Orc In A Spacesuit on 3 May 2003 04:50:01 -0000


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[spoon-discuss] Flag and Weapons


From: Daniel Lepage <dplepage@xxxxxxxxxxxx>
I propose a Rule:
{{
__The Flag__

I like it.

I also hope that this will stimulate the creation of new Grid objects, specifically, weapons and defense. I'd also like to see anything that becomes overly powerful as a result of this fixed by countermeasure objects.

Here's the DRAFT of the next prop in the "races series". It includes a damage system and a weapons system, as well as the groundwork for the NomiQuake that Dave's been wanting on on the main B Nomic page.

Keep in mind that this is draft, and hasn't been looked at in nweeks, so won't have adjustments for different props passing. So it's probably full of small inconsistencies at the moment, but it gets the idea across. Also, it depends on the two Races props (Mass and Movement) passing first.

For those wanting a quick summary: Players, Airspeeders, and more get HP, when you get to 0 you go to the Underworld (not fun) until you 'respawn', lots of things like Fire, where you lose Points, are changed so you (or the Speeder or whatever) lose HP instead, and there's a simple yet very flexible weapon+attack+defense system. Oh, and it does a lot of Less is More too.

For those actually reading it, some of it gets pretty long, but that's because I want to be as unambiguous as possible. The actual mechanics are pretty simple.

I don't propose the following, as this is only for discussion:
{{__That hurt!__

In this proposal, the delimiters "{-{" and "}-}" are used to group multiple changes to a single rule.

Create the following rule:
{{__Life, Death, and Owies__
A. Life
All objects that have a Strength also have the attirbutes HP and Max HP, which are integers, and may be referred to as Hit Points and Maximum Hit Points. Max HP is equal to the object's Strength times 10, if not otherwise defined. The default value for HP is the object's Max HP. If something would cause an object's HP to be lowered, and another effect modifies the amount of HP to be lowered, the HP lost is rounded up if the modifier reduces the HP lost, and rounded down if it increases the HP lost.

B. Damage and Healing
Objects with HP may be Damaged or Healed for a number of HP. This number may be modified by various effects as stated by the rules. These modifiers may have Stage Numbers associated with them; if they do not, the Stage Number of 3 is assigned to them. [[I'm assining things like weapons bonuses to Stage 1, and armor to Stage 5.]] Modifiers are applied in order of Stage Number, lowest Stage Number first. Within a stage, modifications are done in the following order: exponential [[hopefully will never happen]], multiplication, division, addition subtraction. After all modifiers (if any) are applied, if the result is not an integer, the resultis rounded towards the original number. [[So you can't halve damage down to zero, just to one.]] If the final result is less than 1, the Damage or Healing is Negated. If an object has a Max HP, and its HP is greater than its Max HP, its HP is set to its Max HP. Being Damaged for a number of HP means the same thing as taking that same number of Damage.

Objects without HP may be Damaged or Healed, if so dictated by the rules. This has no effect normally.

When an object is Damaged, if the Damage is not Negated, its HP decreases by the amount, after modifications, the object was Damaged for. When an object is Healed, if the Healing is not Negated, its HP increases by the amount, after modifications, the object was Healed for.

C. Death
Whenever anything that has HP has 0 or less HP, it Dies. When anything Dies, it gains the attribute Dead, it drops any carryable objects it might be holding, and is moved to the Underworld. Anything that is Dead may not perform any action that costs Movement; enter the Grid; mine any locations; purchase, pick up, throw, or give anything; attack; or cause anything else to do any of those. (And that includes points and BNS. He can still post and vote and such, though.) This subsection takes precedence over all rules that contradict it.

The Underworld is a Location. It is not on the Grid, is not Limbo, and is not Hiding. It is adjacent to no location.

When a Gremlin Dies, it then goes into Hiding, and then ceases to be Dead.

When a Gnome or Airspeeder Dies, it is destroyed.

After ten consecutive ndays of being Dead, a player will Revive. Reviving causes the player to cease to be Dead. When a player in the Underworld ceases to be Dead, e is placed in a random legal location on the Grid.
}}
[[End Rule __Life, Death, and Owies__]]

Create the following rule:
{{__Weapons__
A. Definitions

A.1 Weapons and Attacking
Objects may be designated by the ruleset to be Weapons. If an object with a Race possesses a Weapon, then it may Attack other objects with it, as regulated by the rules. The object that is Attacked is the Target of the Attack. Unless specified otherwise, a Weapon can only Target an object with HP in the same location or an adjacent location as the Attacking object. This is referred to as Standard Targeting. A player that is On Leave may never be Attacked; this sentence supercedes any rule or any other part of this rule that conflicts with it.

A.2 Combat Details
Each Weapon has the attribute Accuracy, which is by default 0. All objects that may be Attacked by Weapons have the attribute Defense, which is by default 5. All objects with any Stats have the attribute Aim, which is by default 0. When something attacks, a 1d20 is rolled. If the result of the roll plus the Aim of the Attacking object plus the Accuracy of the Weapon are greater than the Defense of the object being Attacked, the Attack is successful.

A.3 Errata
Any Attack that Targets an object that is not adjacent to the Target is a Ranged Attack, unless otherwise specified. Attacks that are not Ranged are Melee Attacks. [[One reason this matters is that Elves get a bonus to ranged attacks.]] Some Weapons may be designated as Combat Weapons. Objects may only make one attack per nweek with a Combat Weapon.

B. Non-Combat Weapons

B.1 Unarmed Attacks
An object with a Race may Attack using itself as a Weapon. If this attack is successful, the target loses 1d3 HP.

B.2. Sledge-O-Matic
A Sledge-O-Matic may Target any object with Mass that is adjacent to the location of the Attacker. IF an attack with a Sledge-O-Matic is successful:

* If the Target is a Big Rock, it is destroyed [[usually resulting in gravel]], as well as any Sirens on it.
* If the object has HP, it takes 2d3 Damage.
* A 1d3 is rolled. On a 1, the head snaps off the Sledge-O-Matic and disappears in a puff of acrid smoke, changing the Sledge-O-Matic into a Big Stick. * If the Target is an MO and both the Target and Attacker are on the Grid, then: ** a ray is drawn, originating from the Attacker and passing through the Target. This ray has a length of a number of units equal to the Attacker's Strength divided by the Target's Mass, all times a random number between 1 and 2. ** The angle of the ray has a number of degrees added to it equal to a random number from -30 to 30. ** The Target is moved through each square the ray passes through between the square the Target starts in and the end of the ray, starting with the one closest to the origin and progressing consecutively to the end. If it illegal for the Target to enter a location it would enter as a result of this, it moves until it it is illegal for it to progress, then stops moving.

B.3 Big Stick
A Big Stick has 5 Accuracy. A Big Stick may Target any MO in or adjacent to the Attacker's Location, as well as any Ball of Wax that is Airborne and has been thrown at the Attacker's location or any adjacent location in the past 2 ndays. If no Big Stick exists, one is created in a random legal square. IF an attack with a Big Stick is successful:

* If the Target has HP, it takes 2d3 Damage.
* If the Target is a MO, it is moved away from the Attacker to a location X * the Attacker's Strength / the Target's Mass spaces from the Attacker's loction. If the target was Airborne, it is instead moved as though it were adjacent to the Attacker and between the Attacker and the obect that Threw it in the last 2 ndays, if one exists. If such a location does not exist, then the distance the object is moved is reduced by 1 until it is legal, and if the object has HP, it takes an additional 2d2+2 Damage. * If the Target was an Airborne Ball of Wax, and not also a Ball of Earwax, the total original distance the Ball of Wax was supposed to travel was greater than 18, and the original distance would have placed the Ball of Wax in a location that does not exist (like Square (23,5)), a 1d3 is rolled. On a 3, the Attacker Hits a Home Run, which places the Ball of Wax in Limbo [[to the stands]], and grants the Attacker the title Home Run Hitter and 3d4 points. * If the Target was a Ball of Earwax, the Ball of Earwax Explodes, destroying it. * If the Target has a Race, e gains the attribute "Dizzy" for one nweek. Objects with Aim that are Dizzy have -5 Aim. * A 1d4 is rolled. On a 1, the Big Stick Shatters, turning it into a Pile of Kindling.


B.4 Pinball Guns
A Pinball Gun has 12 accuracy. A player that has no Pinball Gun pay 2 points to buy a new one, creating a new Pinball Gun in eir possession. If an attack with a Pinball gun is successful: * The Target is moved away from the attacker a number of spaces equal to its Mass divided by 30, if such is legal; if not, then the it is moved the greatest positive distance less than that distance it can be moved in that direction.
* The pinball gun is destroyed.

C. Combat Weapons

C.1 Short Sword
If an attack with a Short Sword is successful, the Target takes 2d4 Damage.

C.2 Longsword
If an attack with a Longsword is successful, the Target takes 1d8+X-2 Damage, where X is the Attackers Strength divided by 4.

C.3 Master Sword
The Master Sword had 8 Accuracy. If an attack with a Master Sword is successful, the Target take 2d8+X Damage, where X is the Attackers Strength divided by 5. If the Target has the attribute Evil, 3d6 damage is added at Stage 8 [[As reduction generally takes place at Stage 4-6, this will get past an evil thing's defenses]]. If the Target is not Evil and is Cursed or is a Toad, it ceases to be Cursed or a Toad, as apporpriate. If the Attacker is Evil, the damage is multiplies by 0 at Stage 1 and 3, the Attacker becomes Dead, and the Master Sword moves into Legend. [[I couldn't think of something better that 'evil'; maybe it'll get changed or added to later, or maybe we'll get a whole buncha evil stuff soon.]]

C.4 Short Bow
A Short Bow may Target any object with HP within 5 units of the Attacker. If an attack with a Sword is successful, the Target takes 2d2 Damage. This damage is divided by 3 at Stage 1if the target is an Airspeeder. Attacker must choose an Arrow in eir possession when Attacking; this Arrow is moved to the location of the Target when the Attack is made. The Arrow has a 50% to be destoyed when this happens.

C.4 Long Bow
A Long Bow may Target any object with HP within 10 units of the Attacker, and not within 2 units of the Attacker. If an attack with a Sword is successful, the Target takes 3d2 Damage. This damage is divided by 3 at Stage 1if the target is an Airspeeder. The Attacker must choose an Arrow in eir possession when Attacking; this Arrow is moved to the location of the Target when the Attack is made. The Arrow has a 50% to be destoyed when this happens.

C.6 Laser Gun
A Laser Gun has -3 Accuracy. A Laser Gun may target any object in the same space, or in any square on the grid if the attacker is on the grid. If an attack with a Laser Gun is successful, the Target takes 1d6 Damage.


D. Other Items
D.1 The Shield
There exists a passable, carryable, MO Artifact called The Shield. Any object that possesses The Shield gains +10 Defense. In addition, if a an object possessing The Shield is Attacked with a Pinball Gun, Sledge-O-Matic, or Big Stick, the Attacker The Target is moved away from the postion of the Target at the time of the Attack a number of spaces equal to its Mass divided by 30, if such is legal; if not, then the it is moved the greatest positive distance less than that distance it can be moved in that direction.
}}
[[End rule __Weapons__]]

In Rule 15, __Voting, remove the sentence "A Player may not vote if e is Dead."

In Rule 154, __Dimensions__
{-{
In section B.6, after "All players receive 10 points.", add the list item "All Dead objects cease to be Dead. All objects with Max HP have eir HP set to eir Max HP." In section B.8,replace "lose points as a result" with "lose HP as a result". In addition, add the item "successfully attacks another player".
}-}
[[End changes to Rule, __Dimensions__]]

In Rule 256, __Gremlins__:
{-{
Replace the first two sentences with "There exist entities known as Gremlins. Gremlins are throwable MOs. When a player is hit by a Gremlin, that player loses 1d5 points to the player who threw that gremlin 2 ndays ago, if one exists, or to Gremlin Fund if not. (Note that this is in addition to any HP loss as a result of such hitting. Burned players cannot pick up, throw or catch Gremlins. If any entity possesses any one Gremlin for 2 or more consecutive ndays, e drops all Gremlins in eir possession, takes 2d3 Damage, and gains the attribute Burned."

Replace the bracketed text, including the brackets, in Rule A.3 with "When a Gremlin goes into Hiding, its HP is set to its Max HP.". Add the contents of Rule 1068, __The Druid Gremlin__, to Rule 256, as section "B.11. The Druid Gremlin, a.k.a. Obelix", and repeal Rule 1068. [[Just cause e ought to be with all his buddies.]]
}-}
[[End changes to Rule 256, __Gnomes__]]

In Rule 301/32, __The Grid__:
{-{
Replace the third paragraph of section A.3.1 with
{{When an object, other than a Gnome, that has HP enters a location that is of substance fire, is in a location when it become of substance fire, or is in a location of substance fire at the beginning of a nday, e loses 2d5 HP.}}

In section B.4, change the fourth paragraph to "If the square thrown at contains a player, e loses 1d4 HP, and the object enters the location thrown at."

In section E.4.3, change "lose 2d10 points" to "takes 2d10 Damage"

Remove section F.2 and renumber remaining sections accordingliy.

Remove the second paragraph of section F.3.

Replace sentences 3, 4, and 5 of section F.3 with "Balls of Earwax cannot be caught. If a Ball of Earwax hits a player, the Ball of Earwax Explodes, and is destroyed, and the player who was hit gains the attribute "Icky" for 2d3 ndays."

In section F.4, change "loses an additional 1d5 points to the player who threw it" to "takes an additional 1d5 Damage".

In section F.5, change "loses 10 points" to "takes 10 Damage".

Remove section G.3.
}-}
[[End changes to Rule 301, __The Grid__]]

In Rule 441, __Gnomes__, section B.13, change "lose 15 points" to "take 15 Damage".

Repeal Rule 547, __Death__

In Rule 698/4 __Insta-Rules__, change the final paragraph to, "If an object is successfully attacked and holds any Insta-Rules, all Insta-Rules leave ier possession and are thrown at eir location at the time of the attack."

In Rule 900, __Engravings__, section B, change the lines"E may not be Whacked with the Big Stick" and "E may not be fired at with a Pinball Gun." to "E may not be Attacked."

In Rule 905, __Unbridled Hostility(TM)__, change the second paragraph to, "1. Attacking a player after already successfully attacking that player during the current nweek."


In Rule 948, __Void__, change "loses 2d10 points" to "takes 2d10 Damage".

In Rule 1071, __Airspeeders__:
{-{
In section A, replace the 4th and 5th non blanklines with
{{
Max HP, which is initially 100.
HP
}}

Replace the second paragraph of section C with the following:
{{
When an Airspeeder's HP drops to less than half its Max Integrity, or if it already has that amount at the beginning of an nweek (after being assigned Movement), it loses Movement equal to 1/3 it's Speed. When an Airspeeder's Integrity drops to less than fourth its Max Integrity, or if it already has that amount at the beginning of an nweek (after being assigned Movement), it loses Movement equal to 2/3 it's Speed.
}}

Remove the 2nd paragraph of section E.
}-}
[[End changes to Rule 1071, __Airspeeders__]]

In Rule 1075/6, __Wealthy Bastard Speeder Upgrades__, Section B.1, change "If a KEMOSABE Missile is targeted by a Standard Abuse or a Speeder Weapon," to "KEMOSABE Missile have 3 Max HP, and start with 3 HP. If a KEMOSABE Missile Dies,". And after that changed sentence, add These effects occur before the KEMOSABE Missile is placed in the Underworld, if it would be.

Repeal Rule 1267, __The Shield__.
Repeal Rule 126, __The Sledge-O-Matic__.
Repeal Rule 126, __Abuse__.

In Rule 1325, __The Avatar__:
{-{
In section E, repalace {{
* All Players within 2 of the Statue are Pinballed by the Statue, except for the Summoner
}} with {{
* A Pinball Gun, Sledge-O-Matic, and Big Stick are placed in the Avatar's possession. * The Avatar attacks each player within 2 units of the Statue with a Pinball Gun, except the Summoner. It is legal for the Avatar to do so.
}}

In section F, replace the line beginning with "9" with "9 Admin Points: Attack with any weapon e has. If the Avatar attacks with a Pinball Gun, another is created in eir possession. If a Sledge-O-Matic is is turned into a Big Stick while in the Avatar's possession, it is turned back into a Sledge-O-Matic. The Avatar has 20 Aim."
}-}
[[End changes to Rule 1325, __The Avatar__]]

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