So, here's a thread where everyone can kinda pitch in what they want to see about the new system. We'll try our best to balance it out as best as possible. Cheers. :>
In no particular order:
- IC Rank/Access level
- Raised level limit
- Blocking / Countering Attacks
- Cover factoring into combat
- Stealth Attack bonuses
- The ability to damage specific limbs
- Limb damage factoring into defense/offense calculation
- Race/Factions having more influence on how NPC/PCs react to characters/actions, as well as a stat to keep track of it.
- Alignment/Morality having more influence on how NPC/PCs react to characters/actions, as well as a stat to keep track of it.
- Fame/Infamy having more influence on how NPC/PCs react to characters/actions, as well as a stat to keep track of it.
- Currency circulation
- Ship Combat
- Haste/Initiative factors
- Weapon upgrades/modifications
- Weapon Stat Values
- Armor Protection Values
- Health
- Accuracy factors
- Environmental Hazards
- Retraining/Re-spec (Losing stats to gain spendable EXP)
- Armor/Cover durability
- Encumber limits (max weight able to be carried and still move).
- Vehicle use and bonuses
- Specialist Traits (Being an expert on something)
- Ability to train skills without going on actual missions. (Things like lifting weights, sparring, etc.)
- Enemies being at a preset level
- New characters starting at an average level
http://razorwingrp.pastebin.com/GUc71nJL
The link about is to the current beta of the proposed system. It answers your concerns regarding: Health, Haste/Initiative factor, accuracy, and stealthy attacks. It will also (in it's next revision) touch infamy/status by bringing in 'Merits' (the equivalent of feats in Dungeons and Dragons and the current traits system).
The current Beta system outlines how a base-line character begins play (see. Creation Points in the pastebin posting).
As well, weapons and armor will be outlined further in the next revision of the proposed system.
All that being said, I see a lot of two different things going on. There are a lot of things in that list that have been covered in the suggested system, and on top of that I see a lot complaints, but no suggestions as to how to improve. It's all well and good to point out what's wrong with something, but standing back and waiting for others to fix it without input usually leads to large amounts of disappointment. (I mean this nicely, I'm sorry if that's not conveyed well in text)
I would like to remind everyone that SUGGESTIONS are going to make the new system design process smoother and more amicable to the player-base.
Cheers and Much Love
~Gwen~
Thoughts on the system: good so far, but I see a couple minor problems that could turn into major headaches.
1's should remove successes, not be auto-fails. If they're auto-fails, your odds get worse the more dice you roll.
Damage needs to be reworked and reworded a bit to make how it stacks more clear. Right now, there appears to be no stacking between lethal/nonlethal/aggravated, which seems like a poor mechanic(3 healthbars which don't interact with each other). IMO, nonlethal/lethal/aggravated should stack, with the person suffering the weakest effect they have damage for when all blocks are full. Once all are full, damage needs to overwrite each other(Agg replaces lethal if it can, nonlethal if the person has no lethal damage. Lethal replaces nonlethal). Healing reduces aggravated to lethal 1 block at a time, then lethal to nonlethal, then nonlethal to undamaged(maybe with a trauma option[heal 1 block instantly from Agg to empty] to get someone on their feet immediately, but only once per patient per day).
Similarly, there needs to be a definite mechanic for stopping bleed-out. That's kind of an important roll.
Specializations should be clarified a bit. Right now it's unclear what qualifies as too broad/narrow, and whether or not they can stack is unmentioned(they probably shouldn't).
You need a defense[dodge] skill or derived stat, so the game doesn't come down to initiative.
More points in Attributes at char creation would be appreciated. I'm thinking 1 dot automatic in all attributes, and then 1-2/3/6.
I'd also like a trait system, for the random abilities that don't qualify as skills. GM approval, of course, for all traits, but it would be nice to make a char that always has that one item at hand or can drink a small lake full of beer with no problems.
Hi Cassmiro
Here's a link to the beta system: http://razorwingrp.pastebin.com/GUc71nJL
First off, the health bars do stack…sort of. Lethal rolls over into Aggravated damage once your health bar is full of lethal. Bashing does not, it's independent of Lethal and Agg because it results in a different effect (unconsciousness as apposed to death).
It IS one dot for all attributes, then 3/4/5.
To stop bleeding out it's a stamina roll. There is a defense stat, I believe it's actually mentioned in the proposed system link (see above)
As well, you and I are on the same page regarding the one's I was thinking about this earlier in the week and I was going to pitch it to Lurk sometime this weekend with the third revision of the system, which, if all goes well should be done Saturday evening.
As I mentioned before, specializations are covered in the new system as well.
Cheers, and remember keep those suggestions coming ^^
~Gwen~
I'd already read the new system. Most of my stuff was basically things that are unclear in the written version of the rules. You may know what you want to have happen, but it's not clearly listed. Players and GMs need to be operating from the same assumptions about how things work.
Nonlethal/lethal stacking would let someone who has blown limbs off their opponent and torn holes in him basically push him over. Without that, someone can be on their last legs then stay up despite repeated blows to the head.
How many successes needed on the Stamina roll to stop bleeding? And defense is not mentioned in the rules, just health and initiative.
Specializations are vague, is all I was saying. You don't really have any examples of what is and what isn't an appropriate specialization. And you also don't mention if you can take multiple specializations for one skill(Say Computers:Apple and Computers:Tablet), or how they'll stack if you do(Using an iPad to hack the Pentagon).
New question: Which stats affect which skills? Or, if it changes based on circumstances, what determines which one is used? (For example: is Brawling Dex or Str? What about Weaponry?)





