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pansophy

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Everything posted by pansophy

  1. Indeed, the ruleset is doing the following wrong: The Combat Tracker always reduces the Reach value from the SR, when doing the first action of an Opening Move? I think this is only correct for weapons with a special cost for the opening move, but not for every weapon. It works fine for weapons with a Reach similar to the Attack SR cost, but for e.g. a Pole Axe (Reach 6, SR cost 12/6) the deduction is wrong (it reduces the Initial SR by 6, instead of 12).
  2. Overall, a more chatty Combat Tracker Action dialogue would be great. I know you said you'll do that for the final release, so it's no worry. I would love to see which Action I clicked and how many SR were reduced to which character, and what the action roll was - and which weapon/shield was used. That way it would be easy to correct any SR costs, if needed (or somebody clicked the wrong button). Overall it is an impressive work you did to the ruleset.
  3. Yes, but I thought it simply reduces the SR by 5. Not really what I wanted, but maybe I did not enable/ready the weapon in the Combat Tracker - will check this ASAP.
  4. The ruleset seems to do everything in Advanced Combat just fine - except handling 'Wait' and 'Charge' actions. As they are both 'Non-Combat' Opening Moves, maybe it is possible to add them as two additional buttons as actions in the Combat Tracker, if a character is selecting 'Non-Combat' as Opening Move? Example for making a Charge Attack (*=new button): click Next Round in Combat Tracker chose 'Non-Combat' as Opening move move your character roll the attack by clicking 'Charge attack*' The Combat Tracker rolls the dice, deducts 5SR and switches to Melee mode The difference to the current procedure: you would need to click on 'Melee' mode (after moving you character) in your character sheet (this deducts 5SR) and make the attack roll manually (outside the Combat Tracker). Example for a 'Wait' re-/action (*=new button): click Next Round in Combat Tracker chose 'Non-Combat' as Opening move get a Free Action or Reaction Effect assigned to your character in the Combat Tracker by clicking the 'Action*' or 'Reaction*' button the Combat Tracker changes to Melee mode once the character wants to act, the corresponding Attack or Defense SR is being deducted from the character (this means the character is shown with the higher amount of SR in the Combat Tracker, until he actually acts) Difference to current procedure: you would need to assign the Free Action to the character manually. Then change manually to Melee mode and correct the SR reduction by +5, only to roll for the action (which deducts the SR according to your action).
  5. One more thing: it should be made more clear that the first attack with a ranged weapon in a turn costs 20 SR. The only reference I can find to that is in the side bar on page 93. It can easily be missed. Maybe a footnote in the Ranged Weapon tables is a good idea, or a repetition of the sidebar from p93 to the sidebar on p102 (Ranged Combat). Maybe both.
  6. Does the Combat Tracker always reduce the Reach value from the SR, when doing the Opening Move action? I think this is only correct for weapons with a special cost for the opening move, but not for every weapon. It is behaving correctly, was an oversight on my end.
  7. 1) Lifeblood, Power Reserve, Feedback, Juice, Body Energy, Physical Collapse, Pain Pool, Soak Pool, Soak Points, Numbness, Shrug Pool or 'Fuck off, I'm not bleeding' pool. 3) Vital part, abdomen, Rib cage, trunk, upper body Just my two cents ...
  8. OK, that makes sense and I now get, why I can have a RP in the Advanced Combat Tracker. Sweet. Does this mean, a character would need to 'pay' 5 SR to change to Melee actions after the charge? I understand the 5SR should only be paid, if the Initial Opening Move action is being changed. After the initial action, it does not matter what kind of actions a character does - right? Oh, and one Bug: the Advanced Combat Tracker does not add the Reach value of NPC characters to the initial SR, when a new round starts and Opening Moves are 'clicked'. But maybe I am using the interface wrong LOL. Also, does the Defense roll on the AdvCombTracker always cost 5 SR? I mean, it is difficult for the Program to figure out if I'll do a Block, a Parry or a Dodge - but a flat 5SR Deduction without any hint in the Chat Box seems a bit harsh Maybe you can make the Actions a bit more 'chatty' in the Chat box by stating what weapon was used to attack or block. I forgot to 'ready' the attack and defend weapon in the Combat Tracker - silly me.
  9. Especially when a Charge costs only 5 SR, regardless of weapon-SR. Yes, only DEX is used as starting SR, but as you say, a fast character might be able to strike a few times. Actually I found a rouge with high DEX and armed with a low-SR weapon and high skill, is a very dangerous enemy. This is not true for many other RPGs. That's what I like about the Advanced Combat in RD100.
  10. One problem with the rules and FG: If a character charges an other one, he would need to declare a non-combat Action. That is fine, except for the fact that the SR calculations will not fit any more. The cost is 5SR and it should automatically change the 'possible action' symbol for the character in the Combat Tracker to the 'Melee' symbol. That way all following actions will cost the weapon SR. As it is, a character now declares a non-combat Opening Move, then charges the enemy, rolls the 'Action' symbol. Then he needs to change the 'Action' symbol to 'Melee' - but this costs an additional 5 SR, which is not correct (AFAIK). If he does not change the 'Action' symbol, all upcoming actions will deduct the wrong amount of SR (e.g. if using a shield, costing 2SR to defend). On the 'receiving' end of the Charge action (read: the defending/preparing character) things are not 'smooth' either, but managable: the defending character declares a Close Combat Opening Move, reduces his SR by the Defense costs, and gets a Free Reaction. At the moment, the character will pay double the costs for Defense, except if the Reaction is rolled outside the Combat Tracker. OK, I understand this is a very special case in the rule system, but I thought I would rise the question here. Maybe there is an easy workaround for all this, but I am not a FG guru ... Maybe it can be resolved by using Effects?
  11. Hm, how would you track two separate non-violent Conflicts? One, the most important one, in the Combat Tracker. The secondary in a normal Notes window? Works. I was just wondering how else it would be possible.
  12. Hi Rosen, when I equip or unequip a weapon on my character sheet, I get some error messages: Script Error: [string "campaign/scripts/weapons.lua"]:31: attempt to index local 'sr' (a nil value) Ruleset Warning: window: Anchored static width ignored for control (token) in windowclass (weapon_line) Ruleset Warning: window: Anchored static width ignored for control (token) in windowclass (weapon_line) Otherwise this is great! I already like it very much. I have not figured out how to enable Advanced Combat, or how it should work, but I guess I have to give it more time. Currently the Combat Tracker is tracking 'Normal' Conflicts, right? Found it! How clever is that!? Simple left-click on the top left symbol in the Combat Tracker to change the Type of Conflict: Non-violent Conflict, Basic Combat and Advanced Combat. This is awesome, thanks a lot!
  13. This seems to be a good intorduction to RD100! Very intriguing! Then I can have a look if my Advanced Combat Quick Reference Sheet is correct and I got everything right, before I upload it and confuse everybody with my rules misconceptions ... errr ... conspiracies.
  14. Coincidence? I was looking for the FG ruleset on the website on the weekend ... thanks, Rosen, much appreciated!
  15. I could always lodge a RD100 online session and explain some rules, if you like/need. Or you could come up to the Sunny Coast to play a one shot with the group.
  16. That's how I do it when players want a kind of Advantage/Disadvantage system for RD100. For a permanent Consequence I would allow the characer a free Stunt, though, so it makes it worth taking the (-). See my signature, I uploaded two PDFs for RD100 , one with house rules.
  17. One more suggestion: The Chapters are sometimes a bit long and might benefit from adding a 'sub table of content' in front of the chapter. That way it won't clutter the Table of Contents on page 1. As an example, The Combat Chapter might add some sub Table: Basic Combat p.83 Advanced Combat p89 - Life Points p.91 - Opening Move p.92 If that would be too long, which I can understand, maybe add an indesx of all the tables in the book? Range and Distance p.90 Opening Move p.92 Attack Resolution p.98 Close Combat Situational Modifiers p. 99 Ranged Combat Situational Modifiers p. 102 Damage to Consequence Conversion p.108 etc ... Or maybe put that table list on a wonderfully designed paper bookmark (or two), so it actually has more than one use.
  18. No, the data disc was damaged and only a small portion of it was recovered. Not all info about the planets could be recovered, so you get to read what's there.
  19. All a matter of context. I could see calling Earth a water planet and Mars a Desert World. Both is not correct, but sufficient to describe it and give it some character. All you need to do is to flesh it out as you need it in your context. If you add too much detail, you'll end up with a book describing one continent on one planet - boring and not the goal of the product, I would say.
  20. Just added a few files to the Downloads section: My house rules, a Revolution D100 Cheat Sheet with a rules summary, and a character sheet for Basic/Narrative Combat. See the link in my signature.
  21. Version 1.0.0

    100 downloads

    Here's a character sheet omitting all fields for the Advanced Combat rules of the genuine RD100 Character Sheet. Good if you use only the Basic/Narrative Combat in your games and need that extra bit of real-estate on the paper. The Sheet itself was derived from the original one, only minor changes in Layout have been done.
  22. Version 1.0.0

    102 downloads

    Ideas for Supernatural Powers, Character Qualities (Advantage system) and Character Death in Basic/Narrative Conflicts. No core rules are changed, all rules simply show how to use the flexibility of the RD100 system.
  23. Version 1.0.0

    106 downloads

    Quick Reference sheet and rules summary for the Revolution D100 system.
  24. oh, now I see it. Thanks for the clarification.
  25. Hi Rosen, yes, we are all talking about the same thing. And if it is a human character attacking a different size being, the rule is correct. What we suggest is taking into account if the attacker is not human sized but larger, attacking a large target. For example a troll against a hydra. Then the correct attacker and defender size values have to be used.
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