Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on May 14, 2009 0:39:08 GMT -5
Nice comments Feldrik, I've incorporated your 'Static' option into my rules (with a credit to you of course)!
I still think the game is very T&T - in fact the SR system now works exactly like the combat system - roll dice, add Adds, highest roll wins!
I've also re-written the section to make it less arcane although I've yet to post the updated PDF... Very soon.
Thanks again.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on May 14, 2009 1:28:06 GMT -5
Okay, heaps of new stuff now. Combat is nearly finished, Saving Rolls are sorted, lots of new bits added to magic (such as foci). Coming along nicely I feel. Comments welcomed. hogscape.googlepages.com/MicroTT.pdf
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on May 16, 2009 7:14:22 GMT -5
I'd really appreciate some feedback on the sense of this example...
Combat Example 2 Rynk is joined by Loot the wizard and an archer (warrior) called Longhorn (we won’t go into the reasons for that though). The characters are facing three feisty goblins, one is armed with a short bow the others have wicked looking obsidian knives.
Rynk has a total of + 6 Adds, 3 points of armour and 10 Hit Points (HP).
Loot has +0 Adds and +1 Missile Add but hopes to contribute with his spells to the coming battle. He has no armour, 6 HP and 9 Power.
Longhorn the archer has +6 Adds (but no melee weapon), his Missile Adds are +6 from Dex, +3 from the warrior bonus and +2 from his longbow - a staggering +11 (!) 1 armour (warrior bonus) 6 HP
Melee gobins: MR 8 (HP 8, +4 Adds).
Archer goblin (known to some as Miskar of the Keen Eye): MR 12 (HP 12, +6 Missile Adds).
Round 1 Loot and Longhorn hang back in the hope of avoiding direct conflict as does the goblin Miskar. The other two goblins and Rynk rush to a clash of swords and knives. Remember combat is simultaneous so all rolls are valid until damage is applied at the end of the combat turn.
Rynk rolls double 5s for a net +6, he is attacking ‘goblin #1’. Goblin #1 rolls +4 and -2 for a net total of +6; Rynk and the goblin lock swords but don’t wound each other. Goblin #2 can attack Rynk unopposed, he rolls +4 and-2 (surely a coincidence). It’s a net roll of +6 so Rynk must take 3 points of damage reducing his HP to 7.
Both Loot and Longhorn turn their attention to Miskar, assuming poor Rynk can sort out the two other goblins.
Loot casts searing at Miskar (base +2 damage, for a cost of 2 power), he adds 2 extra power for a total of +4 (his roll was double 4s so it is ignored).
Longhorn fires off an arrow rolling +6 and -2 for +15.
Miskar aims at Loot (assuming the wizard is a great threat...) and rolls +3 and -2 for a net total of +7. The combat total generated by Loot’s spell is still worth 4 points, so he must take 3 damage.
Miskar takes 15 points of damage from Longhorn’s arrow. He expires spectacularly with an arrow through the neck.
Round 2 Rynk HP = 7 Loot HP = 3 Longhorn HP = 6 Goblin #1 HP = 8 Goblin #2 HP = 8 Miskar HP = 0 (dead)
Longhorn turns his bow to goblin #2, rolling -5 and +3 for a total of +9.
Loot cast vorpal blade on Rynk’s sword (+2 to Rynk’s attack which costs Loot 2 power).
Rynk attack goblin #2 and rolls -4 and +6 for a total of +8 with the +2 from Loot’s vorpal blade spell, Rynk’s total is +10.
Goblin #1 rolls -3 and +4 for a total of +5, he takes 5 damage from Rynk’s attack.
Goblin #2 rolls -5 and +3 for a total of +2, Rynk’s armour soaks up the damage.
Goblin #2 takes 9 damage and dies with a nasty belly wound from Longhorn’s arrow.
Round 3 Rynk HP = 7 Loot HP = 3 Longhorn HP = 6 Goblin #1 HP = 3 Goblin #2 HP = 0 (dead)
Rynk rolls -6 and +3 for a total of +3.
Goblin #1 rolls -4 and +6 for a total of +6, again Rynk’s armour saves him from harm.
Longhorn rolls -2 and +6 for a total of +15. Goblin number one is toast!
Loot takes cover behind a fallen tree trunk, he’s lost half of his Hit Points!
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Post by Mhegrrrim Skulltosser on May 18, 2009 21:48:40 GMT -5
It is a good example. You have a nice touch of humor and build a nice line of events. I find it facinating how little difference a Wizard made in combat. His Searing spell was less effective than charging into combat. The Vorpal Blade only gave Rynk a ×5/4 advantage. At first look, tiny magic is far less effective than grown up magic.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on May 18, 2009 22:55:49 GMT -5
Thanks for the comments Mhegrrrim. Much appreciated. We've had 3-playtests now and missile fire, magic and SRs have changed everytime... Still working.
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Post by Aramis of Erak on Jul 20, 2009 18:37:39 GMT -5
interesting, but no longer T&T.
By the way, an alternate die reading method (from CE's Babylon Project) is marginally faster for many people: The two dice are designated "plus" and "Minus", noted by color or size. Whichever die is lower is the one that is read; if tied, read as 0. So if using red=negative and Green = positive
r3 g5 = -3 r4 g3 = +3 r6 g6 = +0
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Jul 21, 2009 2:21:36 GMT -5
It's Micro T&T.
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Post by Aramis of Erak on Jul 22, 2009 3:18:39 GMT -5
If it doesn't have the buckets of dice combat, and doesn't have the multiplier chart for races, it's far enough out that it's not mechanically compatible.
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Post by jasperpcasper on Aug 5, 2009 19:55:50 GMT -5
Gee, Aramis, you sure seem to have a problem with people playing their own version of the game...
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Post by Aramis of Erak on Aug 6, 2009 1:01:15 GMT -5
Not with them playing it, just with them calling it the same game.
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Post by jasperpcasper on Aug 6, 2009 1:53:25 GMT -5
That's why he called it 'Micro T&T. Gee, I wonder what this 'smite' thingy does...
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Post by trollfactor on May 5, 2011 19:51:26 GMT -5
What is gained by having one positive die, and one negative die? Why not just roll 2D6 and add the two together?
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kwll
3rd Level Troll
Posts: 248
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Post by kwll on May 9, 2011 10:42:52 GMT -5
I did not read the entire PDF, but I find the idea good. From what I know, the dice mechanic is similar to the one used in ICONS, a very good, minimalist supers game. What is gained by having one positive die, and one negative die? Why not just roll 2D6 and add the two together? My (non authoritative) answer would be that, even though 2d6 have the same probability distribution as +/- dice, it is easier to figure out what the effort necessary to accomplish a task is, since both your attribute and the target number are on the same scale. As you can see in the small table in page 2 of the PDF, almost 50% (45% to be precise) of the time the result will be in the -1 to +1 range -- which simplify enormously the computations. My 2 cts.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on May 10, 2011 2:36:22 GMT -5
My word, this was almost exactly 2 years ago... I only used +/- dice to keep the numbers small (micro in fact).
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Odder
4th Level Troll
DON'T LOOK AT ME!!
Posts: 264
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Post by Odder on May 10, 2011 4:57:31 GMT -5
I think this is really neat! Thanks Hogscape!
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