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Author Topic: Cobalt Fortress Revival?  (Read 8296 times)

Hastur

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Re: Cobalt Fortress Revival?
« Reply #90 on: April 23, 2011, 08:49:22 pm »

what system? character generation system or task resolution system combat systtem or crafting system?
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #91 on: April 23, 2011, 08:53:10 pm »

Task resolution/combat/crafting. Anything players might conceivably do in the prologue, like make a stone craft, try to climb into a window, or get into a streetfight with a hobo, I'll need some kind of system for.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Hastur

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Re: Cobalt Fortress Revival?
« Reply #92 on: April 23, 2011, 09:01:26 pm »

ok here goes...

Crafting. (probably not the best place to start but oh well stream of consciousness go!)
Everything crafted has a value. a man-hour is worth 10$ so to make an 80$ hammock should take 8 hours. Theoretically.
This is where skill comes in. If you make your skill roll it is made in 8 hours, if you failed your skill roll you ruined it or if i feel generous you contributed 5$/hour towards completion. if you beat your skill by 5 you get a 50% bonus towards completing it and if you beat your skill roll by 10 you get a 100% bonus towards completing it for that shift. So a really good stonecrafter could make 20$ worth of mugs per hour.

Wood is gathered at a rate of 30 minutes for one wood, assuming you have a decent axe.
stone is complicated, i'll calculate it for you, its based off of strength and endurance. I should probably simplify it.

Task resolution.
start with the number 5, then add the relevant attribute rank, then add the relevant skill level, then any bonuses (i'll list these later somewhere) to get a number. Finally take 3 dice and roll them and try to roll under your number. if you suceed you suceded, if you fail you screwed it up.

Potential Bonuses;
nonstressful situation +4
basic tool +0
fine tool+1
Toolset+1
Fine toolset +2
workshop based off a boulder +0
Block/table workshop +1
well furnished workshop +2
assistant+1
ect...

basic Combat.
you start with hitpoints equal to your strength +10. you try to to hit with a skill roll. if you hit you do 1 dice of damage plus your strength. the target subtracts damage equal to their toughness.
heres where it gets complicated, some weapons are better than others. If it is bigger/heavier/longer lever it hits harder and you add damage, if it is a crappy weapon you subtract some. here is a list
-2 to damage; untrained punch, wooden mug, flimsy stick
-1 damage; decent punch, puny knife, elbow strike
+0 damage; rock, knee, gauntlet punch, knife
+1 damage; brick, combat knife,
+2 damage; baton, shortsword, hatchet
+3 ; small mace, sabre
+4 battleaxe , scimtar
+5 mace bastard sword
+6 2 handed weapons
+7 big freaking glaives
+8 halberds

additionaly there are damage types, cutting, impaling, and crushing (and fire and corrosive ect. but those arent basic)
cutting gives a +50% damage bonus cutting through living flesh, applied after armour but before toughness.
impaling gives a +100% damage bonus if it hits the torso neck or head with vial organs and stuff in it.
crushing weaposn typically do one or two more points of damage over cutting/impaling, plus they can cause knockback and KO

Defending yourself.
Dodge skill = 7 but you add one for every 4 points of agility +dodging skill, but you get a bonus depending on what you do. Leap back gives you +3 if it takes you out of the reach of the weapon. Sidestep gives you +2, Slip gives+1 but you take more damage if you get hit anyways. Holding a shield gives a bonus from 1-3 depending on the size of the shield.
Parry skill = 7 + (weapon skill) You can still leap back, sidestep, or slip. shields still give their bonus
Block skill = 7+ blocking skill. meaneuvres still give their bonus.

Fatuige
after a number of combat turns equal to your endurance +10 you become winded and suffer -2 to damage and defence rolls
if you are under 1/2 hitpoints you suffer 1/2 dodge and move
if you are under 4 hitpoints you halve dodge and move again

Damage
Limbs are crippled if they take 1/2 your hitpoints in damage
extremeties are crippled after they take 1/3 hp in damage.
head is -5 to hit. roll a dice, one a 1 it hits the brain, 2 the eyes, 3 the nose, 4 the ear, 5 the mouth, 6 the jaw
groin -5
after you lose all your hitpoints you roll versus 10+your constituition every turn or every time you are hit. if you fail you pass out and probably bleed to death without help

Moves - anybody can try moves, just not everybody can pull them off in the thick of combat sucesfully
Combo. 2 attacks at -3 each
wind up - +4 to hit enemy gets +2 to defend
Reckless - +4 to hit, you get to defences untill your next turn
feint - quick contest of skill, winner gets margin of win as a penalty to their targets defence, or to their defence if the target won

i guess thats the basics i dont like writing it down in case i contradict myself later and theres sso much more aditional information and modifiers given situations but whatever, just add bonuses and penalties on a whim.
« Last Edit: April 23, 2011, 10:02:57 pm by Hastur »
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evilcherry

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Re: Cobalt Fortress Revival?
« Reply #93 on: April 23, 2011, 09:26:12 pm »

So you are following the labor theory of value.

IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #94 on: April 23, 2011, 10:14:36 pm »

Hm. Crafting seems a bit simple, since there's only four outcomes: $0-5, $10, $15, and $20. Might it be better to do something like [Roll + Modifiers = Value Per Hour]?

This is largely a matter of preference, but I'd also like a distinction between items made with high skill and good rolls to those made with a lot of time spent. With your current setup it seems like anyone could theoretically make really expensive, high-quality items so long as they kept going on them. I suppose failing the roll and ruining it might mostly stop that.


Wood intake would mean 16 logs a shift. That seems a bit excessive for an unskilled woodcutter, and it doesn't mention skill doing anything, so...

Of course, thinking about how else you'd do it I'm not too sure. Using the same value-per-dwarf-hour system sounds best, but then you'd have to make logs more valuable than some of the stuff you make out of them or something. :-\


Never been a fan of "Try to roll lower" systems, but that's just a personal preference thing. Task resolution seems fine otherwise.


Not too sure I understand how combat works. I do note that Endurance seems kind of worthless though, because not many combats are going to last 10 rounds in the first place. Even at -4, I wouldn't think 6 rounds of battle would be all that bad.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Hastur

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Re: Cobalt Fortress Revival?
« Reply #95 on: April 23, 2011, 10:31:02 pm »

Hm. Crafting seems a bit simple, since there's only four outcomes: $0-5, $10, $15, and $20. Might it be better to do something like [Roll + Modifiers = Value Per Hour]?

This is largely a matter of preference, but I'd also like a distinction between items made with high skill and good rolls to those made with a lot of time spent. With your current setup it seems like anyone could theoretically make really expensive, high-quality items so long as they kept going on them. I suppose failing the roll and ruining it might mostly stop that.


Wood intake would mean 16 logs a shift. That seems a bit excessive for an unskilled woodcutter, and it doesn't mention skill doing anything, so...

Of course, thinking about how else you'd do it I'm not too sure. Using the same value-per-dwarf-hour system sounds best, but then you'd have to make logs more valuable than some of the stuff you make out of them or something. :-\


Never been a fan of "Try to roll lower" systems, but that's just a personal preference thing. Task resolution seems fine otherwise.


Not too sure I understand how combat works. I do note that Endurance seems kind of worthless though, because not many combats are going to last 10 rounds in the first place. Even at -4, I wouldn't think 6 rounds of battle would be all that bad.

i think your right about the wood thing. skill does give its usual bonuses and penalties for failing, but who really wants to be a wood gatherer anyway, theres no wood gathering minigame. I picture it this way, a unit of wood is not nessesarily a log from a whole big tree. I can chop down lots of trees in 30 minutes if they are not huge. and if its a big tree each branch could be a log.

endurance is important i think. In Dungeon Keeper i dont think any of the battles took less than 10 seconds. maybe the one with the beetles if that is considered a fight, plus there are spells that drain the endurance attribute. In "Fortress mode: the rpg" all the battles took at least 10 seconds, the big one with the blendecs, the shambling mound, the wherewolf, the critters with the spines. though im not shure individual fighters all fought for 10 seconds or more each. Defences are pretty high, skilled combatants defend a whole lot without tactical advantages against them like flanking.

i like to keep crafting simple yes, because there is a whole lot to craft. im open to new suggestions if you crunch the numbers and give me an alternate way of doing it and show it is better somehow. But when you have 10 characters tring to craft you wont want to calculate equations for each of them depending on their roll. just 8 hour shift x 10$ + either 50% bonus or not is how my way of doing it usualy goes, after the first week i jsut look at the roll and go "yep that beats it by 5 allright, (+120$) NEXT!"

we could combine endurance and constitution into one stat though
« Last Edit: April 23, 2011, 10:40:50 pm by Hastur »
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #96 on: April 24, 2011, 04:55:53 pm »

Haven't forgotten about this just still thinking. :x
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #97 on: April 29, 2011, 07:48:15 pm »

Still thinking??
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #98 on: April 29, 2011, 08:05:04 pm »

Afraid so. I'll put up some of what I've been considering, but the short version is this:

I don't think I want a dwarven copy of the current DK RPG; it's an alright system, but it seems a bit overly/underly complicated (depending on which part we're talking about) and opaque to me, and having basically two copies of the same game doesn't sound very good.

What I'd really like is for this to be sort of a communal/rotating GMs type deal, but I'm not sure there's any enthusiasm for that. Things have been pretty quiet in general, to be honest. Speak up! >:(


Anyway, vague ideas for a new system coming soon.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #99 on: April 29, 2011, 08:09:42 pm »

I'm usually on the forums a lot, and I have a bit of GMing experience. If you need someone, I could give it a go.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #100 on: April 29, 2011, 08:34:12 pm »

Well. The crafting system I was thinking of started to fall apart. I knew it was probably too complicated anyway, I guess.


Anyway, there's ideas. That's a good start...


Spoiler: Battle-ish Stuff (click to show/hide)

Comments welcome, including "That sucks do it this way" or "I don't even know what you just said."


I'm usually on the forums a lot, and I have a bit of GMing experience. If you need someone, I could give it a go.
Excellent. What do you think for a system? Throwing vague ideas up might still help us get moving.


EDIT AGAIN:
Spoiler: Shifts and Mood (click to show/hide)
« Last Edit: April 29, 2011, 09:05:40 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #101 on: April 29, 2011, 09:35:18 pm »

The way I do combat for my Roll to Seige the Goblins RTD is like this:
Spoiler (click to show/hide)
That's how I do it , but I'm sure someone else could suggest something better. As you can probably tell, it's very dependant on what weapon you're wielding.
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Hastur

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Re: Cobalt Fortress Revival?
« Reply #102 on: April 29, 2011, 10:38:35 pm »

You guys say you want to continue Shade-os game, but then dont want to continue the fort. If i started a new game it would be YOUR ALL PIRATES YARR. YE STAY ON YER BOAT OR GO RAIDIN OR SHOPPING IN A TOWN ARGH. YE PLUNDER BOOTY AND UPGRADE YAR BOAT AND CRAFT ON YAR BOAT. YARR DWARVEN PIRATES AVAST!
the system hardly matters, i just know what system i like to use if i gm. because ive used it before and it works for me. it simplifies where i think it needs to and it leaves combat detailed and visceral how i like it.
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CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #103 on: April 30, 2011, 02:47:25 am »

If this is going to be d6 instead of d20 then I don't really want any part in it.

Why? Because of the HUGE bend on reality. On a d6 you only have 1/3rd chance of doing what would happen around 80-90% of the time in real life. Yes, it's faster and easier to understand, but I really, really don't like it.

Seriously, go d20.

I would be willing to implement the d20 system, and no, I won't be backing out if I do.

Irony, I was thinking of maybe having one person do all the math and rolls and giving that information to the GM so one person isn't doing all of the work. I could easily make some excel sheets to do the math for you (although I don't think I've used a random generator on it before, it would be interesting to see what it could do)

You guys say you want to continue Shade-os game, but then dont want to continue the fort. If i started a new game it would be YOUR ALL PIRATES YARR. YE STAY ON YER BOAT OR GO RAIDIN OR SHOPPING IN A TOWN ARGH. YE PLUNDER BOOTY AND UPGRADE YAR BOAT AND CRAFT ON YAR BOAT. YARR DWARVEN PIRATES AVAST!
the system hardly matters, i just know what system i like to use if i gm. because ive used it before and it works for me. it simplifies where i think it needs to and it leaves combat detailed and visceral how i like it.

You'd better be joking.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #104 on: April 30, 2011, 04:33:54 pm »

You guys say you want to continue Shade-os game, but then dont want to continue the fort. If i started a new game it would be YOUR ALL PIRATES YARR. YE STAY ON YER BOAT OR GO RAIDIN OR SHOPPING IN A TOWN ARGH. YE PLUNDER BOOTY AND UPGRADE YAR BOAT AND CRAFT ON YAR BOAT. YARR DWARVEN PIRATES AVAST!
the system hardly matters, i just know what system i like to use if i gm. because ive used it before and it works for me. it simplifies where i think it needs to and it leaves combat detailed and visceral how i like it.
Yeah, I think most of us want to "continue" as in "recreate how awesome the last one was." CoughDrop already tried what Shade-o was doing in a stricter sense and it didn't work out.

Also, dwarven pirates sounds interesting, but I think I'd rather stick with the fort elements. Though I'm now getting pirate RTD ideas, so damn you for that.


I would be willing to implement the d20 system, and no, I won't be backing out if I do.
If it's just opposed rolls during combat it shouldn't be an issue. Using a differently sized die might be better or worse due to the impact each +/-1 bonus has. I was just thinking d6 for a rather compact system, and also because I somewhat dislike rolling separately for weapon damage (I prefer attack - defense = dmg or similar).

Irony, I was thinking of maybe having one person do all the math and rolls and giving that information to the GM so one person isn't doing all of the work. I could easily make some excel sheets to do the math for you (although I don't think I've used a random generator on it before, it would be interesting to see what it could do)
Possibly. Hell, we could even rotate responsibilities or something.

The only issue I have is that having one person do all the math and another do all the writing might not be all that productive, since you've still got one person doing all the calculations and another just doing all the flavor. Having different GMs for the fort/adventure segments would probably be a pretty good idea regardless.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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