eugman on Fri, 22 Jul 2005 10:25:27 -0500 (CDT)


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[s-d] Re: [s-b] [auto] Wonko submits p188


Comments within and general comments below.

> Wonko has submitted a new proposal, p188.
> 
> ---------------------------------
> Proposal 188/0: Fighting Indoors Fits the House
> A Proposal by Wonko
> Last modified on nweek 94, nday 7
> 
> [[FIFTH]]
> 
> Create two rules in section 10 of the ruleset:
> {{
> == More Statistics ==
> 
> Each player has three attributes called Strength, Skill, and Acuity. Each is 
> initially 6 and must be a positive integer; none can be reduced below 1. 
> Strength represents physical prowess; players with higher Strength tend to be 
> better at hitting people and breaking things. Skill represents all other 
> physical abilities, including speed, dexterity, and general competence. Players 
> with high Skill tend to be good at mechanical engineering, slight of hand, and 
> acrobatic feats. Acuity represents mental power. Players with high Acuity tend 
> to be good at casting spells, solving puzzles, and resisting psychological 
> attacks.
The explainations are just fluff I assume? I glad we can at least agree on the attributes.

> If a player's Health, Calm, or Alertness is less than one fifth of its maximum 
> value, then all three of the above properties are reduced by one for that 
> player. If a player's Health, Calm, or Alertness is at its maximum value, then 
> all three of the above properties are increased by one for that player. These 
> effects are cumulative; that is, if multiple stats are low or high, then 
> multiple modifications are applied.
> }}
So if you have 5hp,cp and ap you roll a d0 but if you have thirty you roll a d6? Interesting.
> {{
> == Combat ==
> 
> [[
> The basic idea behind combat is that as long as two players keep fighting, they 
> roll 3 dice with sides equal to their respective strengths each period, with 
> whoever gets the lower roll losing health equal to the difference. They keep 
> fighting until each of them either agrees to stop fighting or becomes incapable 
> of continuing.
> ]]
> 
> Once per period, each player may Attack another player in the same room. The 
> Attacking player is henceforth referred to as the Attacker; the player being 
> attacked is the Defender. Both players are said to be In Combat with each other, 
> and each ceases to be In Combat with anyone else [[Thus, player A can attack 
> player B to stop B's combat with player C]].
So the main way to cease combat is continue combat?

> When a player attacks another player, 3dX and 3dY are rolled, where X is the 
> Attacker's Strength and Y is the Defender's Strength. When a player Attacks 
> someone who isn't currently In Combat with them, the Attacker gets a +2 bonus to 
> eir die roll [[ i.e. the roll is (3dX) + 2 instead of 3dX ]].



> The player whose strength was used in whichever roll was lower loses health 
> equal to the difference between the two rolls. Nobody loses health in the case 
> of a tie.
> 
> The players continue to be In Combat after this happens, and the above process 
> is repeated at the beginning of each period.
> 
> A player who is In Combat may not move in the House, use Talismans, perform any 
> actions permitted solely by Room Ordinances, or Attack other players. E also 
> ceases to be doing any of those if e was already (for example, if e was busy 
> Attacking another player or if e was holding the Sconce down in the 
> Conservatory). this doesn't apply when the rules specify otherwise (including if 
> they do so indirectly by having it specified in things like Talisman Effects or 
> Room Ordinances).
 
> Any player who is In Combat may Stand Down, signifying that they wish to stop 
> fighting. At the end of the period, if two players In Combat with each other 
> both Stood Down, then they cease to be In Combat.
So the two players have to agree to stop fighting?

 
> If either player becomes Asleep, Dies, is moved to a different room, or 
> otherwise is rendered unable to Attack the other, then both players cease to be 
> In Combat with Each other at the end of the period.
> }}


Now I'm probably going to need to change my combat prop into something else simply because your comes later and has a better chance of passing.  Hopefully I can persuade you to make some changes.

I don't think the amount of damage done should follow the system you have. While there is a chance someone  with lower strength could win it seems anyone who has fuller stats could beat up another player over a few periods. Also if two players have the same stats then it just becomes a matter of who is the better dice roller.

Also I think if you have the same weapon and the same skill lvls should always do the same damage but with one exception:

The catastrophic failure roll.  To see if you Hit(most common),Missed(occasionally) , had a catastrophic failure(rare)  or an exceptional hit(also rare).  This way you know if you stand a chance but there is still the possiblity of things going horribly wrong.

Also I'm not sure If I like having skills be a direct function of stats. You could just as easily have stats be the only attributes and just add complex formulas in.

Now about being forced into combat. Why not have it so you get two actions a period.  So you have to decide between fighting back, running away, using a potion, ect. Also instead of being completely stifled if someone wants to pick a fight why not just give them glancing blows if you try to run away. So if you really didn't want to die you could run and use a potion every period and hope the closet doesn't have someone in it. 
 



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