From: ketil@ii.uib.no (Ketil M. Malde)
Subject: Re: net.rpg
Reply-To: ketil@ii.uib.no
Organization: student of numerical analysis at the University of Bergen, Norway
	<1992Nov8.083753.5173@alf.uib.no>
Date: 9 Nov 92 14:46:25

>>>>> On Sun, 8 Nov 92 08:37:53 GMT, magnus@brisk.ii.uib.no (Magnus Alvestad) said:

>>>>> On 8 Nov 1992 04:44:20 GMT, tdunn@ecst.csuchico.edu (Tim Dunn) said:

	FAQ> Q2.  Should our system be skill-based or class-based?

	FAQ> A2.  The answer seems to be that we should be skill-based.  Some of us
	FAQ> have voiced favor for a career-type skill packaginig system, though,
	FAQ> which might be a good compromise between skill-based and class-based.

	M> Uhm. Well, I kind of like the system in Daredevils, where
	M> you construct a lifepath. We could make something like
	M> that, not tight and uncomfortable like in Cyberpunk, we
	M> want a wide, dynamic, demanding system that allows for a
	M> lot of GM-Player interaction, a lot of Player creativity,
	M> and a lot of slack for differing genres, cultures etc.

I don't know this system, but I think a skill system would be the way
to go.  How about a hierarchial(sp?) skill system where 'root skills'
cost comparatively much, and 'leaf skills' are cheaper?  Of course you
need the right root (to a certain amount) to get the leaf.

I.e. Krank the fighter has a lot of skill in general(?) martial arts,
this makes it easy for him to specialize in, say, the longsword.
Perhaps he cannot raise his longsword skill to more than twice the
M.A. skill, or perhaps his high M.A. skill makes it cheaper to
increase his longsword skill.

Comments?

		:
		:
	FAQ> Q3.  Should we be multi-genre or just one?

	FAQ> A3.  We seem to be gravitating toward the multi-genre end
	FAQ> of the spectrum.

	M> Why not, concentrating one two-three 'default' genres.
	M> These should be quite different, like fantasy, Space sci-fi
	M> and War today with modern weapons, tanks etc..

I think perhaps closely related mechanics for different genres would
be appropriate.  I haven't really played multi-genre games, so I don't
know how well they work.

		: 
	M> All the proposals are based on d20 systems - IMHOd20s are
	M> too small.  We should use d100s. These give a much wider
	M> range of results, making for a better implementation
	M> of critical 'hits' / 'misses'.

	M> Open-ended-ness is nice though. How about this:

Agreed.

		:
	FAQ> Q7.  Combat:  Detailed, or streamlined?

	M> Uhm.. detailed and streamlined? :-)

Yes..

		:
	FAQ> * Combat is conflict, which is the driving force of a
	FAQ> good story.  We need to give combat more detail and
	FAQ> flavor.

	M> Well, I think combat is a pretty complicated event with
	M> some radical results (like your head being torn off) - the
	M> rules should try to represent this in a way believable to
	M> the player, wether what they are trying to represent is a
	M> russian firing a howitzer or a dragon breating acid at you.

I agree here.  I like the TW2000 rules, fast paced enough, detailed
enough.  Hit locations is a must, whether or not you use Hit Points
doesn't really matter a lot, as long as you have the possibility of
arms being useless, legs broken, head smashed in, etc, 

	[damage is a function of..]

	M> Agreed. And the skill of the attacker. I think we should
	M> have a Hit Location chart. This would go from 01 to 200 -
	M> and you get your hit location by switching the digits of
	M> your original, unmodified d100 to hit roll, and then adding
	M> your skill with the weapon / attack form.

Yes definitely.  Especially in melee combat.  The suggested method
seems to be ok, I like the idea.

	M> Maybe it should also be possible to add here by subtracting
	M> from the to hit roll (you have to say so before you roll,
	M> of course) - representing an attempt to go for a soft spot,
	M> with a piercing attack that will be deflected if you miss.

This doesn't sound logical to me.

	FAQ> it's possible a shot to the arm should be able to hit the
	FAQ> chest if it misses its mark.

	M> This would be pretty nifty - any good ideas on how to do it? I mean -
	M> if you miss with a called shout - you hit a close body part?

Well, there was this suggestion of using transparent templates (I
imagnine like a dart target) and pictures of targets in various
positions.  Lay the target where you aim, roll for deviation, and se
if you hit something.  This also eliminates the location roll.

I like the idea, wonder if it's work in practice...

	FAQ> We also haven't decided how to make a hit location system
	FAQ> work for non-human critters such as dragons, squid, and
	FAQ> three-headed ogres.

All you need is a picture of them.. :-)

	FAQ> * Will the bad guys (be they thugs, dragons, or giants)
	FAQ> have the same attributes, just in different ranges?  Or
	FAQ> will they be described completely differently?

	M> Same stats is the most elegant solution. Makes for a
	M> simpler combat system too, when you can just turn the cards
	M> around.

Perhaps if the stats could be grouped toghether on different levels?
(Is this what GURPS do?)  Say, I have INT 45, WILL 66, CHA 12, STR 40,
CON 18, AGI 32, this would give me an average in MENTAL 41, and
PHYSICAL 30.  For an NPC you need in a hurry, just decide his mental
and physical avg. and use them when you need his stats.

This is not limited to two levels, nor to stats.

	M> They should be weighted, like 3d6, 4d6 (minus something?)
	M> Well in fact a 0-99 range would perhaps be nicest, but
	M> harder to load. 10d10?

I like the percentile range, but 10d10 would give a horrible
distribution with everybody around 50 in everything...

	M> Maybe all characters should get an equal amount of
	M> experience points after solving a part of the struggle,
	M> surviving etc. - and then every player can distribute these
	M> points on skills he has used. The more he puts on a skill,
	M> the larger is the chance that it will rise, and with more.

Perhaps the amount could be adjusted a little individually as to who
did the best role-playing, the best problem solving, and most useful
for the survivial of the party.  As voted by the players, perhaps?

-ketil


--
 = Ketil Malde                     In real life:  ketil@ii.uib.no =
 = Nuke the whales!                    Honk if you love unicorns! =