evdk
comrade troglodyte :M
GURPS or bust.
Skill check toggles?
Fuckin' A.GURPS or bust.
Fuckin' A.GURPS or bust.
Armor should be balanced primarily by its weight - unless you are strong enough the encumbrance is going to slow you down, reducing your movement speed and active defences. Also, has there been any mention of how armor will actually work? Because it should definitely reduce damage taken (and if the attack wasn't strong enough completely negate it), and not make you harder to hit like it is in D&D.
I'm going with the way GURPS models this problem. Proper armor didn't impede movement much, but its weight is still a problem if you don't have the strength to carry it and your weapon (a minimum a fighter will need in combat). Encumbrance slows you down and reduces you chance to dodge incoming attacks (but not to parry or deflect with a shield). Dodging depends on raw speed - and carrying 20, 30 or more kg of weight is going to slow down almost everyone.Actually Armour did make active defense easier since you only had to protect yourself from hard blows, and you could use it for weapon to slide on your Armour, it made most of the attacks useless, and it didn't impede movement as much as you would think, Armour could weight about 40kg, but that was evenly distributed in your body so any average male can use it without problems, the bad thing about Armour is that you will heat more, but you will actually get tired less then your opponent without one since you don't need to put nearly as much power behind your blows, you can use lighter attacks. Incorrect attacks with 0 chance to deal damage could as well be called misses.
I'm going with the way GURPS models this problem. Proper armor didn't impede movement much, but its weight is still a problem if you don't have the strength to carry it and your weapon (a minimum a fighter will need in combat). Encumbrance slows you down and reduces you chance to dodge incoming attacks (but not to parry or deflect with a shield). Dodging depends on raw speed - and carrying 20, 30 or more kg of weight is going to slow down almost everyone.Actually Armour did make active defense easier since you only had to protect yourself from hard blows, and you could use it for weapon to slide on your Armour, it made most of the attacks useless, and it didn't impede movement as much as you would think, Armour could weight about 40kg, but that was evenly distributed in your body so any average male can use it without problems, the bad thing about Armour is that you will heat more, but you will actually get tired less then your opponent without one since you don't need to put nearly as much power behind your blows, you can use lighter attacks. Incorrect attacks with 0 chance to deal damage could as well be called misses.
As for armor making active defences easier - I disagree. It just makes it less dangerous to fail at one, it doesn't make it any less easier to dodge/parry or block attacks. The "weapon just slides off your armor" situation is imo modelled simpler and more realistic by just having armor negate all damage, and not calling it a miss. It was not a miss - the blow just wasn't strong enough to penetrate armor, and it is important that that information is passed to the player and not just abstracted away. That way the player knows that the problem is not the accuracy of the attack, but the damage reduction of the target's armor, and can do something about it - switch to "power attack" mode that reduces accuracy but increase damage, or use a different weapon, or something else.
Again I must state my preference for the way combat is resolved in GURPS. For those unfamiliar with the system, there are 3 different rolls made for each attack:If it gives useful information for the player then it should be given sure, and power attack should be harder to aim so that makes the active defense easier. The thing is that if somebody would attack you incorrectly you wouldn't even had to dodge his attack you could let him attack you, and have his defense compromised by that.
Again I must state my preference for the way combat is resolved in GURPS. For those unfamiliar with the system, there are 3 different rolls made for each attack:If it gives useful information for the player then it should be given sure, and power attack should be harder to aim so that makes the active defense easier. The thing is that if somebody would attack you incorrectly you wouldn't even had to dodge his attack you could let him attack you, and have his defense compromised by that.
1) Attacker rolls against his weapon skill. If the roll is failed the attack completely misses. If it succeeds, it would strike the target if the target isn't actively defending. If the target is not defending (surprise attack or defender is immobile / helpless) or the attack roll was critical success, active defence is ignored.
2) Defender rolls his (usually best) active defence if the attack succeeded (and he actually gets a defence). It the defence succeeds, he has dodged/parried/blocked the attack. If not, we move to damage rolling.
3) Attacker rolls the damage - the roll depends on the weapon and strength (in case of melee weapons). Then armor damage reduction is subtracted from the damage rolled - if it goes to 0 or negative no damage is taken. Otherwise damage remaining is taken (after modifying it for the attack type) off the defender hit points.
There's a lot more to it, but that's the basics. It is a neat and relatively realistic (if a bit complicated, although that is not a big issue in a computer game) system that separates attacker skill from defender skill from defenders armor protection. These are completely separate things and lumping them all together like D&D does just obfuscates things for the player. If my attack missed, was that because the target has dodged it or because it deflected off his armor? Unless the GM tells you that (because only he knows the dexterity and armor bonus of the target), there is no way for the player to know that. And this information can be important - if the target has high armor but not much dexterity, the player might decide to grapple with him or use a touch attack or some other attack which ignores target armor. If the target has high dexterity and low armor the same is likely to fail. This system is not just unrealistic - it also hides things from the player that he should know.
tl;dr
I really like GURPS.
1) Attacker rolls against his weapon skill. If the roll is failed the attack completely misses. If it succeeds, it would strike the target if the target isn't actively defending. If the target is not defending (surprise attack or defender is immobile / helpless) or the attack roll was critical success, active defence is ignored.
2) Defender rolls his (usually best) active defence if the attack succeeded (and he actually gets a defence). It the defence succeeds, he has dodged/parried/blocked the attack. If not, we move to damage rolling.
3) Attacker rolls the damage - the roll depends on the weapon and strength (in case of melee weapons). Then armor damage reduction is subtracted from the damage rolled - if it goes to 0 or negative no damage is taken. Otherwise damage remaining is taken (after modifying it for the attack type) off the defender hit points.
I have to say I don't quite get what you are saying here, so maybe I will get this wrong. In GURPS, if the attack roll was critical success the defender doesn't get an active defence roll. But his armor still protects him - the armor damage reduction still applies, even though the defender didn't get the chance to dodge/parry/block the attack. So that critical strike against an armored fighter still might not do anything. Now, the attacker can target an unarmoured part of the defender's body - but he would need to declare that before attacking and would take a suitable penalty to his roll for that. Attacker can also choose to go on an all-out-attack, forgoing his future defence rolls for greater damage, higher accuracy or an extra attack - but then his only defence when he get's attacked is his armor (this is something a heavily armored fighter might do if he feels his opponent can't get through his armor).
So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
So stabbing somebody without armor causes 10 dmg, hitting him with a sword handle in the head 5 - ok. The same attacks against an armored opponent cause no damage for stabbing or 2 dmg for hitting him on the head - sure, if he is wearing some kind of light helmet that sounds reasonable. I'm afraid I don't really see a problem here. Can you give me another example of what you think would be an inadequate technique that shouldn't work against an armored opponent, even though it deals a lot of damage? I'm pretty sure that whatever it is there is a rule in GURPS for that - it's just that kind of system.It is good that you can declare to attack in the way that can harm somebody in the Armour, but it is silly that you can harm him at all when you use inadequate technique for that purpose.
So stabbing somebody without Armour might cause 10 dmg, and hitting him with a sword handle in the head might cause 5 dmg.
And the same attacks against somebody with the Armour stabbing does nothing, and hitting him with a sword handle sends shock wave that deals say 2 dmg.
You have to take into account that various techniques that work against unarmored opponent do nothing to somebody in Armour, not because they don't deal enough dmg, but because the Armour is specifically designed to protect from them, so your options to attacks are limited, so it is easier for your opponent in Armour to protect himself because he needs to only watch out for the few things that can harm him. This is why striker can get hit in MMA match by somebody who is better at grappling but much worse at striking, he has to pay attention to not be taken down as well.
That... that sounds absolutely beautiful.a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
Wanted to say it's videos like these which just give me instant boner. When in part 4 he fully clads himself in armour and shows how amazingly fluid and cool that gothic plate gauntlet works, I can only sayWeapons which made Britain
Also, the only reason the romance bits in Mask of the Betrayer worked was because George Ziets helped me with them since he was able to describe what love is to me and explain how it works (I almost asked for a PowerPoint presentation). It seems like a messy, complicated process, not unlike a waterbirth. Don’t even get me started on the kissing aspects, which is revolting because people EAT with their mouths. Bleh.