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Posted By: peccableThis postreally resonated with us. Mike Holmes' comment that we should be playing something else if what we're playing doesn't work also did so.
Our biggest issue was, as noted in that post, the rock-em, sock-em robots nature of the combat (roll, miss, roll, miss, roll, hit, damage). James Nostack's request for something more abstracted seemed liked a good idea.
I don't know what I've got, but it seems a step in the right direction. We tried out the scenarios that James listed in his post: 5 dudes versus 5 zombies in 10 minutes, 5 guys versus 25 goblins in 15 minutes.
From that playtest I made some changes and got:Riskbreaker. (Why yes, I'm a fan of Vagrant Story, how could you tell?)
Posted By: Mike HolmesReading the text, some of the instructions seem to carry meaning that is implied, referring to procedures that you know, but aren't relaying.
Posted By: Mike HolmesAre you just saying that it's not blow-by-blow? If that's the case, give positive description, not negative. That is, say what it does, not what it doesn't. Something like:
"Each roll involves potentially a lot of fighting, and gives us information as to when the battle changes."
Posted By: Mike HolmesIn fact, stating it like that says why I like systems like this... no whiff factor. You roll, and you either are in a better position than you were, or a worse one. No rolls where we end up right where we were before the roll. But we don't have to tell people that. It'll be obvious to them when they play.
Posted By: Mike HolmesHere's another implied procedure:
"Every fight has only two sides. If there are more than two sides, break the fight down into smaller fights until there are only two."
I think you're saying that if a side has two opponents who are not on the same side (making three sides, total), then your side has to split to take them on? Yes? Not clear. If so, then who gets to determine who they are paired off with? Even if you leave it up to the players, they will fight over who has to deal with what.
Posted By: Mike HolmesAlso you could have an effect of ambush be that the side doing the ambushing always gets to decide first.
Posted By: Mike HolmesAnd, by the way, the ambush bonus should be based on a contest between things like Hide, and Sneak and Observation and Distract, etc. Instead of GM fiat. They risk up to 3, and get that much advantage.
Posted By: Mike HolmesIt's very important to get this part right, and make it clear. A step-by-step process would be helpful.
Posted By: Mike Holmes"Subsequent rounds' are affected by this skill level difference." You were talking about the advantage differential previous to this. Confusing. I assume you're actually refering to the higher skilled side? Or does the side with the advantage get more advantage?
Posted By: Mike Holmes"Ties on the same side do not matter." Yes, they do. Both players will want to land the killing blow on the orc. Or there may be some tactical consideration that will make it beneficial for one player to go before another. Somebody has to make the decision which is resolved first.
Posted By: Mike HolmesWhy are ties broken by the side with less advantage? Just an underdog rule?
Posted By: Mike HolmesSpecial Actions and Advantage Actions seem similar (all of your examples sound, to me, like building advantages). But generally, they both allow most any skill to be used. In play, of course, the player will always want to use his highest ability. Is the rule actually that the player may invoke any skill they like in these cases (except for the combat ability in use in the case of an Advantage action)? Or that the situation dictates which abilities are actually useful? If you can use only one ability for "everything else" then why take more than one ever?
Posted By: Mike HolmesWhy not just add two to each stat, to make the roll-under comparison direct (instead of adding stat +2, and rolling under that number)? I don't think that it'll affect the other math. And why not use a D12, with a limit of 11 or something? So that the higher levels are worth something. Basically there's a huge disincentive to taking high levels of ability, it seems, in that they are only valuable in limited circumstances, and not on the die roll (with the cap in place).
Posted By: Mike Holmes"Any remaining damage can be assigned to other opponents." Others opponents on the same side? Or anybody?
Posted By: Mike Holmes"If a character fails a Kill Damage Action, not only is his opponent not damaged, but his side immediately loses twice the amount of established Risk!" They lose that amount of advantage, right? Not damaged? I'm pretty sure this is what you mean, but you aren't explicit.
Posted By: Mike HolmesI'm sensing that it may be that the downside is always the same. If so, just describe what the upsides give you for each type, and have only one description of losing that applies to all losses. Easier to remember that there's no difference then.
Posted By: Mike HolmesIn fact that can be your limit on magic in general... failures don't reduce your advantage, but cause skill damage to that skill (or maybe both!). So eventually they become less and less reliable, and eventually you have to go and do long-term healing.
Posted By: Mike HolmesI'd make the penalties to fighting three rounds one point of skill damage, instead of one point of Kill Damage. This will still limit the fight, but represents exhaustion, etc, and can be recovered with a recovery action.
Posted By: Mike HolmesOverall, I'd say that the only problem I see is that you have to gain advantage to hurt somebody. meaning that fights are many rolls, because it takes two successes in a row to damage the opponent once. It could go back and forth quite a lot. Why not limit Risk to, say, Advantage +2, instead of just to the level of Advantage? So that even if you're at -1 you can risk it, and you can go for damage right off the bat if you like.
Posted By: Mike HolmesYou could also just not cap risk. Meaning that when the advantage gets high, you can resolve quickly. So things don't drag out too long.
Posted By: Mike HolmesI'd look at the zone rules for RBH and TGCHNN and such for movement. That is Zones should give you mechanical advantages that may be leveraged only with certain skills and such. This would be a good way to make it so that other skills would come in useful, rather than allowing any skill to be used to gain advantage at any time. Like "Glass Cases Zone: use Distraction skill to gain advantage by breaking glass cases." Just a thought.
Posted By: Mike HolmesWhat are you thinking for armor?
Posted By: Mike HolmesThat leads me to another observation, which is that your "everything else" resolution is wishy-washy at this point. Interestingly, your notion that it seems odd that a win at contest A can't roll over to contest B seems short-sighted. That is, why not have most rolls be an attempt before hand to store up damage. From another POV, the entire dungeon is one big combat, the foes just change at times to traps, or contests to find stuff for advantage.
Posted By: Mike HolmesTreasure, for instance. If you find a magical sword, you now have an advantage against all foes who do not, right? Finding healing herbs can be an advantage in a contest to do Healing. An invisibility potion is an advantage to an ambush roll, if found.
Posted By: Mike HolmesAny thoughts about the other comments?
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