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Author Topic: ORO: ANOTHER QUESTION  (Read 114679 times)

piecewise

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1185 on: February 06, 2017, 10:48:56 pm »

test

yep I'm here
I'm gonna rando-roll you a character, but if you have preferences, I can aim for them.

Egan_BW

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1186 on: February 07, 2017, 12:19:55 am »

Roll me a STREANTH BUILD, if you like.
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Gentlefish

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1187 on: February 07, 2017, 02:13:10 am »

The most rando of characters is acceptable to me.

syvarris

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1188 on: February 07, 2017, 12:18:05 pm »

Sorry, I saw your post back when you made it, but I hadn't replied because I was busy at the time.  And then I forgot to later because all the other active threads are stickied.  >.>

...I was under the mistaken impression that GURPS was one of the simpler systems out there, for some reason.  Frankly, that example of play is way too overcomplicated.  For one thing, different damage types don't need to be recorded separately; we should just have one universal damage type.  A lot of those actions seem somewhat superfluous to the game's actual tactics, though some differentiation between standard attacks, defensive attacks, and all-out attacks would be cool.  Though, considering that I'm saying that, and I tend to be more complexity-loving than the average ERer, even that might be wrong.

...Also, initiative needs a random element to it.  Just having a really fast character always go first is a very dangerous and exploitable thing.

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1189 on: February 07, 2017, 02:47:50 pm »

feel free to rando me up a character.

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1190 on: February 08, 2017, 01:29:20 am »

Sorry, I saw your post back when you made it, but I hadn't replied because I was busy at the time.  And then I forgot to later because all the other active threads are stickied.  >.>

...I was under the mistaken impression that GURPS was one of the simpler systems out there, for some reason.  Frankly, that example of play is way too overcomplicated.  For one thing, different damage types don't need to be recorded separately; we should just have one universal damage type.  A lot of those actions seem somewhat superfluous to the game's actual tactics, though some differentiation between standard attacks, defensive attacks, and all-out attacks would be cool.  Though, considering that I'm saying that, and I tend to be more complexity-loving than the average ERer, even that might be wrong.

...Also, initiative needs a random element to it.  Just having a really fast character always go first is a very dangerous and exploitable thing.
This is the major reason I'm switching to grit and vigor. Because it has a huge amount of stuff in it, but the core mechanics are all really simple. Combat is:

Melee attack: d20+ attack bonus (if any) + strength bonus (if any) + situational modifiers (if any).

Ranged attack: d20+ attack bonus (if any) + Dex bonus (if any) + situational modifiers (if any).

And if you get higher than your opponent's Armor class, you deal damage. Thats it. There's also a list of combat maneuvers, but they're the exact same thing, except with a static difficulty you have to get higher than and the opponent gets a saving throw to try and avoid it.  It's all super simple. but at the same time I have access to massive lists of data and stats for shit like guns, vehicles, armor, enemies, etc.  I have stats for a damn speargun, tonfa, and 18-pdr artillery.








But anyways, lets rando roll a few characters together. 3 specifically. This is a combat test so I'll aim for making you as combat ready as possible. Though with random characters we might get a nerd fight.


So first thing we do is roll out base stats. six 3d6 rolls, placing the stats in the most combat oriented areas. They're standard stats, nothing to say.

Spoiler (click to show/hide)

Gentle is clearly ahead in terms of STR. I've made sure to add the modifiers each stat level gives.

Next, we roll out character backgrounds. Thats d100 4 times. It basically gives you some random starting stuff. Some of these will be changed or cut in the modified system, because I really don't think we need the "Woodworking" or "Shooting billiards" skills. Probably.
72, 56, 15, 98
Spoiler (click to show/hide)

So in a combat Test, Gentle is looking increasingly good to win.  Next we choose class. There are 4 major classes: Fighter, Scholar, Rogue and Daredevil, and each class has  subclasses you can choose if you have the minimum stats. Fighter is pure fight oriented, Scholar is brainy and inventive, rogue is stealth and underhanded techniques, and the daredevil is a bit of everything.

Gentle is a shoe-in for a fighter. Lets look at the sub-classes available to him...He's honestly kind of crap in terms of subclasses because he has really good str but shit int, wis, and especially cha. I could make him a man-at-arms, but that would limit him to melee weapons, So I'm gonna have him be a plain fighter. Fighers have proficiency in 9 weapons of their choice (I'll let him decide) and get an extra attack each round vs creatures with fewer hit dice. Won't matter here, since you're all lvl 1, but something to thing about. His hit dice is a d10 and I rolled 8, he has +1 attack bonus, 13, 14 and 15 for fort, ref and will saves respectively.

Gentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
8 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: +2 save vs fatigue
Knacks: Endure
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Taunt, Exploit weakness

Next we have Egan. Egan has the stats for a fighter, but his strength isn't as high so I'm gonna check out daredevil. He has the wisdom score needed for it, so lets look at the subclasses available...Hm...his stats are too average for any of these. Guess we're doing straight daredevil. He is proficient with 7 weapons, but this can't include military or specialist firearms. Hit dice is a d8 (8!), no attack bonus at lvl 1, saves of f13 r13 w14. Unlike fighters that have preset skills, daredevils get a choice. Looking at the list of possibilities...I think these 6 will do.

Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
8 HP Saves f13 r13 w14
Bonus: Temporarily increase physical ability score modifier once per day, by +1 for rounds equal to his level.
Knacks: Display knowledge, Etiquette, Jump, Mechanics
Skills: Acrobatics, Endure, Athletics, Jump, Climb sheer surfaces, Demolitions


And finally we have oz. His mental stats really hold him back from doing much in terms of subclasses, but he has alright dex and str. Lets look into both rogue and fighter.  Hmm. No rogue wouldn't really work out for him. Lets look at fighter again. Nothing with an int, Wis or cha restriction... No boxer, no commando, no dragoon, no dreadnought, no duelist, gunfighter, ranger, samurai, or sapper. But man at arms..he could do that. Eh, lets just do straight figher again. Unfortunate, dragoon would have been good.

Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
6 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: None
Knacks: Ride mount, Handle animals
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Dilettante, Power attack



Now is when you'd choose the weapons you're good with but whatever, we'll assume whatever weapon you choose to start with, you're good with it. Otherwise its a penalty to hit.  Next step is a feat. Some of you already have some. I'll post their explainations here. Ignore the prerequisites for the ones you got in generation.

Spoiler (click to show/hide)

After looking through the available feats, I'm giving Gentle

Pugilist
Prerequisites: Attack bonus +1 or higher
With an unarmed strike, the character deals 1d3 points of damage instead of 1d2 points of damage.

Egan
Toughness
You gain +3 hit points.

And Oz
Quick Draw
Prerequisites: Attack bonus of +1 or higher
You gain a +1 bonus to initiative when drawing and shooting a ranged weapon or firearm.



So end sheets look like
Gentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
8 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: +2 save vs fatigue
Knacks: Endure
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Taunt, Exploit weakness, Pugilist

Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
11 HP Saves f13 r13 w14
Bonus: Temporarily increase physical ability score modifier once per day, by +1 for rounds equal to his level.
Knacks: Display knowledge, Etiquette, Jump, Mechanics
Skills: Acrobatics, Endure, Athletics, Jump, Climb sheer surfaces, Demolitions
Feats: Toughness


Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
6 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: None
Knacks: Ride mount, Handle animals
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Dilettante, Power attack, Quick draw



This is the point where I tell you to choose a weapon or maybe even a few weapons so we can murder.

Gentlefish

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1191 on: February 08, 2017, 03:37:07 am »

Spoiler: Grant Flint (click to show/hide)

If I can have a choice of two weapons, I'd like a staff and a Greatsword. Else I'll just take the greatsword.

piecewise

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1192 on: February 08, 2017, 09:39:31 am »

Spoiler: Grant Flint (click to show/hide)

If I can have a choice of two weapons, I'd like a staff and a Greatsword. Else I'll just take the greatsword.
Greatsword...we'll go with "Sword, two handed"  1d10 damage, does +1 damage when two handed.

We'll go with a Jō staff for your staff. 1d4 damage, wielded two handed.

Both of your weapons do +2 extra damage due to your strength.



I should say in this that this system allows you to shoot several times a turn if the weapon's ROF is high. You don't deal full damage with each shot but more shots fired increases chances of hitting and/or damage. But you have limited ammo so...

Egan_BW

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1193 on: February 08, 2017, 03:51:07 pm »

I'd like a snub-nosed revolver, some tools and climbing equipment. Also martial arts as a weapon proficiency?
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syvarris

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1194 on: February 08, 2017, 04:54:17 pm »

((This is extremely similar to D&D, or at lesst D&D 3.5 which is the only edition I'm experienced with.  A couple trivial differences, like AC being roll over rather than equal to or over, and ability scores giving bonuses in three-point tiers rather than two-point tiers, but virtually identical in most other ways.

I kinda think the GURPS idea was better, just with a stripped down combat system, but this isn't terrible or anything.  Just be wary that all those weapons being available isn't necessarily a  good thing; D&D's largest flaw is the overwhelming amount of content that can all interact in hundreds of extremely unbalanced ways.))

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1195 on: February 08, 2017, 05:04:11 pm »

(Yeah, this is basically DnD. From experience with 5e and pathfinder.)
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piecewise

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1196 on: February 08, 2017, 05:19:25 pm »

I'd like a snub-nosed revolver, some tools and climbing equipment. Also martial arts as a weapon proficiency?
Hmm
Revolver eh? Thats got 6 shots, a ROF of 3,  1d6 damage, 180ft range.
Tools...How about some rope, grappling hook, Climbing gear, and compass
Martial arts falls under feats mainly. If you want I can switch you to pugilist. That gives you 1d3 unarmed instead of 1d2.

((This is extremely similar to D&D, or at lesst D&D 3.5 which is the only edition I'm experienced with.  A couple trivial differences, like AC being roll over rather than equal to or over, and ability scores giving bonuses in three-point tiers rather than two-point tiers, but virtually identical in most other ways.

I kinda think the GURPS idea was better, just with a stripped down combat system, but this isn't terrible or anything.  Just be wary that all those weapons being available isn't necessarily a  good thing; D&D's largest flaw is the overwhelming amount of content that can all interact in hundreds of extremely unbalanced ways.))
Its actually part of the general OSR stuff, which bases itself heavily around orginal DnD.

But if you guys wanna 3d6 it we can. But with a stripped down system I basically can't use any of the existing gurps stuff because it all assumes certain mechanical things that allow you advantages more than simple slug fests. And at that point I might as well just do it from scratch using the very basic ideas of gurps and building off them.

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1197 on: February 08, 2017, 05:59:27 pm »

Hmm. Fighter is proficient in nine weapons? I'll choose: long rifle, shotgun, hunting knife, throwing knife, bow(compound), sap, nightsticks, baseball bat, and pitchfork.

Carried weapons: Long rifle, hunting knife, throwing knife (x5)

If I need to choose now which ability gets +1 for tasks, it will be dexterity.

I'll enter the fray riding my charger (horse or car, whichever)

Egan_BW

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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1198 on: February 08, 2017, 07:13:56 pm »

Is there any way that I can exploit my opponants' crummy charisma in battle? Taunt is against willpower, so it seems not.
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Re: ORO: Senile ghosts bumbling through the magical realm of mutilation
« Reply #1199 on: February 08, 2017, 11:16:11 pm »

Is there any way that I can exploit my opponants' crummy charisma in battle? Taunt is against willpower, so it seems not.
Not that I know of. A guy being an ugly fucker doesn't stop him from caving your head in
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