Post by Vhalyr on May 30, 2011 7:33:24 GMT -5
Ok, I have an idea that I would like some opinions on. It isn't really much past the thought process, nothing has been play-tested. Pretty much just coming straight out the barrel....
I am looking to find a way to incorporate modern/futuristic combat for some sc-fi rules I am working on into regular T&T combat. The trick is to keep it as abstract as possible, mirroring the current rules. I feel this is one of the most unique elements to the T&T system and sets it apart from all other RPGs that I have encountered. It allows for so much on the spot story-telling, varying combat stunts, and over all ease of play that can not be duplicated using a more 'tactical' system. Even this system when it will be broken down to just making Marksmanship rolls to hit with sci-fi weapons.
So I thought of doing something like this:
1) At the beginning of the combat phase everyone would choose their intended target.
2) Then each combatant would make a Firefight SR on one of three attributes at their discretion. They are DEX, SPD, or LUCK. DEX would represent staying offensive and trying to fire for effect. SPD would represent a mostly defensive option that would allow you to get some snap-fires off while trying to present a harder target to hit. While LUCK would be a mix of the above and letting your luck play to it's own effect. The level of SR needed would be 1 plus any modification that the GM sees fit. You would then take the difference from what you rolled minus the target number and apply it to the combat results as follows: DEX rolls would add the result to their Combat Adds for that round. SPD rolls would use the result as a temporary Armor Value for that round to subtract the amount of damage taken. LUCK rolls would split the result in half and apply half to Adds and half as temporary Armor as above.
3) Weapon dice would be rolled, totaled and compared as is normal.
4) The winner would distribute the damage among the intended targets for the round that were declared in step 1.
5) Spite damage would be distributed equally among all the combatants as usual.
To incorporate this into the normal round maybe have a Firefight phase at the beginning and end of the current combat round so you would have: Firefight, Normal Combat round, and then a second Firefight phase. This way you could mix and match your combats and it would allow for any combatant that wants to skip the Firefight rolls and make a normal Marksmanship roll to make it in the normal manner. Note that the Firefight phase would only include combatants that are exchanging fire. Any attacks against opponents that are not returning fire (unarmed, closing for melee, etc..) would skip the initial Firefight phase and just use regular combat rules.
Here are some thoughts as I type this:
1) If you wanted to equip MR rated opponents with weapons and make Firefight rolls like the PCs then you could go with: Inexperienced or 'Green' troops would use 1/4 of the MR as their base for making the Firefight SRs. Normal level troops would use 1/2 their MR as the SR base. Seasoned/Veteran troops would use 2/3 of their MR to make the SR with. Elite troops would use their full MR as the base for making SRs in the Firefight phase.
2) Maybe halve the initial Combat Adds of combatants that are using SPD in Firefight to represent their inability to bring their attributes fully into play when making their shots because they are focused on defense. (If nothing else as a play-test option if the added Armor Value is unbalanced).
3) Maybe lowering the Spite threshold to 5-6 when using long bursts to represent not only the increased amount of bullets but the increase in collateral damage to targets that weren't initially targeted.
4) Critical failures made when rolling for Firefight could include weapon jams, misfires (failure to fire), dropped weapon, Is the Safety On?, etc, etc..
Anyway, without getting too much into the details do you think something like this would work? Am I just making things more complex then they need to be? What am I smoking? Do I have the right idea and just going about it wrong? I don't know. Any opinions and viewpoints would be greatly appreciated before I go any further with this. Thank you in advance for your replies.
I am looking to find a way to incorporate modern/futuristic combat for some sc-fi rules I am working on into regular T&T combat. The trick is to keep it as abstract as possible, mirroring the current rules. I feel this is one of the most unique elements to the T&T system and sets it apart from all other RPGs that I have encountered. It allows for so much on the spot story-telling, varying combat stunts, and over all ease of play that can not be duplicated using a more 'tactical' system. Even this system when it will be broken down to just making Marksmanship rolls to hit with sci-fi weapons.
So I thought of doing something like this:
1) At the beginning of the combat phase everyone would choose their intended target.
2) Then each combatant would make a Firefight SR on one of three attributes at their discretion. They are DEX, SPD, or LUCK. DEX would represent staying offensive and trying to fire for effect. SPD would represent a mostly defensive option that would allow you to get some snap-fires off while trying to present a harder target to hit. While LUCK would be a mix of the above and letting your luck play to it's own effect. The level of SR needed would be 1 plus any modification that the GM sees fit. You would then take the difference from what you rolled minus the target number and apply it to the combat results as follows: DEX rolls would add the result to their Combat Adds for that round. SPD rolls would use the result as a temporary Armor Value for that round to subtract the amount of damage taken. LUCK rolls would split the result in half and apply half to Adds and half as temporary Armor as above.
3) Weapon dice would be rolled, totaled and compared as is normal.
4) The winner would distribute the damage among the intended targets for the round that were declared in step 1.
5) Spite damage would be distributed equally among all the combatants as usual.
To incorporate this into the normal round maybe have a Firefight phase at the beginning and end of the current combat round so you would have: Firefight, Normal Combat round, and then a second Firefight phase. This way you could mix and match your combats and it would allow for any combatant that wants to skip the Firefight rolls and make a normal Marksmanship roll to make it in the normal manner. Note that the Firefight phase would only include combatants that are exchanging fire. Any attacks against opponents that are not returning fire (unarmed, closing for melee, etc..) would skip the initial Firefight phase and just use regular combat rules.
Here are some thoughts as I type this:
1) If you wanted to equip MR rated opponents with weapons and make Firefight rolls like the PCs then you could go with: Inexperienced or 'Green' troops would use 1/4 of the MR as their base for making the Firefight SRs. Normal level troops would use 1/2 their MR as the SR base. Seasoned/Veteran troops would use 2/3 of their MR to make the SR with. Elite troops would use their full MR as the base for making SRs in the Firefight phase.
2) Maybe halve the initial Combat Adds of combatants that are using SPD in Firefight to represent their inability to bring their attributes fully into play when making their shots because they are focused on defense. (If nothing else as a play-test option if the added Armor Value is unbalanced).
3) Maybe lowering the Spite threshold to 5-6 when using long bursts to represent not only the increased amount of bullets but the increase in collateral damage to targets that weren't initially targeted.
4) Critical failures made when rolling for Firefight could include weapon jams, misfires (failure to fire), dropped weapon, Is the Safety On?, etc, etc..
Anyway, without getting too much into the details do you think something like this would work? Am I just making things more complex then they need to be? What am I smoking? Do I have the right idea and just going about it wrong? I don't know. Any opinions and viewpoints would be greatly appreciated before I go any further with this. Thank you in advance for your replies.