Rule updates

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Rule updates

Post by Oskar on 2016-06-03, 14:10

Har ett antal mer eller mindre färdiga uppdateringar till reglerna på gång:
* Närstrid
* Sikta på träffområden
* Automateld
* Uppdatering av skadetabellerna
* Stats för vapen

Sen har jag planer på att kombinera ihop regler för grupps strid med nedhållande eld m.m. En effekt jag vill ha är att det ska gå åt mer ammunition under en strid utan att man behöver rulla färdighetsslag för varje enskild kula. En annan att skillnaderna som finns mellan olika vapen ska märkas av mer. Gruppchefens leadershipslag kommer också bli ännu viktigare, men samtidigt vill jag inte att gruppchefen ska styra hela striden. Tänker mig lite av ett taktiskt co-op där varje soldat väljer hur mycket du bidrar till gruppens eldgivning och när du väljer att ducka bakom skydd.

När jag får tid att putsa klart alla detaljer och skriva ner däremot.. ingen aning. Men tar gärna emot ideer som vanligt.


Last edited by Oskar on 2017-11-16, 14:35; edited 1 time in total
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Re: Rule updates

Post by Oskar on 2017-01-06, 17:33

Närstridsregler klara, behövs lite putsning och balansering bara.
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Re: Rule updates

Post by Oskar on 2017-01-08, 11:35

Fått till närstriden nu, äntligen en övergång från träff till skada som jag är nöjd med. En liten uppdatering av div advantages blev det också men de flesta närstridsrelaterade funkade bra som jag skrivit dem tidigare.
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Re: Rule updates

Post by Oskar on 2017-01-30, 18:07

Efter speltest på M152, behövs lite balansering av skada i närstrid. Funderar på att helt enkelt lägga till Strength på skadan utöver differens från stridsslaget och vapenbonus. Då borde även Mattias bli nöjd som ville ha just mer effekt av Str när han läste ett tidigt utkast på närstridsdelen.
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Re: Rule updates

Post by Oskar on 2017-11-16, 14:34

A minor rule update: The maximum number of cool points you can save between missions will be equal to your Charisma.

This should prevent excessive hoarding and strengthen the value of charisma a bit also for non-commander characters.
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Re: Rule updates

Post by Oskar on 2017-11-17, 09:48

Considering a slight change in the rules for bonus/penalty on skill rolls. Bonus add to the final result as usual. Penalty (like -1) does not change the final result, but the risk of critical failure (fummel).

In addition to critical failure on a double 1 a -1 would also cause critical failure on a single one, a -2 also on a 2 etc.

This kind of penalty should mainly come from personal effects like being injured or exhausted. Attempting something difficult does not give a penalty, it simply raises the difficulty level you need to reach.

The base risk for critical failure is actually very low (as long as you are reasonably competent in the skill). This change would keep it that way as long as you are healthy and alert, but for example try to to drive while tired or drunk and the risk for disaster goes up quickly - as in real life.

Also I want a better name for the penalty effect, Malus? Jinx?
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Re: Rule updates

Post by JerBear on 2017-11-17, 22:33

@Oskar wrote:Also I want a better name for the penalty effect, Malus? Jinx?

Handicap?

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Re: Rule updates

Post by Oskar on 2017-11-18, 08:51

@JerBear wrote:

Handicap?

Hmm, doesn't that sound like something that would help you, like golf handicap?
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Re: Rule updates

Post by JerBear on 2017-11-19, 01:13

I don't really play golf, but I googled what it is. In golf, what it does is that it gimps the better player so that there's more of an equal playing field (That's used in a golf setting I guess).
_____________________________________________________
I'm just googling the definition of handicap, but usually it means:

  • noun: a circumstance that makes progress or success difficult.
  • verb: act as an impediment to/place (someone) at a disadvantage.


An example would be like:
Sweden vs Denmark World Cup match.
Denmark got 1 player sent off, so now Denmark is handicapped (because its 10v11).
_____________________________________________________
Handicapped can also be (formerly/non PC) used to describe someone who's physically/mentally "less". (ex: the man has 1 arm, so he's handicapped). I guess now, its not very PC to call them handicapped, but in terms of games, I guess it should still be okay.

ex: Pvt John got his leg blown off. He is now a handicapped person. We now apply a handicap to his rolls.

I guess, if going back to the golf handicap, what this implies is that we now apply a disadvantage to the "superior player" (in this case the PC), so that it gives an advantage to whatever else (environment, enemies, bad luck, etc.).

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Re: Rule updates

Post by Devastator on 2017-11-24, 16:14

Don't we have something else already called Jinxed? A disadvantage?
How about Impaired?
Or Curse/Hex could work, since it specifically results in more spectacular failures... Don't know if there is a more sci-fi word for Curse...?

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Re: Rule updates

Post by Oskar on 2017-11-24, 17:26

Yes we do, that is actually where I got the idea to call it Jinx from. But at the moment I'm thinking about using "Risk" since that is short and the meaning will fit well with the game mechanic effects.
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Re: Rule updates

Post by Oskar on 2017-12-19, 20:01

So Risk is going to basically be the opposite of Bonus. You get Risk on your dice rolls when you are injured, exhausted or under suppressive fire. Risk will first cancel out any bonus you may have, then it will start raising the risk for getting a critical failure - but without raising the actual difficulty level.

Example: you roll against diff 6. Normally you would crit fail only on a double 1. With one Risk you crit fail on a single 1. With two Risk you crit fail on a 2 etc. You still only need a 6 to pass the roll, but the risk of something bad happening will increase more and more.
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Re: Rule updates

Post by JerBear on 2017-12-20, 16:01

What are the scales of the risk then.

Also: Does that mean there won't be a minus on the rolls?

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Re: Rule updates

Post by Oskar on 2017-12-20, 16:18

Yes, there will never be a minus on the roll. But how likely you are to succeed is set by the difficulty level. Try to hit a moving target far away with a rifle - it will always be a high difficulty, but usually if you fail you simply miss and did not lose anything but a bullet.

If you are injured/exhausted you will still have the same percentage chance to hit (except that you lose any bonus first, so in practice it will often be lower). But the main difference will be you have a much higher risk to do something catastrophically bad like dropping and breaking your rifle, firing at the wrong target or some other crit fail effect.
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Re: Rule updates

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