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4 years ago  ::  Feb 22, 2009 - 12:27PM #51
Rustmonster
Date Joined: Mar 4, 2007
Posts: 3,874
Doomsought, have you ever played Dwarf Fortress? Your ideas reminded me strongly of the combat in DF. It's complicated, and keeps track of injury to individual areas of the body (it even goes as far as internal injuries as well as individual fingers and toes!). It may be more than you want, but maybe you should check it out to get some ideas. The fighting in DF is fast and brutal, and injuries can be crippling, and may even cause you to bleed out. The wrestling rules in particular are lierally bone crunching.

Here is a wiki for it, if you want to check it out. The wiki has lots of info, and it might give you some ideas.

http://www.dwarffortresswiki.net/index.php/Main_Page
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4 years ago  ::  Feb 22, 2009 - 12:49PM #52
Vaalingrade
Date Joined: Jan 16, 2003
Posts: 5,539
Ironically, DF fix the OP's definition of 'not video gamey'.

As do a LOT of first person shooter video games. Also, Mechwarrior. Hold shift-# for a called shot!
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4 years ago  ::  Mar 10, 2009 - 6:21PM #53
Doomsought
Date Joined: Mar 28, 2008
Posts: 1,590
Power Sources
Advanced technology of all sorts requires a source of power. Power scales by size and type.

Template Show

Description
Power formula by size
Fuel use by size (per hour)
Fuel storage
Fuel cost


Combustion Engine
Steam engine
Steam Turbine engine
Internal Combustion Engine
Turbine/Jet Engine

Alternate Fuel
Distilled Petroleum(standard)
Coal (steam only, increases storage size)
Alcohol (increases price, requires specialized injector)
Vegetable/Animal oil(increases price, requires specialized injector)

Batteries and capacitors
Dry Cell Battery
Rechargeable Battery
Hydrogen Fuel Cell
Javaal Crystal (accepts both electricity and psionic energy)

Reactors
Uranium Pile
Fission Reactor
Breeder reactor (more advanced fission reactor)
Fission Turbine (can be leaky)
Electrical Containment Fusion Reactor
Magnetic Containment Fusion Reactor
Fusion Turbine
Antimatter Reactor

Alternate Fuel
Oxygen fusion (fusion only, increased DC, less so of turbine)

Artifact level
Mass Annihilator (lesser artifact)
Heat Engine (defies entropy)
Space Annihilator (need I say?)
Temporal Sap (draws energy from time/ expansion of space)
Genesis Engine (defies conservation of mass-energy)

I still need to post the template and work out just what I want one point of power to supply, from the list I have I will either need to use a logarithmic scale or SI prefixes.
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4 years ago  ::  Apr 05, 2009 - 11:17AM #54
Doomsought
Date Joined: Mar 28, 2008
Posts: 1,590
Blood levels VS Skill levels
Barbarians, monks and psions.
I though about classes a little bit and decided my original plan of just re-fitting classes to the rules wont quite work in the case of barbarians and monks.
The monk everybody loves and knows is pretty much going to be absorbed into the psion/psionic warrior. You have Ki attacks (where the D&D explanation for psionic powers and the historical idea of Chi/ki is exactly the same)
However the monk class is going to be something different, just like the barbarian class and dragon class (used for dragon born, dragons and kobalds).
This new type of class will be the blood class, and will not have its attributes mixed with a skill class (that is why you multiclass); A blood class gives bonuses to ability scores and natural hardness and softening.
Barbs will get a rotation of STR/DEX/CON and NS/NH, monk (the class) will get a rotation of WIS/INT/DEX and NS with their own special ability. Dragon covers just about everything and also has size increases.

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4 years ago  ::  Apr 05, 2009 - 1:03PM #55
LuciferNietzsche
  • Stampeding Hybrid
Date Joined: Aug 10, 2005
Posts: 1,040
I'd always thought that, given the abstraction that is HP in D&D, the best way to make a more brutal and gritty game would've been to do the following...

Give Crits a higher probability of occuring. Reduce attack bonuses and increasing defense bonuses. Reduce the HP of all creatures including PCs (or instead increasing the damage potential of all weapons and damage-dealing powers...or perhaps a little of both). Make all called shots (if employed) impart some sort of penalty to the attack roll, then make a small, simple table of what happens when specific body parts get hit.

I mean...wouldn't that get the same feel and be a lot simpler?

But, I can understand making up a new system just for the fun of it, so I don't begrudge your attempt, and wish you luck.
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4 years ago  ::  Apr 05, 2009 - 5:14PM #56
Doomsought
Date Joined: Mar 28, 2008
Posts: 1,590

LuciferNietzsche wrote:

I'd always thought that, given the abstraction that is HP in D&D, the best way to make a more brutal and gritty game would've been to do the following...

Give Crits a higher probability of occuring. Reduce attack bonuses and increasing defense bonuses. Reduce the HP of all creatures including PCs (or instead increasing the damage potential of all weapons and damage-dealing powers...or perhaps a little of both). Make all called shots (if employed) impart some sort of penalty to the attack roll, then make a small, simple table of what happens when specific body parts get hit.

I mean...wouldn't that get the same feel and be a lot simpler?

But, I can understand making up a new system just for the fun of it, so I don't begrudge your attempt, and wish you luck.


The point of what I did with HP was to nudge down the abstraction of HP without making it too complicated. But just ask your self, which is more brutal, simply dieing easily, or having your arm ripped off and bleeding nearly to death, and then passing out? (something that can happen the way I've made it) I just need to make it less probable for the players to be instantly killed, and let them get creative with dismembering their enemies. Maybe have the first encounter always be kobalds with adamantine helms? Whatever works.

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4 years ago  ::  Apr 07, 2009 - 9:17AM #57
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 976

Doomsought wrote:

The point of what I did with HP was to nudge down the abstraction of HP without making it too complicated. But just ask your self, which is more brutal, simply dieing easily, or having your arm ripped off and bleeding nearly to death, and then passing out? (something that can happen the way I've made it) .


You could hack a limb off and bleed to death using LuciferNietzsche suggestion as well and it would probably be easier and more fun to play. But not quite as complicated and fun for you to figure out the rules for. I have the same problem some times. Good luck!

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4 years ago  ::  Apr 12, 2009 - 5:45PM #58
Doomsought
Date Joined: Mar 28, 2008
Posts: 1,590
Thanks Dave.
I've planned out how Psionic powers will work, and it won't be magic with points. I'm going to make each power a feat rather, and build up paths to more advanced powers something like the psionics of second edition, but more thought out and less broken.

The powers will be split into the inward and outward paths, which are telekinesis and esp respectively. Chi strikes, energy rays, disintegration and even warping of space is in the realms of the outward path. Precognition, telepathic contact, mind-reading dodges and mind rape fall under the in-ward path.

For the paths of power, chi strike opens 3 energy enhancements and concussive attacks, each of these has two exclusive counters and an epic form.
I interpreted most of your standard move-stuff-about telekinesis as messing with gravity so it is all descendant from Warp the world (a concussive attack), this opens up the options of having invisible telepathic hands, levitation and even producing wormholes.
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4 years ago  ::  Apr 14, 2009 - 2:19PM #59
Doomsought
Date Joined: Mar 28, 2008
Posts: 1,590
I've posted my rotations for monk and barbarian but I am concerned they might not be powerful enough (give enough bonus to defenses).
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