Longsword

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Ok, so with the help of Chuck and Mike, I feel a bit better about a few things. But when I was trying to write up a concise summary of the combat rules last night, I ran into a few snags.

Like was documented in Starting Over… and Starting Over… Further tweaks, the basic mechanic for the MARPG revolves around these points for skill, characteristic, and combat resolution checks…

The idea is to roll on 2d10 and get a number below the designated target, which is always the characteristic or derived characteristic value involved, added to any ranks in an applicable skill, and modified by environmental or opposition effects. Sounds tough, but it boils down to:

[Characteristic or Derived Characteristic value] + [Ranks from applicable Skill] +/- [Modifiers]

For example, if we have our Tracker with a Mind characteristic of 5 and a Tracking skill at 3 ranks, by default any “tracking” he tries to do will have a target number of 8. If the rain washes away the tracks, the GM may make things more difficult (-2). Or if there’s a layer of snow that the quarry has walked through, the GM may make things easier (+2). And if the quarry is smart enough to try and cover her own tracks, she can roll against her own Tracking skill to do so. Success on her part would make things more difficult for the Tracker, and failure would make things easier.

If the character has no applicable skill, the target is based solely on the characteristic value and any modifiers from the GM or any opposition.

Success or failure is determined by comparing the die roll (2d10) to the target number. Roll the target number or less and you succeed. Roll above and you fail. The Quality of Success or Failure (QoS or QoF) can then be used, as in the quarry’s case, to make an opponent’s task easier or more difficult.

Great, so that handles the skill or characteristic action resolution. Not too tough. Pretty consistent even.

Now we apply it to combat.

As its bare essentials, combat boils down to one opponent trying to do damage to another. The damage may be direct, as with a sword in his hand, or indirect, as in a trap laid for a pursuer.

So let’s say our Tracker has caught his quarry, a female thief who took something from his employer. She is wearing leather armor and carrying a short sword. The Tracker is wearing chain mail and carrying a longsword. (Let’s forget for a moment that most trackers would probably wear less noisy armor while stalking prey.)

Each character has Hit Points (HP) like in most other systems. In MARPG, HP is equal to the character’s Body characteristic value times 4. So since each of our characters has a Body of 5, each has 20 HP.

Let’s talk about armor and weapons for a moment.

  • Armor has two main values (beyond weight). First is the number of Armor Points (AP) it has, This is equivalent to the number of HP a character has. Second is the Absorption Rate (AR), which notes how much damage the armor can take to itself in a single blow before the strike cuts through the armor to the character’s HP. For instance, a suit of Chain mail has an AR of 6 and an AP of 48. Soft leather armor has an AR of 3 and an AP of 24.
  • Weapons also two main values beyond weight. First is the Strength (Body) needed to wield the weapon. Second is the Damage Potential (DP) of the weapon. For example, a long sword has a Strength to Wield (StW) of 6 and a DP of 8. A knife only has a StW of 1 and a DP of 6. A short sword has a StW of 3 and a DP of 7. (Values for StW and DP may change.) A character with a lower Body score than needed to wield a particular weapon will drop the DP of the weapon an equal amount.

With these ideas, let’s look at our Tracker and his Quarry. Both have a Body characteristic of 5. The Tracker is wielding a long sword (StW 6) so the DP in his hands will go down by 1 for the weapon and be 7. On the flip side, if the woman he’s tracking (Body 5) is wielding a short sword (StW 3) and has no issues getting the max damage for the weapon.

Now let’s talk about how armor affects each character.

  • Each character has a “passive defense” (PD) as a derived characteristic value equal to the total of their Body + the AR of any armor they’re wearing divided by 2. So the formula is (Body + Armor’s AR)/2. If the character isn’t wearing armor, their PD is equal to half their Body characteristic value (rounded up). PD is similar to the concept of an Armor Class (AC) in other systems.

So with that in mind, our Tracker has a PD of (Body 5 + Chain AR 6) / 2 = 5.5. We’ll round it up to 6. His Quarry has a PD of (Body 5 + Leather AR 3) / 2 = 4. The Tracker’s armor will obviously absorb a bit more damage than our thief.

Really we’ve only added a few new ideas to the basics we discussed earlier in the post.

Our Tracker now looks like this:

Tracker

  • Characteristics: Body (5), Mind (5), Soul (6) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (6)
  • Skills: Swords (Body) (4 ranks) (default target 9), Tracking (Mind) (3 ranks) (default target 8 )
  • Items: Chain Mail (AR 6, AP 48), Long Sword (DP 7)

And our Quarry (thief) looks like this:

Thief

  • Characteristics: Body (5), Mind (6), Soul (5) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (4)
  • Skills: Swords (Body) (6 ranks) (default target 11), Tracking (Mind) (2 ranks) (default target 7)
  • Items: Leather Armor (AR 3, AP 24), Short Sword (DP 7)

(Acronym reminder: HP = Hit Points, PD = Passive Defense, AR = Absorption Rate, DP = Damage Potential)

Now let’s walk through a bit of combat. The Thief heard the Tracker coming, and is not surprised. She has her sword out and is ready to defend herself.

Let’s ignore initiative here and just say that the Tracker goes first. He’s going to attack the Thief with his long sword. The Tracker’s player rolls a 5 on 2d10. The Tracker’s Quality of Success (QoS) is Target 9 – Roll 4 = 5. Great. It’s a hit!

The Thief can choose to actively defend with her short sword (i.e. parry the blow), dodge, or take the hit and strike the Tracker. She chooses the last option. The GM rolls a 7. The Thief’s QoS is Target 11 – Roll 7 = 4. It’s another hit, but the Tracker tagged her as well.

Though the thief didn’t defend herself, she has her PD on her side, which is 4. And she has her Leather Armor on, which has an AR of 6.

Here’s where my questions come in… Should the Thief’s armor absorb all 6 points of damage, doing 6 points to its AP of 24? Should her PD kick in, absorbing 4 points (to where exactly?) and letting 2 points get through to her HP?

In the next round, the Tracker chooses to attack again with his long sword. He rolls a 8, which means a QoS of 1. Not a great hit, but a hit nonetheless.

The Thief decides not to let him just smack her again, so she parries with her short sword. She rolls a 3, which means a QoS of 8.

Her parry beats his attack and she manages to avoid any damage.

Moving to the third round, the Tracker attacks again. He rolls a 10, which means a QoF of 1. He missed.

Not waiting to see if he was going to miss, the Thief dodges, which is a Body characteristic check. She rolls a 6, which gives her a QoF of 1. It’s ok though, his attack missed anyway. And on the other side of the Dodge, she attacks with her short sword. She rolls a 2 (natural 1 and 1 on 2d10) for a critical success. Critical success means she gets all 11 points of her target number. Her short sword has a DP of 7 however, so she can only do 7 points of damage maximum.

Again, my question is… how does damage get computed? The Tracker has a PD 6 and an AR 7 for his chain armor. Should the armor absorb all 7 points of damage? Or should it take 6 and have 1 get through to HP?

On the flip side of this, it doesn’t seem fair that a Critical Success in this case would only allow the thief to do her maximum. Should she perhaps do the same amount of damage as her target number, which would be 11? This would be tantamount to finding the chink in his armor and exploiting it.

So what do you think?

–Fitz

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Hi all…

So after last week’s playtest, I decided to go back to the drawing board a bit to see how I could revamp the Moebius Adventures system mechanics to make them a) simpler and b) more consistent. I think I’ve hit upon a solution, but it seems to run counter-intuitive to how most other mechanics go (besides GURPS anyway).

BlueprintsTo make a long story short, part of the issues stemmed from having too many details and part came from a lack of clear explanation on my part. So I’ve stripped the system down to its core three statistics – Mind, Body, and Soul. Mind would wrap anything remotely mentally-challenging – so tasks like reading, arithmetic, arcane magic, and so on. Body is pretty self explanatory – but would enc0mpass strength, endurance, dexterity, and so on. And Soul represents wisdom, faith, life force, etc.

I need some help to see if I’m totally nuts or not. I spoke with a good friend of mine whose concern is that this system focuses on having a low number whereas most focus on having a higher one. I think this is an artificial difference, but that’s just me…

So rather than splitting those three into 12 different characteristics (plus the 4 for Random characteristics like Luck, Beauty, Wealth, and Family for a grand total of 16) I’ve boiled everything back to basics. At most, this means a skill would have one main characteristic. For example – Literacy would be Mind-based. Swordsmanship would be Body-based. Prayer would be Soul-based, and so on… (There are some skills like Healing, which the player would have to choose either Mind – for first-aid type healing using your brain – or Soul – for laying on hands kind of healing. Same for Writing, and several others.)

So a character would be very simply the core stats of Mind, Body, and Soul, some derivative/secondary stats like hit points, reality check, etc., and a list of skills – some from childhood, the rest from backgrounds.

(The design question is all the way at the end of this bloody long post, so my apologies. But I work through the basics, define some mechanics, provide an example, and THEN ask for input at the end. Please bear with me.)

So a fighter character that used 20 points to split among Mind, Body, and Soul might look something like this:

——————————————————————————————

Mind: 5
Body: 10
Soul: 5

HP 40
Skills:
Swords (Body): 3 ranks
Shield (Body): 2 ranks
Combat Sense (Mind): 2 ranks
Running (Body): 2 ranks
Horsemanship (Soul): 1 ranks

——————————————————————————————

A thief character might look like this:

——————————————————————————————

Mind: 6
Body: 8
Soul: 6

HP 32
Skills:
Swords (Body): 4 ranks
Acrobatics (Body): 3 ranks
Archery (Body): 2 ranks
Combat Sense (Mind): 3 ranks

——————————————————————————————

Pretty straightforward.

So let’s take the new mechanic for a spin…

To determine the base target for a skill, take the characteristic and add the # of ranks. You want to roll below that on 1d20 or 2d10. (1d20 is more “random” but 2d10 has a better bell curve for results.)

Everything revolves around the Quality of a roll.
If you roll under the target, you determine the Quality of Success (QoS) by taking the target # minus the the die roll.
If you roll over the target, you determine the Quality of Failure (QoF) by taking the die roll minus  the target #.
The GM can always modify the target # by other conditions. For example, snow would make tracking easier. Crossing a stream would make it more difficult.
If uncontested, a QoS of 1 or higher means success.

If contested, you compare the two Quality rolls and the highest QoS wins. For example…

  • For a Body (Strength) check, if character A has a QoS of 3 and character B has a QoF of 3, character A wins. But if character A has a QoS of 3 and character B has a QoS of 5, character B wins.
  • For a skill check, you may be comparing two different skills, but the principle still applies. If character A has Tracking (Mind) and a QoS of 4 and character B has Concealment (Mind) and a QoS of 6, character A is unable to find the tracks left behind by character B.
QoF comes more into play where Combat is concerned.

To resolve a combat action, take the offensive skill Quality and compare it to the defensive skill Quality. The difference determines the amount of damage done (up to the maximum of the weapon + any bonus for Body of 7 or better or penalty for Body of 3 or less).

Here’s a sample combat between the Fighter and Thief characters. The Fighter has a long sword, which does 8 points of damage as its potential maximum, but also gains +4 to damage for a Body of 10. The Thief has a short sword, which does 7 points of damage as its potential maximum, but he has a Body of 8, which gives him a +2 to damage as well.

———————————————————————————————-

Initiative:

  • Fighter – d20 (14) – target 7 – QoF = 7
  • Thief – d20 (17) – target 9 – QoF = 8
  • Fighter goes first w/lower QoF
Round 1
  • Fighter attacks with sword. Rolls 2 – target 13 – QoS = 11
  • Thief dodges with a roll. Rolls 4 – target 11 – QoS = 7
  • Fighter hits Thief for 4 points (QoS 11 – QoS 7 = difference of 4). Thief down to 28 HP.
  • Thief attacks with sword. Rolls 4 – target 12 – QoS = 8
  • Fighter parries with Shield. Rolls 20 – target 12 – QoF = 8 (rolled 1 or 2 is critical success/rolled 19 or 20 are critical failure – so the Fighter may have dropped his shield during this failed attempt)
  • Thief gets solid hit in. Difference between attack & defense is 16. Short sword does 9 max. Thief does 9 damage to Fighter. Fighter down to 31 HP.
Round 2
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges with a cartwheel. Rolls 19 – target 11 – QoF = 8 (Critical Failure?)
  • Fighter misses.
  • Thief attacks with sword. Rolls 5 – target 12 – QoS = 7
  • Fighter parries with Shield. Rolls 5 – target 12 – QoS = 7
  • Fighter parries (tie goes to parrier).
Round 3
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 16 – target 12 – QoF = 4
  • Fighter parries with Shield. Rolls 10 – target 12 – QoS = 2
  • Fighter parries.
Round 4
  • Fighter attacks with sword. Rolls 16 – target 13 – QoF = 3
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 14 – target 12 – QoF = 2
  • Fighter parries. Rolls 11 – target 12 – QoS = 1
  • Fighter parries.
Round 5
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 20 – target 11 – QoF = 9 (Critical Failure?)
  • Fighter gets solid hit in. Difference is 14. Longsword does 11 max. Fighter does 11 damage to Thief. Thief down to 17 HP.
  • Thief attacks. Rolls 18 – target 12 – QoF = 6
  • Fighter parries with shield. Rolls 10 – target 11 – QoS = 1
  • Fighter parries.
Round 6
  • Fighter attacks with sword. Rolls 5 – target 13 – QoS = 8
  • Thief dodges. Rolls 13 – target 11 – QoF = 2.
  • Fighter gets another solid hit in. Difference is 10. Fighter does 11 damage to Thief. Thief down to 6 HP.
  • Thief attacks. Rolls 11 – target 12 – QoS = 1
  • Fighter parries. Rolls 13 – target 11 – QoF = 2
  • Thief hits. Difference is 3. Thief does 3 damage to Fighter. Fighter down to 28.
Round 7
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 12 – target 11 – QoF = 1
  • Fighter hits. Difference is 6. Fighter does 6 damage. Thief falls.

———————————————————————————————-

So… Deep breaths. After seeing a couple of sample characters, describing the basic mechanic, and providing a combat example…

Does this make sense? Is it too hard? Is the Quality of Success vs. Quality of Failure thing too difficult a concept?

The potential problems that I’ve come up with are… With a characteristic and skill each maxed at rank 10, you have a target # of 20 before modifiers. If you roll a 20 on a d20 or two 10s on 2d10, it’s a critical failure. Is that a bad thing? I don’t think so. Even perfect people fail sometimes IMHO.

I’m curious to hear what people think about this.  If I’m barking up the wrong tree, I want to know early so I can change trees. :)

Thanks in advance.

–Fitz

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