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Post by Dullahan on Oct 6, 2010 12:59:43 GMT -5
No matter what wins in my poll thread, I'm going to need new rules for humans. The current system? Sucks for normal humans. Every human ends up looking the same, and I don't want that. So I'm creating a new set of rules, as well as a D&R chart to fix those problems, encourage some variability, as well as create some new actions that will fit in the game that wins, as well as the others.
Any opinions, are of course, welcome....
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Post by WildKnight on Oct 6, 2010 13:22:30 GMT -5
I'm not sure how feasible this is, but I was working on this when I had time, before all my free time got taken away.
Basically, the same rules, but with power levels. Each power level scales 1 - 10 (so humans would have Ability and Actions ranging from 1 - 10). Then each power level would also scale 1 - 10, but with the numbers representing greater possibilities.
I had 5 PLs 1) Baseline Human/Mutant 2) Enhanced Human/Powerful Mutant 3) Superhuman 4) Dominant Force 5) God-like or Cosmic Power.
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Post by Dullahan on Oct 6, 2010 16:16:48 GMT -5
Not sure I understand......
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Post by WildKnight on Oct 6, 2010 19:58:01 GMT -5
Yeah, I realize that wasn't completely clear.
Basically I had 5 separate D&R charts (which I never got around to making). Each one would overlap somewhat with the layer below it, so that Strength 1 on the PL2 D&R chart would be equivalent to Strength 5 on the PL1 D&R chart.
The trick to moving from one PL to the other was something I stole from the Revised Edition of WEG's D6 Star Wars. When moving up (for instance, a PL1 character attacking someone with PL2 Toughness) you would take a penalty (Negative SitMod in good ole MURPG parlance). When moving down (for instance, a character with PL2 Strength attacking someone with PL1 Toughness) you would gain free stones.
So basically, if you had Strength 1 at PL2, you would be able to lift the same amount as a character with Strength 5 at PL1. The difference would be that you would pay only 1 stone from your own Energy Pool, and get 4 free, wheras the PL1 char would pay for the whole thing from his own EP.
I never perfected this; it had tons of holes and I eventually tossed in the towel, but I think it has some potential (probably not as I originally imagined it, but it might be mined for some ideas)
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Post by Dullahan on Oct 7, 2010 12:26:39 GMT -5
Not bad, not bad....well, we'll see. Thing is, my games would be for mostly humans(and maybe a couple others thrown in, I'm still hammering out the details), so most of the charts would be redundant. But if I just used the first chart....that's doable. It would take some work.
Some ideas....
First, break up Durability. Pretty standard by now, but bears repeating. Health Energy Reserve(with the maximum=5X the actual number) Energy Regeneration
Second, Close Combat.....didn't we have a fix for this earlier? I know there was something laying around for unarmed combat, but I can't for the life of me remember what....
Also, using the Skill Point system, giving Close Combat people more options.
Ranged Combat: Pretty much the same, except for the Dual Wielding stuff. I don't like the standard rules....but fixing it's giving me a headache. What I'm thinking is each weapon only gets half it's weapon modifier, rounded down, (to account for the fact that using two guns is less efficiant than using one), and you take a -2 sit mod for aiming at two different targets. A specialty reduces this penalty by one.
I'm going to need to think this over some, but that's a start anyway.
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Post by WildKnight on Oct 7, 2010 12:35:47 GMT -5
Well, if you're doing rules strictly for humans, I still think that going with a 1 - 10 scale for "normal human" achievement is a good idea. The 1 - 3 scale is just too small.
There have been a number of proposed fixes for CC and RC. I'm rather fond of reducing the amount of free stones weapons grant all around, and then giving the ability to get a "weapon mod" for unarmed combat based on your Specialties.
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Post by Dullahan on Oct 7, 2010 12:42:29 GMT -5
Not bad not bad, I like that stuff.
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Post by Dullahan on Oct 7, 2010 12:54:02 GMT -5
1-10 Scale
Ideas: Midpoint(the average person), should be 5, just for simplicity sake. Above that you start getting into above average, or just plain superhuman. Sound good, or am I just plain nuts?
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Post by WildKnight on Oct 7, 2010 12:56:03 GMT -5
No, thats exactly what I was thinking.
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Post by Dullahan on Oct 7, 2010 13:01:52 GMT -5
Ok, so I'm not nuts. Good.
Only question is, how much can the average person lift? I usually have trouble hauling 80lb bags of concrete, but I don't know about average....
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Post by WildKnight on Oct 7, 2010 17:02:33 GMT -5
Ok, so I'm not nuts. Good. I make no guarantees Google, Ask, or whatever your preference is. The problem isn't finding the average. Its figuring out how to move up and down the scale from there.
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Post by Leeksoup on Oct 9, 2010 10:29:54 GMT -5
Okay, so from searching The Internet, it seems that the 'average person' should be able to (dead)lift his own body weight. So if we Bob weighs 160lbs, he should be able to pick up and carry- with difficulty- 160lbs, or maybe 80lbs over his head.
But I know many people who couldn't do that. So let's say, just to have a number, Str 2 = 150lbs. Str 1 is 100lbs.
The question is, should we go up by 50lbs each time? That would end up with a normal human with Str 10 lifting 550lbs... which isn't bad, actually.
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Post by Dominus on Oct 9, 2010 18:26:19 GMT -5
If you're talking about a military press than I think that works pretty well.
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Post by Dullahan on Oct 10, 2010 22:42:15 GMT -5
Errr....alright, except for the fact that there are people that can lift a fair amount more than that...and 5, not 2 is the midpoint. So, if 160's the average, well....... Hmmmmmm......... well, if 150's the midpoint, what's the maximum.... now that you mention it, 550's not bad, but let's make it 600. Each rank would be.....what.....100 each to get to 600? Something like that?
Then there's the minimum. Let's make that....oh, 5lbs, maybe 10. Lifting anything under than that is free. So.....
1:5-25(Backpack) 2:25-50(Box of Books) 3:50-75(Smallish Dog) 4:75-100(Bag of Cement) 5:100-150(Labrador) 6:150-250(Average Person) 7:250-350(Komodo Dragon) 8:350-450(Lion) 9:450-550 10:550-650
How's that look?
Oh, and a couple rules I'm thinking about. Normally, you can't go above your Ability Number, right? Well, how about this. You can lift(or run, or whatever), 2 above your Ability Number, but take a -3 Sit Mod for doing so. 1 above gives you a -1. Going down by 1 gives you a +1 Sit Mod, 2 down +3. A bit more realistic(it's not like you can just lift a certain amount and not an ounce more), and a bit more flexible.
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Post by Dullahan on Oct 18, 2010 11:21:33 GMT -5
This would go SO much better if I had some feedback.... Speed: 0-Under 1 mile per hour 1-1 Mile Per Hour 2-1.5-2.0 Miles Per Hour 3-2.0-2.5 Miles Per Hour 4-2.5-3.0 Miles Per Hour 5-3.5-4.5 Miles Per Hour 6-5.0-6.0 Miles Per Hour 7-8.0-10.0 Miles Per Hour 8-10.0-15.5 Miles Per Hour 9-15.5-20.5 Miles Per Hour 10-20.5-25.5 Miles Per Hour Note the World Record for the 100 Meter dash is 9.58 seconds, or 23.4 Miles Per Hour. Jump Distance(Use Strength or Agility) 0-Less than stride distance 1-1-2 feet 2-2-4 feet 3 4-6 feet 4 6-8 feet 5 8-10 feet 6 10-12 feet 7 12-14 feet 8 14-16 feet 9 16-18 feet 10 18-20 feet Yeah, that's probably a bit far. Or more than a bit. But apparently the average leaping distance of a person is 4 feet. That's just way to low, even for a low power game. So, I may have modified this chart accordingly. Health 0 Dead bocy 1 Infant 2 Toddler 3 Zombie, Child, Elder 4 Teenager 5 Average Adult 6 Athlete, Cop, Firefighter 7 Unusually Tough, Highly Trained Martial Artist 8 Known to be tough, resistant to most toxins, rarely gets sick 9 Extremely Tough, immune to potent toxins, most standard diseases 10 Legendary Durability, immune to every toxin, all but the strongest diseases SPECIAL RULE Push the Limits: Under extraordinary circumstances, even a normal human can do some very extraordinary things. Lift cars, survive blows that should kill them, you name it. If a player acts heroically, or does something awesome, they should get a point in this. By spending a point, a player can.... 1)Withstand a blow that should kill them. They only lose the health after 5 panels. Until that time, they act as if they hadn't been hit. And even after being hit, they won't die instantly, they'll have time to get saved. 2)Restore energy: Like an adreneline rush, they can regain all energy up to their maximum level. This only lasts for a panel, and after 3 panels, all energy is removed from their energy reserve. 3)Push themselves to the limit: They can lift or jump or run at the maximum of the D&R chart. But doing so does damage to the body, as they are pushing themselves well beyond what they're body can handle. They take 2w in damage, and lose all energy in their Energy Reserve after taking this action. Any opinions? Am I anywhere near the right track, or do I need a GPS to find the tracks?
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