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Author Topic: Rules development  (Read 3361 times)

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Offline Sorloc

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Rules development
« Reply #40 on: April 19, 2005, 11:14:53 AM »
None of those are complicated to use, and we don't have to use them all - it's a list of options.
Disengage, pull blow and set spear are probably not necessary, but entangle opponents weapon is a common maneuver for net users.
Intentional knockback is the normal tactic of many animals, I still like the idea of being able to enter a lion into the arena.

We can choose what we want from that list, I think it's fairly complete, and I thought it best to start with many options and pare it down rather than offer two options and then scramble if another option is requested.

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Offline ictus

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« Reply #41 on: April 19, 2005, 12:00:57 PM »
The stats that have been created, could just simply be the skill levels for different things thus ditching conventional stats compleatly and making it more streamline?
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Offline Ironmaul

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« Reply #42 on: April 19, 2005, 12:29:22 PM »
Quote from: QUOTE(illucypher @ Apr 19 2005, 07:01 AM)
I'd just prefer it if its really quick and very little rules knowledge required, thats all!
I agree with you Illucypher, but does a member have to know all the rules for the system just to participate? As long as there is a referee/GM that knows the rules of play then the game should be able to flow without to much difficulty. Perhaps a member that has a gladiator only needs to know how to increase its bonuses after each PV (previous victory) and how to adjust offensive and defensive bonuses during combat. There could also be a list of simple commands that a player could learn to use in combat to improve communication between the GM and the opponent
These are just a few commands simular to what Sorloc has previously describe.
Attack/throw with primary weapon.
Attack/throw with secondary weapon.
Two weapon combo attack.
Attack to disarm weapon.
Attack to disarm shield.
Close against longer weapon.
Keep short weapon at bay.
Attack with shield.
Parry with weapon*/shield.

These commands could even be abbreviated.

*I have some thoughts about limiting the amount of parry a gladiator should use; after all they are not only trained to fight, but also trained to die.

So far there I believe there will be basically three rolls; The initiative rolls to see who attacks first. The initial attack(s) modified by the opponents defence bonus and then the critical roll if achieved. Then the opponent attacks if he is capable. This in conjunction with the above ideas should be smooth running “in theory” but we’ll see in play testing perhaps?

I also agree with Sorloc regarding 1-100 stats, I think this could be simplified by having a maximum stat of twenty (20x5=100) and using multipliers for each race. This is how I have determined the minimum and maximum hit points of each race. I have also calculated some extra races such as Gnome/Halfling, Elf and Lychans (Lycanthropes).

As to stats I feel that my initial thoughts of Strength, Agility, Intuition, Quickness, Constitution and Self Discipline will accommodate most aspects of a gladiator’s skills. I’ll post more on this later.

 The armour points could determine the overall AT of the gladiator.
As to the hit locations I had a rethink and realized this would add another dice roll which would slow the game down. The hit location should be in the critical table and the result should have two outcomes; if the location (lets say shield shoulder)is protected then so much damage is taken or if it is not then the result is more server, i.e. Armoured: Blow to shoulder causes opponent to stumble: take 6 hits, -3 to initiative next round. or Unprotected: Your strike snaps collar bone like a dry twig, he reels back dropping shield: +12 hits, stunned, -10 to initiative next round.

I like the idea of our own critical tables for each type of weapon such as Krush, Slash, Pierce and Grapple. I’ve being working on a critical table formula that is simular to RM as in A,B,C,D,E critical, but every entry will have the armoured and unarmoured results with different hit locations as above.

Let me know your thoughts.

Offline Ironmaul

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« Reply #43 on: April 19, 2005, 12:51:42 PM »
Quote from: QUOTE(Sorloc @ Apr 19 2005, 11:14 AM)
I still like the idea of being able to enter a lion into the arena.
I'm sure there will more hideous creatures than puny lions in the arena. I have exotic monsters in mind that can be purchased at the Rock Shop, but I'll deal with that in the future. ;)

Offline Grinnen Baeritt

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« Reply #44 on: April 19, 2005, 03:25:10 PM »
If you have critical tables, then why not incorporate a similar system to WHFRP (warhammer fantasy Role-play) where the first percentile used for the attack roll determines the location of the hit (the percentile result is reversed and used as the location..) one dice roll does both. (in the case of an OE roll then the last set of dice would be reversed.

I'm sure that a dice-bot (whatever one of those is... could accomodate that) :blink:

From memory I can't remember the table exactly, but WHFRP uses percentiles too (though the armour system is some simpler than either RM or the Chaosim one....) and could probably incorporated into any system with a small amount of locations (Head, Torso, Legs, Arms).

If you are going to have critical tables then perhaps make the A la MERP (where the Crit roll is modified by the crit type), otherwise unless you have them already produced you are making a rod for your own back.

Offline Avidos

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« Reply #45 on: April 20, 2005, 10:13:15 AM »
reading along....

still holding out for the d100 vs d100, player announces what table they are using then make the rolls, add modifications and your done

but go ahead....


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Offline Ironmaul

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« Reply #46 on: April 20, 2005, 08:48:23 PM »
At the moment I'm reading up on Gurps Lite, Harp Lite and Rune Quest to get some ideas, not forgeting to mention the good ideas here. But things are still progressing and having to work all day dosen't get it done faster. This weekend is a long one for Australia as it is ANZAC day and will use that time hopefully to resolve a few things with the game system.  I'll keep you informed on how its going.

What does everyone think about Snap, Normal and Deliberate Phases of a round??? as in RMSS.

Offline Ironmaul

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« Reply #47 on: April 29, 2005, 08:49:15 PM »
Quote from: QUOTE(Sorloc @ Apr 18 2005, 01:55 PM)
Add one more characteristic to weapons:  Armor Points
So, a weapon has stats like so:

Cestus : +0 To Hit : +3 To Dmg : +0 To Reach : 3 Armor Points
Gladius : +3 To Hit : +5 To Dmg : +1 To Reach : 6 Armor Points
Trident : +1 To Hit : +4 To Dmg : +3 To Reach : 8 Armor Points
Battleaxe : -1 To Hit : +7 To Dmg : +2 To Reach : 8 Armor Points
Buckler : -1 To Hit : +1 To Dmg : +0 To Reach : 6 Armor Points

(I pulled these numbers out of my fundamental aperature, they are merely intended to illustrate differences)

Now any attack must reduce its damage by the armor points of the parrying weapon, and then by the armor points of the armor worn...
Does anyone like the idea of hit locations?
I only say that because then the armor by piece becomes easy -
a pit fighter has a cestus on his left hand, for armor there, and a helm for armor on his head, and no armor anywhere else.  In RM terms, this is AT1.  but, in real combat, he can parry most attacks with that cestus, and survive quite well.
A Legionairre would have plate on head, arms, and legs, cuirboulli (boiled - stiff leather) on the chest, and a lamellar (wood strips) skirt.  In RM, AT10, but if using hit locations, the torso is vulnerable. 
Sorloc, I like this idea and was simular to what I had in mind. Do you think we could work out  three values such as Inititive (reach), Melee (damage*), and Parry (deducting opponents attack).

* I was thinking that certain typs of weapons would increase the level of severity due to its weight.

I would like to start with just a few weapons and expand from there later on; basicly what you have described, with the addition of a gladiators net.

There will be no ATs as this will be incorporated into the critical tables.

Whats a cestus?
 
Anyway let me know your thoughts everyone.

Offline Grinnen Baeritt

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« Reply #48 on: April 29, 2005, 09:54:12 PM »
A cestus is a glove (usually leather)...which has metal bits sewn into it (sometimes spikes, but usually just studs.

Offline Celedor

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Re: Rules development
« Reply #49 on: October 27, 2008, 02:31:27 AM »
Was this RM, or a mutant variant?
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Offline Ironmaul

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Re: Rules development
« Reply #50 on: October 27, 2008, 10:14:46 AM »
It was a mutant, but died of to much radiation  :ill:

I was doing critical tables much like RM but with outcomes associated with a gladitorial arena. Never really got round to the system(not my field).

It was mainly for quick fights between members as they waited for other members to finish posting in other games. Actually, come to think of it, we were going to use the rock shop to place bets etc. on who would win.

 

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