| Range and AoE; Soft versus Hard | |
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| Tweet Topic Started: Sep 1 2010, 12:48 PM (193 Views) | |
| Zhuren | Sep 1 2010, 12:48 PM Post #1 |
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So. I think everyone can agree that 10 yards per point of range is a decent enough conversion, a football field length to 10 points conversion seems okay. What -isn't- good enough right now is the rules for AoE, currently there is no reason -not- to AoE all the time, not to mention the abuse that can come with fiddling with your shape and not to mention cubes in space. So, to this end I will present an alternative way to deal with AoE and then, later, Range. First: When you think of systems split between mechanical aptitude and mastery (D&D, Gurps) and narrative aptitude and mastery (FATE, DRYH) as characterized as either 'Hard' or 'Soft' I would suggest that the best place for TAKnRPG to be a 'Semi-Soft' system. Certainly it's to the soft side of the d10 systems which tend to be pretty close to the middle range. I think we should embrace this, not the softness, but the hybridization. This is going to be the basis of my design decisions as I make hypothesis and posits in the future which may or my not lead to rules development. I am of the considered opinion that if I explain the -why- of design mind people will be able to grasp the reason for these changes easily, although I admit to most of my decisions are based on conjecture and instinct and are not to be confused with hard evidence as we have precious little logged for the system itself. The Problem and its Fix: The problem we have now is we need to make powers work like the show. To that end we need to: A) Disincentivise the spamming of explosions. B) Have an easy to grasp system of rules to handle it. C) Give the GM additional tools for her or his box. The solution we come to must fulfill these conditions otherwise we are adding additional rules where GM arbitration would be better. To this end I suggest the following. Arbitrary Categorization. Strangely we already have this in the level 1-5 power categorization as given to us by the show. In my efforts to, as stated previously, embrace the hybrid nature of the game I suggest we then break AoE itself into a chart of 'suggestions' with a -Narratively Mechanical delineation-. To explain what I mean here is the baseline suggestion. Weak: A Weak explosion may hit up to two people in normal combat or more if tightly packed together. A Weak wall could fill a doorway. A Weak line could hit up to three people if perfectly lined in a row to a maximum distance payed for of the attack. Cost: 10 PP Decent:A Decent explosion may hit up to five people in normal combat, two is spaced far apart, more if tightly packed. A Decent wall could fill a wide hallway. A Weak line could hit up to 7 people if perfectly lined in a row. Cost: 20 PP Burly: A Burly Explosion may hit up to 15 people in normal combat, five if they are spaced far apart,more if tightly packed. A Burly wall could fill a street from sidewalk to sidewalk. A Burly line could hit up to 20 people if lined up right. Cost 30:PP Strong:This should be about a building sized explosion, line an entire city block, or pierce through an unlimited number of combatants 50:PP Giant:City block sized explosion, Line effect for a kilometer, etc. 80:PP Apocalyptic:!!!!!!!!!!!!!!!!!!!!!!!!!!! ???:PP NOW. Not only do we have a category for Level 6 AoE effect we make EXPLICITLY CLEAR that this is a GM tool. The use of Apocalyptic effects should always be a plot point, be it the catharsis of a series or even the threat of which being the conflict in the series. This way even the rules for AoE are throwing out story hooks and isn't this what it's all about? Plus this way we don't have to give specifics on area which any GM will tell you in a non D&D scenario is a headache. |
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9:44 AM Jul 11