likewise replaced by the defensive bonus that was just calculated. The opposed skill check continues until one of the characters receives a "wound", marking them the loser. KI charge may be used as normal, if it applies narratively (for example, it's possible for an armwrestling match to result in either contestant being fatigued at the end of it). Extended skill check Sometimes, a character must perform an extended action that requires their full attention for a longer period of time. In this case, there are two possible failure modes; the character has botched the job thoroughly (for example, a repair attempt made the problm worse in such a way that field repairs are now impossible) or the character has reached physical or mental exhaustion before the job was finished. In an extended skill check, the character must balance attack and defense die like they would in combat, against a pair of target numbers representing difficulty (for attack) and intensity of effort (for defense). Instead of using attack and defense skills, use the relevant base stats and skills -- defense is done with Focus or Stamina. If the character fails their defense, they are exhausted (and may suffer the Fatigued or Weakened status) and must stop working towards the goal; depending on the nature of the skill check, this may force an abort. Note that for some jobs it's possible for another character to take over to let the first character rest! If a character succeeds with their attack, progress towards the goal is made (a "point" is scored); an extended skill check involves at least two steps, but three or four is more common. If an attack is failed, progress is reduced by one notch if there has been any. If two attacks are failed in a row, the skill check has failed entirely. Other stuff: [Dee's ideas: Armor gives +1 defense die; diff types of armors use diff dice geometries; shield gives a +x PER DEFENSE DIE; weapon gives a +x per attack die] [4:37:52 AM] D Noir: maybe bonus dice from skill ranks should be a "roll this many extra, but keep the four you like"... for clasew [4:38:19 AM] M K B: that works really well actually. [4:38:22 AM] M K B: nice, simple, effective [4:38:27 AM] D Noir: keeps specialization bonus from going insane, and also has the nice effect of letting you gain tension easily [4:38:32 AM] M K B: ya [7:56:55 PM] cs_riley: Sounds reasonable. [7:57:17 PM] cs_riley: I might even suggest there be a specialization skill for extended[skill] that can be used with Focus or Stamina for defence! Obviously people who do a lot of extended checks are the only ones who'd want this [7:57:25 PM] cs_riley: but guys like miners? Heck yeah they'd be better at spending hours digging. [7:57:46 PM] cs_riley: Other than that, it sounds reasonable! Edge Charge Any time a success is scored (successfully inflicting a wound, or successfully defending from an attack), that success may be given up in order to gain charge, battle advantage that can be used for risky moves or special skills peculiar to that character. In case of a glancing hit, the attacker gains one point of charge. Charge can be stored between fights or challenges, up to a character's Attunement, and dissipates at a rate of 1 per day. However, there is no limit to how much charge can be held during a fight scene. Releasing any amount of charge on a target must be done while actively attacking or defending against that target -- however, the action negated to gain charge counts, so it is possible for example to grapple someone rather than punching them, or letting someone score a hit they otherwise wouldn't have, just before disarming them. Releasing any amount of charge on a single target is a single action, so "super moves" may be built up. Releasing charge on oneself or an ally takes an action, since the character is using a skill. In general, an effect which does not put a hostile target in immediate harm's way "costs" 1 charge, an action which does "costs" two, and an action which would put someone out of a fight immediately "costs" 3. The action should make sense, for example executing a grapple with most ranged weapons is absurd -- unless you've built yourself a net launcher or a slime sprayer... A few examples follow.
Equipment and environment: The intention is to keep equipment stats simple.
Collateral damage: [To smash thing, attack it to break it and defend to avoid hurting yourself or damaging your weapon; the thing has some sort of toughness value, which must be beaten. It is possible to both damage the thing and hurt yourself, which causes one wound. Some weapons cannot be used for this, you can't smash down a door with a foil for example, and will have to use unarmed skill, or raw strength] Skill challenges Simple skill check A simple skill check is used within the narrative, to quickly determine if a character succeeds or fails at a task that has no particular time duration such as spotting somebody or figuring out, by following the pipes, which valve to shut in order to disable a lift. A character is to roll two dice, adding the relevant skill, stat and equipment bonuses (if any). The player is encouraged to substitute the closest relevant skill if an exact match is not available. Opposed skill checks An opposed skill check works like a combat round, with the character with best Timing going first on the attack. The attack and defense bonuses are replaced by relevant stats and skills. The characters' Thresholds are likewise replaced by the defensive bonus that was just calculated. The opposed skill check continues until one of the characters receives a "wound", marking them the loser. Edge charge may be used as normal, if it applies narratively (for example, it's possible for an arm-wrestling match to result in either contestant being fatigued at the end of it). Extended skill check Sometimes, a character must perform an extended action that requires their full attention for a longer period of time. In this case, there are two possible failure modes; the character has botched the job thoroughly (for example, a repair attempt made the problem worse in such a way that field repairs are now impossible) or the character has reached physical or mental exhaustion before the job was finished. In an extended skill check, the character must balance attack and defense die like they would in combat, against a pair of target numbers representing difficulty (for attack) and intensity of effort (for defense). Instead of using attack and defense skills, use the relevant base stats and skills -- defense is done with Focus or Stamina. If the character fails their defense, they are exhausted (and may suffer the Fatigued or Weakened status) and must stop working towards the goal; depending on the nature of the skill check, this may force an abort. Note that for some jobs it's possible for another character to take over to let the first character rest! If a character succeeds with their attack, progress towards the goal is made (a "point" is scored); an extended skill check involves at least two steps, but three or four is more common. If an attack is failed, progress is reduced by one notch if there has been any. If two attacks are failed in a row, the skill check has failed entirely. Magic / Psionics speaking of crunch I just had an idea for VDP magic pop into my head that keeps it simple!!! the problem is that most magic systems overcomplicate things by working backwards they put crunch on the fluff, instead of putting fluff on the crnch, which results in them having 65535 similar spells that are different levels of the same thing. Instead let's start with simple magic: "what actions can magic take" at its core I see magic having the ability to: - Alter Attribute (transmuting, ability damage, heat metal, etc) - Alter State (healing, dealing damage) - Help Skill - Hinder Skill - Provoke Action (usually move, such as wind blowing someone around) - Prevent Action (Rooting targets to the ground, binding their hands, etc) - Create Entity (summoning) - Remove Entity (banishing, instant death) I may be missing some but if we can put a baseline "how hard is it to do this", then players can add modifications to create a spell example: Godo's big gravity spell is just a mass Help Skill (Muscle), just flavoured as shifting gravity with all the appropriate storyline effects. |