Welcome to Edcrab's Exigency RPG contemplation station

Experimental play-by-post project: Political intrigue in a universe of weird technology, weirder people, and stompy robots making things explode in a politically intriguing manner.

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Welcome to Edcrab's Exigency RPG contemplation station

Postby Edcrab » 12 Jul 2009, 08:14

So there's this Exigency thing that I mention a lot, to the point that taking it away from CF was probably the best move for everyone's sanity! If you can stomach it, that’s all recommended reading as this summary will likely prove too nebulous to someone who isn’t already familiar with the project…

To cull from my old OPs, Exigency is both a setting and a homebrew RPG system that's tied to the setting (but could easily become universal with the odd change).

It's a play-by-post project that revolves around 6 core attributes and as few dice rolls as possible- it assumes competency and is far more narrative-driven than anything else, but statistics still play a part.

And the one thing I'm constantly doing is wondering where to take it. I've been known to tweak the rules during a campaign simply because one of the players made a suggestion. It's gone through a fair few playtests but there's always the question of what to do next...

The goal here is to produce a new “release”, so to speak, of the system- and ideally to playtest it later down the line. Maybe that just involves shaking up the balance, maybe that involves starting from scratch. We’ll see, it depends what people think!


Attributes

Challenges and conflicts are resolved through Attribute + 1d20 + speciality + situational modifiers. And that's about it.

Health: Endurance, physical resilience, and resistance to bodily threats such as toxins or diseases. If Health hits zero, the character loses consciousness and is immobilised.

Strength: Raw physical power- influencing feats such as heavy lifting, grappling with an opponent, kicking down a door, or the traditional “break a club over the enemy’s head” technique. Strength can act as a buffer for Health, allowing a character to sacrifice a point of Strength in lieu of having to test their Health.

Agility: Agility determines athletic and gymnastic ability, as well as broader categories like reflexes or speed.

Focus: Focus governs your hand-eye co-ordination, your perception of the world around you and your overall concentration. Focus is essential for marksmen and skill-users, but is also significant for psionic characters.

Willpower: Think of this as “mental armour” to protect a character’s mind. Willpower represents a character’s morale under fire and their ability to push past the pain barrier or overcome their fears. Willpower is very important to psionic characters, or characters that wish to resist psionics.

Intelligence: Intelligence is a catch-all mental stat covering a character’s ability to reason, their capacity for learning and their general knowledge. Like Focus, Intelligence can give bonuses to psionic abilities. If Intelligence hits zero, the character is assumed to have lost their mind.


A human character must have at least one point in both Health and Intelligence- the core physical and mental attributes respectively.


Specialities

This is where it gets a little more complicated. Standardised skills are a main objective here, because in the past specialities that were unique to particular characters complicated matters, as did the various sub-skills.

Should Tech break down into Repair, Sabotage, and Computing? Should Ranged branch off into Handguns, Rifles, and Heavy Weapons? It’s all stuff that needs to be decided!

A few specialities include:
Tech
A character’s technological expertise; a broad speciality that covers the use and abuse of Alpha Sector’s varied devices. Tech includes the repair and sabotage of locked doors and encrypted computers and determines the complexity of the weapons and equipment that a character can use effectively.

Tech is a learned skill. It is usually used in conjunction with Intelligence, but it’s arguable that certain hands-on tasks- such as repair- might involve Focus.


Medic
Knowledge of all things biological- chemistry, genetics, xenobiology. Medic governs a character’s ability to diagnose and treat ailments and enables them to get the most out of healing agents and performance enhancers and the like.

Medic is a learned skill. It is usually used in conjunction with Intelligence, but it’s arguable that certain hands-on tasks- such as surgery- might involve Focus.


Analysis
Analysis is the art of using logical extrapolation to improve your understanding- making sense of a situation or object and getting the most out of knowledge or information that you already hold. Analysis is the “core” Intelligence skill and is important to problem solvers, but it can also boost the amount of experience a character gets during a campaign’s progression.

Analysis is used in conjunction with Intelligence and a range of other specialities. For example, Analysis could be used with Medic to boost the chances of diagnosing a disease.


Sense
Sense is using every means at your disposal to detect foes and threats and hidden presences. While Analysis might let you understand the significance of a tiny shard of glass, Sense is what allowed you to discover it on a beach. Sense determines your observational skill and your ability to tell when something just plain feels wrong.

Sense is used in conjunction with Focus, but some psionic aspects allow the use of Willpower as an alternate base stat. Sense is the opposing speciality to Stealth.


Stealth
The ability to perform actions while avoiding detection. Stealth is invoked whenever you try and perform a task, no matter how simplistic or advanced, without attracting attention to yourself.

Stealth is a learned skill. It is used in conjunction with Agility and a range of other specialities. Stealth is the opposing speciality to Sense.


Social
Knowledge of and adeptness with social norms and psychology. Understanding Alpha Sector’s endless cultures and modes of etiquette and knowing how to push peoples’ buttons- everything from persuasion to business to outright lies and threats.

Social is usually used in conjunction with Intelligence, but this depends on the interaction required. Willpower might be used for a passionate appeal or Strength might be used for intimidation.


Melee
A character’s skill in hand-to-hand combat. Their ability to hit and damage an opponent up close, whether armed or otherwise. Unlike Ranged, Melee combat is more skill-centric and less reliant on the statistics of equipment.

Melee is used in conjunction with Strength, but some styles also benefit from Agility and Focus.


Ranged
Marksmanship in all forms of ranged attacks- firearms, thrown projectiles, even psionic discharges. Ranged can give damage bonuses to weapons as well as improving a character’s chance to hit their target, whereas Focus only impacts accuracy. A master with a cheap pistol is a greater threat than an amateur with an assault rifle.

Ranged is used in conjunction with Focus, although non-standard weapons may also require certain values in Strength or Tech.



Combat

From the outset, Exigency hasn’t really featured movement or distance through design. The main advantage to melee combat is the increased damaged potential- melee uses a single role for both accuracy and damage, whereas ranged attacks involve rolling to hit and then using the weapon’s damage statistic.

In a setting full of super-strong and super-resilient entities, melee combat remains viable. Ranged weapons deal damage more easily and don’t require their user to have such close proximity to their target, but melee attacks usually have the higher overall damage potential

Again, everything boils down to opposed rolls- attempt to negate or reduce the damage with Evasion or Block, or face a Health check and the chance of losing a point or two. In the current iteration, every action lets the opponent roll their response. The character who makes the highest Focus roll begins the attack order, and every turn (post in the thread) will consist of the participants dodging the incoming attack and then initiating an outgoing attack of their own.

Guns etc. tend to have a base damage that they will always inflict on a hit, even if the target aces their Health check. All damage reduces a character’s Health and thus reduces the addition made to their future checks. It’s hard, but not impossible, for a high Health character to die.

Damage comes down to temporary (T) and normal (N). Temp damage is recovered directly after combat during recovery phases, whereas normal damage requires medical attention and time to address. While damage is usually directed towards the Health attribute, certain special abilities and scenarios call for temporarily- or permanently- reducing the other stats.

New features:

Some currently-being-tested-and-not-quite-certain-about-them combat stuff-

1) Giving every ranged weapon a Damage Capacity- the value used to challenge a target’s Health/Armour- and in some cases a Repeat Requirement- a value that determines if the user can make additional attacks. If your attack roll was 20, you could shoot an RR10 weapon twice. If you rolled ten or less, you’d only be able to attack with it once.

2) Letting melee attacks be “split”- that is, allowing the players to, say, divide an attack roll of 20 into two power-10 attacks depending on their weapon/technique, circumstances, stats and opponent.

Example weapon:

Photon assault rifle
Automatic photon weapon of an unknown make

Single shot fire mode:
Damage Capacity 15
Repeat Requirement 10
Minimum damage 1T

Full-auto fire mode:
Damage Capacity 20
Single attack
Minimum damage 1N

Special: The modes can be switched between without penalty, but not directly after firing.
Due to recoil, accuracy rolls for the full-auto fire mode are only allowed Focus or Marksmanship bonuses if the player’s Strength is of an equal amount. That is, even with Focus and Marksmanship 5 + 4 (9), a player would only be allowed a + 6 total bonus if they had 6 Strength.
An attack made with the full-auto fire mode will indiscriminately target everything within the character’s line of sight, but each target- up to three in total- must have a separate accuracy roll.



And I can and will add to all this depending on interest- there’s a lot of other stuff I’m considering in order to make this all more absorbing and above all fun for the players.

So what does everyone think? Is this the kind of group-brainstorming project people feel they could get behind?
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Re: For your consideration: Exigency revisited

Postby Butler » 12 Jul 2009, 15:11

If you can get some people to come and post here that they're interested I can certainly give you some space (and the necessary permissions to manage that space) to playtest this. Assuming you had a whole forum to yourself and the ability to more or less do whatever you want with it, what kind of structure do you think you would establish for the gameplay?
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Re: For your consideration: Exigency revisited

Postby Edcrab » 12 Jul 2009, 18:08

Well, even assuming interest and a successful initial brainstorm... I'm not quite sure! I'd be tempted to run a couple of small, short campaigns to test things out (as little as two or three players) and then maybe a more traditional story-driven outing if we get sufficient interest.

Probably have a dedicated brainstorming thread amongst the IC and OOC, just so people could pop in with their mechanics-based commentary on events.
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Re: For your consideration: Exigency revisited

Postby Villain » 13 Jul 2009, 18:23

Psst, sup ed

i'd love to help out but right now I really have no idea what you're after so uh, let me know
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Re: For your consideration: Exigency revisited

Postby Edcrab » 13 Jul 2009, 20:18

What do you mean, exactly? What I'd expect from any players?
Also, hello! I find it intriguing that you refused to ever sign up for CF games but suddenly you're here when I put the word out.
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Re: For your consideration: Exigency revisited

Postby Villain » 14 Jul 2009, 00:15

CF? and having read the OP I just noticed the brainstorming bit, adurr. i'm not on the ball today

Ive still got Creak from the old game, I wouldnt mind playing with him again. But I'd have to think about what to change in your rules as a whole, cos from what you tell me the version we played with at the hall was a bit different to this online stuff
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Re: For your consideration: Exigency revisited

Postby Edcrab » 14 Jul 2009, 01:16

That's about right, on the online campaigns so far people haven't been allowed to play cyborg or psionic characters (with one or two exceptions). You're welcome to play with Creak, but to be honest I don't really remember his stats etc.

And CF= Critical Failures, the gaming forum over at PA. You know, the place I keep telling you to sign up at!
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Re: For your consideration: Exigency revisited

Postby Villain » 14 Jul 2009, 04:59

Creak was this guy:

(no idea how to convert that chart so it shows up in the forum properly so I just used the screengrab you made me)

Image
E1: 3 Health, Augmented Body
E2: 3 Strength, Reroute
E3: 1 Agility, 1 Focus, 1 Block, Buffer

Catost “Creak” Harper, 30-point cyborg


Aspects:

Bion

Feat [Strength]
Prerequisite: Strength 6+

The character can take twenty for any Strength check (whether in or out of combat). The following turn, they lose a point of Strength until the next recovery phase.

Augmented Body
Prerequisite: Bion, Energy mostly in physical stats

The character can opt to reroll a physical check by using an Energy roll, but they must use this second value.

Reroute
Prerequisite: Bion

The character can sacrifice any encounter power in order to regain a point of Energy.


Encounter Powers:

Buffer
Prerequisite: Bion

The character can expend this power to avoid losing a point of Energy or any other attribute from an attack.
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Re: For your consideration: Exigency revisited

Postby Edcrab » 14 Jul 2009, 05:13

Okay, that's great, although I think the stats you've tied to energy 3 should read "2 Focus" rather than Agility, not sure which of us made the mistake there.

Oh, and although the others seem fine, I've since tweaked Feat to consume 2 points of an Attribute rather than one. In its original form, it was just way, way too useful compared to the other Aspects...
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Re: For your consideration: Exigency revisited

Postby Edcrab » 14 Jul 2009, 06:02

Hugeass post incoming, for future reference (all these require tweaks and rebalancing, as I'm well aware):


Aspects
Aspects are techniques, disciplines or quirks that differentiate a character from the norm. Their effects can be positive or negative.


Advanced Critical [Melee] (5)
Prerequisite: Melee +3, Focus or Strength 6+ or Melee +4 and Intelligence 8+

The character’s critical hit threshold for close-combat attacks is increased to a natural 19 or 20, rather than just a natural 20.


Advanced Critical [Ranged] (5)
Prerequisite: Ranged +3, Focus 6+ or Ranged +4 and Intelligence 8+

The character’s critical hit threshold for ranged attacks is increased to a natural 19 or 20, rather than just a natural 20.


Anatomical Precision (5)
Prerequisite: Medic +3, Focus 6+ or Intelligence 7+

The character adds a bonus equal to their Medic speciality to their damage rolls when attacking living targets. The bonus cannot be higher than their Focus, except in the case of a critical hit, where the bonus is doubled regardless of the character’s maximum Focus.


Autohypnosis (5)
Prerequisite: Psi Defence +2, Willpower 5+ or Intelligence 7+

When resisting pain or fear effects, the character can use half of their Psi Defence as a bonus. I.e., a character with four points of PD would be entitled to a +2 bonus alongside their Willpower and Bravery modifiers.


Blitz (5)
Prerequisite: Melee +3, Agility 5+ or Agility 7+

The character can choose between rolling for Melee as normal or rolling 2D20 but forfeiting their usual attribute + Melee bonus. Maximum damage is still limited by Strength.


Charge (4)
Prerequisite: Melee +2, Strength and Agility 5+

If the character is entitled to move and attack in the same turn, they can close the distance with a hostile target, dealing an additional point of damage if their Melee attack is successful.


Deadly Critical [Melee] (6)
Prerequisite: Melee or Tactics +3, Focus 6+ or Strength 8+

The character’s critical hits in melee allow for no opposing rolls of any sort, and thus always deal maximum damage. Armour penalties still apply.


Deadly Critical [Ranged] (6)
Prerequisite: Ranged or Tactics +3, Focus 6+

The character’s critical hits in ranged combat allow for no opposing rolls of any sort, and thus always deal the maximum damage allowed by the weapon. Armour penalties still apply.


Defensive Fighting (5)
Prerequisite: Melee +2, Strength and Intelligence 5+ or Intelligence 7+

The character can use Strength + Melee rather than Focus + Block when attempting a Parry check.


Fearless Example (4)
Prerequisite: Social +2, Bravery +2 or Tactics +4

All allies within close range of the character are entitled to a Bravery bonus equal to half of the aspect owner’s Bravery.

This ability does not apply if the owner of the aspect fails the Bravery roll in question, or if one of the benefactors of the aspect does in fact have a higher Bravery than the owner in the first place.


Hidden Precision (4)
Prerequisite: Stealth +2, Focus 5+

The character has a +3 bonus to hit with attacks when using Stealth.


Logical Detection (4)
Prerequisite: Analysis +2, Intelligence 6+, Focus 5+

The character is entitled to use their Analysis bonus as well as their usual modifiers when making Sense checks. The maximum bonus is equal to half of their Focus.


Logical Prediction (4)
Prerequisite: Analysis +2, Intelligence 6+

The character is entitled to use their Analysis bonus instead of their Evasion value when making Evasion checks. The maximum bonus is equal to half of their Agility.


Logical Trajectory (4)
Prerequisite: Analysis +2, Intelligence 6+

The character is entitled to use their Analysis bonus instead of their Ranged when making ranged attacks. The maximum bonus is equal to half of their Focus.


Martial Arts [Agility] (4)
Prerequisite: Melee +2, Agility 4+ or Agility 6+

The character rolls with their Agility rather than their Strength when making Melee checks. Maximum damage is still limited by Strength, but attacks can floor an enemy if they fail opposing rolls. This ability is not compatible with melee weapons.


Martial Arts [Focus] (4)
Prerequisite: Melee +2, Focus 4+ or Focus 6+

The character rolls with their Focus rather than their Strength when making Melee checks. Maximum damage is still limited by Strength, but this ability applies to melee weapons.


Mental Complexity (4)
Prerequisite: Intelligence 6+

The character’s formidable mind is tough for any psychic to crack, and they gain a +1 bonus to their Psi-Defence. For every two points that their intelligence is above 4, the character gains another point of Psi Defence (so with Intelligence 8, someone with this aspect would have a +3 PD bonus), to an absolute maximum bonus of +4.


Unmoving Will (5)

The character uses their Willpower value rather than their Strength value when attempting a Block.


Quick Witted (4)
Prerequisite: Focus and Intelligence 5+

The character rolls using their Focus rather than Agility when making Evasion checks.






Encounter powers
Encounter powers are a particular variety of technique that can only be utilised once per encounter, and cannot be reused until a recovery phase.


Athletic Feat
Prerequisite: Agility 6+, Health 5+ or Agility 7+

The character can take twenty for any Agility check (whether in or out of combat). The following turn, they lose a point of Agility until the next recovery phase (aka they take 1TA damage).


Exertion
Prerequisite: Strength 6+, Health 5+ or Strength 7+

The character can take twenty for any Strength check (whether in or out of combat). The following turn, they lose a point of Strength until the next recovery phase (aka they take 1TS damage).


Combination Attack
Prerequisite: Melee +5, Focus 6+

If the character hits their target with a melee attack, they’re entitled to an immediate follow-up within the same turn, gaining further additional attacks every time they make a hit. The total attacks in a turn are capped at an amount equal to half of the user’s Agility.


Intellectual Wall
Prerequisite: Intelligence 6+

For their next Psi Defence check, the character is granted a bonus equal to their Intelligence. This power remains active until triggered by a PD check or until the encounter ends.


Attack Focus
Prerequisite: Focus 6+, Intelligence 5+

The character is allowed a bonus equal to their Focus on an attack roll of any kind.


Adroit Assault
Prerequisite: Agility 6+, Intelligence 5+

The character’s Melee attack can include their Agility bonus as well as their Strength bonus. When used in conjunction with Martial Arts [Melee], this effectively doubles the character’s Agility modifier.


Indomitable Will
Prerequisite: Willpower 6+

The character can expend a point of Willpower to gain a bonus equal to their (current, pre-deduction) Willpower on any check except those related to Intelligence.


Backstab
Prerequisite: Melee +2, Stealth +2 and Focus or Agility 5+

The character deals an additional point of equivalent damage when they successfully ambush an enemy with a Melee attack.


Perfect Shot
Prerequisite: Ranged +2, Focus 6+

The character is assumed to have met the base accuracy requirement, and thus they hit the target automatically. Evasion penalties still apply: the user must still roll for accuracy, but even a critical failure is taken as a hit (unless the target evades the shot). This power is not compatible with automatic fire modes.


Incredible Shot
Prerequisite: Perfect Shot, Ranged +6, Focus 7+

The character is assumed to have rolled a 20 for their accuracy roll, hitting the target automatically. This counts as a natural twenty for all intents and purposes. Armour and Evasion penalties still apply. This power is not compatible with automatic fire modes.


Power Attack
Prerequisite: Melee +2, Strength 6+

The character makes a melee attack with a -5 penalty to hit, but a +10 bonus to their damage roll.


Greater Power Attack
Prerequisite: Power Attack, Strength 7+, Health or Intelligence 5+

The character makes a melee attack with a -5 penalty to hit, but their Strength and Melee modifiers are doubled for the purposes of calculating damage.

This encounter power replaces any instances of Power Attack in the character’s roster.


Epic Strike [Melee]
Prerequisite: Power Attack or Combination Attack, Any Physical Attribute 8+

The character adds their Strength and Agility values to their Melee attack power. When rolling to hit/damage, the attack power is considered to be at least 10. I.e., rolling below 10 will still result in a 10 being used to calculate the Epic Strike.

This encounter power replaces one instance of Power Attack. When used with Martial Arts [Focus], the character can opt to use their Focus rather than their Strength to determine the bonus.


Epic Strike [Ranged]
Prerequisite: Perfect Shot or Attack Focus, Any Mental Attribute 8+

The character adds their Focus and Intelligence values to their ranged attack power. When rolling to hit, the accuracy roll is considered to be at least 10. I.e., rolling below 10 will still result in a 10 being used to calculate the Epic Strike. If the weapon being used has a basic DC of less than 10, then it is upgraded to DC10.

This encounter power replaces one instance of Perfect Shot.



Psionic Aspects
These are unique to psionors of the appropriate type.


Proximate

The character is much more potent at close range, but incapable of using psionic abilities on targets beyond medium range. They also suffer penalties when trying to affect a target beyond their line of sight.


Broadcasting Telepathy
Prerequisite: Telepathy, Willpower 6+
Also available as Broadcasting Empathy. Not compatible with Receiving Telepathy.

The character suffers greatly lessened penalties when using psionic abilities at extreme range. Also, the strength of their mental projections is so great that those they’re trying to affect gain a +2 bonus to their Sense checks when trying to receive them, and -2 penalty to their Psi Defence when trying to resist them.

When using Psi Defence to resist hostile reading attempts or avoid a mind scan, this character rolls 2D20s but uses the lowest value. Note that this penalty only applies to viewing or detecting the character’s mind, not affecting it.


Receiving Telepathy
Prerequisite: Telepathy, Focus 6+
Also available as Receiving Empathy. Not compatible with Broadcasting Telepathy.

The character gains a +2 bonus to their Sense speciality, and they will find Sense easier to increase with experience. When making Sense checks, they roll 2D20s and use the highest value. When resisting psionic attacks, however, they’re not entitled to their Willpower bonus, and roll only a 1d20 + their Psi Defence.
As usual, these Sense bonuses only apply to psionic checks, not Sensing unthinking machines or similar.


Counter Psionics
Prerequisite: Telepathy or Empathy, Focus or Intelligence 6+

If the character is psychically attacked by an opponent but successfully resists, their following psionic counter attack is made with a +2 bonus, or a bonus equal to their Tactics (whichever is higher).


Barrier Psionics
Prerequisite: Telepathy or Empathy, Focus or Willpower 6+[/

If the character is psychically attacked by an opponent but successfully resists, their Psi Defence speciality is considered to be 50% higher next time the same opponent targets them with a psionic attack.


Adaptive Psionics
Prerequisite: Telepathy or Empathy, Intelligence 6+[/

If the character successfully uses psionics to attack or influence a target, they gain a +1 bonus when using psionics against that same target, whether offensively or defensively. This ability stacks (i.e., an additional +1 bonus every time the attack is successful) but the effects are lost if the character makes a psionic attack/influence attempt and fails, or if the character’s concentration is broken through an attack/influence attempt.




Psionic Powers
These are unique to psionors of the appropriate type.


Combat Scan
Prerequisite: Telepathy, Empathy, Sense or Analysis +2

The psionor scans their opponent for weaknesses. If successful, they gain a psionic bonus (offensive and defensive) against the opponent, equal to their Sense and Analysis combined. The bonus cannot be higher than their Intelligence or Willpower (whichever is lowest).


Psionic Focus
Prerequisite: Focus 6+

The psionor is allowed an additional +5 bonus on a psionic check of any description. Psionic Focus cannot be used in conjunction with other powers.


Psionic Channelling

The psionor expends a point of Willpower for an additional +5 bonus on a psionic check of any description, or they can choose to expend two points of Willpower for a +10 bonus. This power can be used in conjunction with others.


Mental Exertion

Psionors can expend a point of Willpower to take ten for a psionic check of any description (offensive or defensive), or they can choose to expend two points of Willpower to take twenty. This power can be used in conjunction with others.


Mass Mind Scan
Prerequisite: Telepathy or Empathy, Intelligence 6+

The psionor can scan a group of thinking beings within close range. The number of individuals in the possible group is limited by the psionor’s Willpower (i.e., if the user had a Willpower of 5, they could only scan half of a ten-strong group).

When using Mass Mind Scan, the psionor need only roll a single psionic check to effect the entire group, rather than rolling for each individual as normal. This power can be used in conjunction with others, but its effects are purely “read only”.
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Re: For your consideration: Exigency revisited

Postby Cyril » 14 Jul 2009, 11:18

I definitely would be interested in revisiting the character and the world. So I'll add a bit more input soon. :idea:
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Re: For your consideration: Exigency revisited

Postby Edcrab » 14 Jul 2009, 16:55

Awesome, it'd be great to have you back :D

And just a couple of amendments to those aspects/encounter powers- turns out they're pretty out of date, which is why some seem so much more useless than others. For example, Adroit Assault now gives a bonus equal to double the user's Agility, and likewise Intellectual Wall and similar abilities now have higher outputs. Basically, chances are that if it sounds a bit useless, it is, and that the current version is more potent.

Oh, and Tactics and Leadership no longer exist as specialities- they've been absorbed into Analysis and Social respectively. And Grappling is now a special action open to anyone who can attempt Melee attacks, rather than a speciality.
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Re: For your consideration: Exigency revisited

Postby Ringo » 14 Jul 2009, 21:11

I just wanted to say that I'm following this, but I don't have much to add at the present.
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Re: For your consideration: Exigency revisited

Postby Villain » 15 Jul 2009, 01:19

great, more people! nice to meet you.

@ ed: noted, I'll change my sheet. But do you still have trained and untrained skills here? Cos if you don't, I met change a few things, cos I wouldnt want to waste any points.
nd since we're brainstroming here, I'll just say Im not sure you should get rid of sub-skills. I think Tactics and leadership and Parry and stuff made characters more detailed, but that's just me
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Re: For your consideration: Exigency revisited

Postby Cyril » 15 Jul 2009, 06:25

Its been a while, but did people purchase specialties as separate skills or was it more of a bonus in certain situations (ala WoD) if its like the later I see nothing wrong with having WoD style ones (maybe a limited number by default ). Especially since it might help differentiate/define somewhat similar characters.
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Re: For your consideration: Exigency revisited

Postby Villain » 15 Jul 2009, 20:43

yeah see thats my thinking too, because someone with Tech +2 and Repair +2 is a subtley different character to a guy with tech +1 and Computing +3 or whatever

Oh and Cyril when you played, what was the points level for your campaign? ours was 30. If you were really high-level, maybe ed will let me make Creak tougher for the test play :lol:
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Re: For your consideration: Exigency revisited

Postby Edcrab » 15 Jul 2009, 23:16

[EDITED OUT FOR BEING OUTDATED AND MISLEADING]


A reminder of how combat works:

Combat begins with all participants doing a Focus check to determine attack order. I.e., akin to initiative in D&D.

Every character’s turn (post) consists of two phases. The first phase is used to move or dodge attacks, and the second is making an attack (or using an offensive ability) yourself. You can attack twice, but that means sacrificing a movement/defence phase- either in the current turn, or the next turn.

While Evasion used to be the best defensive speciality by far, Block no longer uses up a phase. It’s a free action, like Health checks, and so it should (hopefully) be viable again. But note that unless you have an aspect or encounter power that dictates otherwise, you can’t make a Block and Evasion check in the same turn; unless you’re willing to sacrifice your attack phase!

How Evasion works: you make a check against an incoming attack. If your Evasion roll is higher, you dodge the attack and avoid damage completely. This uses a phase.

How Block works: you make a Block check when you make a Health check, and choose which value you want to use. If you use the Block roll, it’s treated identically to a Health roll, with the difference that any damage (temporary or normal) is inflicted on your Strength attribute instead of your Health.

How grappling works: a Melee attack is made as normal, but if it hits the target, no damage is done. Instead the target loses their normal action phases and instead makes a Melee or Block check of their own. If their roll is higher than their attacker’s, the turn ends and combat continues as normal. Otherwise-

Next turn, the grappler gets an immediate free Melee attack against their victim. Unless otherwise stated by an aspect or encounter power, Evasion cannot be used to resist hits during a grapple, only Block. The victim can choose to make Melee attacks against their attacker, or they can use Strength + Melee rolls to try and break the hold- opposed by the attacker’s own Strength + Melee rolls.

The grapple can be ended by the initiator at any time- in fact it ends automatically if they die, get stunned, make an Evasion attempt versus any attack, or try to make an attack against anyone other than their grapple target. They can make an Evasion check versus the attacks of their grapple target, but doing so would end the grapple, even if the Evasion attempt fails.

Grappling, obviously, is a technique used to force characters into melee combat. My thinking is that I might bring it back as a speciality, but make it a trained speciality…
Last edited by Edcrab on 20 Jul 2009, 00:13, edited 1 time in total.
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Re: For your consideration: Exigency revisited

Postby Ringo » 16 Jul 2009, 06:42

So if you fail your evasion check you can then either choose to do a health check + attack or a health check + block, is that right?
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Re: For your consideration: Exigency revisited

Postby Edcrab » 16 Jul 2009, 08:38

Exactly. Basically Block is always available as a free action... unless you try and Evade. If you try your hand at Evasion, you'd have to consume a phase in order to Block.

Also V I was thinking about Creak; you've got no points in Tech in that build, which would make healing up after a fight pretty complicated, as from your character's point of view he has zero understanding of how he even works!
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Re: For your consideration: Exigency revisited

Postby Cyril » 16 Jul 2009, 10:30

Creak, I'm not entirely sure what our build was . I know from the point we left off, that I would definitely have to downgrade my char a bit to fit.
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Re: For your consideration: Exigency revisited

Postby Villain » 16 Jul 2009, 19:00

@ Ed- well yeah, but it's the same thing as normal characters running around without points in medic, isnt it? Im sure someone would help to put him bcak together :D

Cyril- haha, fair nuff! What was your part in your team? shooting, melee, hacking? For us, Creak was the resident damage magnet, but man he had such bad luck versus psionic attacks
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Re: For your consideration: Exigency revisited

Postby Edcrab » 17 Jul 2009, 02:25

Cyril was the team's ninja. And he'd have made a complete mess of Creak, mostly because his build cost almost twice as many points ;)

If you want Cyril, I can put together a rough lower-points version of your character, and check with you how you want to change it?
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Re: For your consideration: Exigency revisited

Postby Villain » 18 Jul 2009, 03:18

another question is how many people do you actually want for this test-run thing

i mean, would it just be me and Cyril and one of your DMNPCs? Are we talking a proper campaign or just a couple of fights or whatever?
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Re: For your consideration: Exigency revisited

Postby Edcrab » 20 Jul 2009, 00:24

Well... again, not sure. Really depends on what changes we all make to the system, but anything could work. The thing about testing mechanics is that it could easily just be a one-player thing. But the ultimate test is actually running a campaign, which should probably happen a little later down the line.
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Re: For your consideration: Exigency revisited

Postby Villain » 22 Jul 2009, 21:26

ok, seeing as your so desperate for brainstorming input I've got a couple of questions.....

If an enemy initiates a grapple, do you have to break out of it, are can you continue it yourself? The way you wrote those rules makes it look like i'd have to end it, which doesnt make much sense cos then theyd have the advantage by wasting your turn
And Im not sure just how often you can block. Can you block every hit that comes in, or what? You said the first Block doesn't use a phase up and is free but what about the rest
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