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Post by Houndin on Sept 19, 2013 6:38:07 GMT -8
I find it amusing that the game is now called Moment of Truth (Mot) and the Orcs speak French. 'Mot' is French for 'Word'.
Oh and as I'm listening to the BBT playtest ep2, CADave's and Gina's battle cry 'Red Death' should be 'Mort Rouge', the French put the adjective after the noun, just like in Romaninan.
I had some other thoughts regarding mechanics, but I'm not sure how to form them into words yet, I want to finish listening to the playtest and then I'll comment.
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Post by Houndin on Sept 20, 2013 8:41:12 GMT -8
You guys ended up talking about a lot the things I wanted to bring up during your discussion at the end. I agree with stork regarding missile weapons, they need to be a bit more damaging. If you were using different dice I'd say drop a die type and increase the bonus. I'm not sure how to do it with only D6, but the suggestion to bypass part of the armor is good, assuming the arrows aren't broad-heads. Are there any weapons that have an AP rating?
Speaking of armor, it's DR, but is it also ablative? Does its protection degrade over time or is it perpetually shiny and strong?
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Post by Stu Venable on Sept 20, 2013 14:08:28 GMT -8
I'm working on it. The damage level from ranged weapons (arrows specifically) is problematic. I may do something like give it 2d6 with a negative modifier (but the minimum damage you could roll would be 1). That would give rolls enough variance to get above the DR, but also make them not as damaging as a rifle (which they aren't).
The damage, at least for now, is not ablative. I'm resisting the urge to complicate various aspects of the game -- specifically combat -- as I want to keep it simple to learn and quick to play.
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Post by ayslyn on Sept 20, 2013 14:16:30 GMT -8
I haven't had a chance to listen to the second podcast, and a lot of this is personal preference, so make of it what you will ^.^
I dislike the baseline of two "successes". It's IMO counter intuitive. I don't mind a scale, but the base should be one.
I think you might consider starting everyone with a MoT point (kind of like everyone begins with some Fate points) and then they need to earn additional ones.
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maxinstuff
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Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Sept 20, 2013 15:34:19 GMT -8
I'm working on it. The damage level from ranged weapons (arrows specifically) is problematic. I may do something like give it 2d6 with a negative modifier (but the minimum damage you could roll would be 1). That would give rolls enough variance to get above the DR, but also make them not as damaging as a rifle (which they aren't). The damage, at least for now, is not ablative. I'm resisting the urge to complicate various aspects of the game -- specifically combat -- as I want to keep it simple to learn and quick to play. I don't know if there is THAT much difference between getting hit with an arrow and a rifle.... once either pierces through your body you're gonna have a bad day. Maybe the difference should be just some sort of armour piercing value. Otherwise you are going to be trying to balance tech from different eras when in reality they are unlikely to ever be in the same game together. EDIT: You could also apply a damage penalty by range threshold for arrows.
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Post by Stu Venable on Sept 20, 2013 18:11:24 GMT -8
Rifle rounds tend to yaw once they enter flesh, cause much uglier wound paths. They also cause a lot of hydrostatic shock due to the velocity. Arrows just poke holes.
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Post by Houndin on Sept 21, 2013 6:54:01 GMT -8
Rifle rounds tend to yaw once they enter flesh, cause much uglier wound paths. They also cause a lot of hydrostatic shock due to the velocity. Arrows just poke holes. That sounds lime the GURPS Stu talking. I think you should decide which side of the simulation line this game falls on and stick to it. I like the idea of 2d6-x for bows. Combat seems deadly and decisive with hand to hand weapons, I just thought that arrows poking holes in people should have more effect. I mean a 3-4" deep hole in your center mass is going to ruin your week regardless of the hydrostatic shock.
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Post by Grog on Sept 21, 2013 10:44:25 GMT -8
Rifle rounds tend to yaw once they enter flesh, cause much uglier wound paths. They also cause a lot of hydrostatic shock due to the velocity. Arrows just poke holes. Having not listened to the playtest and therefore not knowing the mechanci, here's my two cents on arrows: True, but most modern arrows will slice through all sorts of arteries and organs as they go all the way through. I have a friend who used to bow hunt. The deer would rarely drop in its tracks like from a rifle shot (hydrostatic shock), but (I believe) because of the type of wound it would often run off and bleed to death shortly thereafter. That said, the range at which he could make a decent shot was considerably shorter than with a rifle.
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Post by Kainguru on Sept 22, 2013 3:13:04 GMT -8
Arrows have greater penetration/piercing power than bullets as demonstrated with the 'bucket of sand' rifle vs arrow ballistics test. Bullets cause more trauma due to their momentum and the resulting kinetic discharge of this built up energy when suddenly stopped by an interposing body - causing hydrostatic shock etc etc. Kevlar/ballistic armour will stop a bullet easier than an arrow - but the energy from the stopped bullet will still traumatically discharge into the soft fleshy bits behind the Kevlar. Aaron
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Sept 22, 2013 14:11:44 GMT -8
The question is - does any of this REALLY matter in game terms.
Unless you go down the path of having different damage types vs armour types this is going to remain an issue.
If the damage from bows seems too low, increase it. Increase guns damage proportionally.
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Post by Grog on Sept 24, 2013 7:53:26 GMT -8
If you have some sort of armor piercing system it might make sense to give arrows a higher ap rating than hollow point bullets. of course, I'm just thinking in savage worlds at this point.
Which brings me to my next question: are slStu's draft rules around to take a look at? I do like looking at new systems. He may have said where he was putting them, but after I listened to a bit of season 10 (when he mentioned it) I started working on the backlog.
Grog
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Post by Stu Venable on Sept 25, 2013 20:20:52 GMT -8
You can find the latest revision here.
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