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Enjoying your Games Diner meal? Is the wait staff attentive? Is the chef bathed? (Then it must be a Sunday.) You do know that a little eggshell in the French toast adds calcium, right?
I agree. In one sense, I've already addressed the issue by suggesting we use running and AOA (Strong) to boost distance. Doing this does require a trade-off vs accuracy, in that the thrower is giving up the +1 TH bonus he could have taken for AOA (determined). (Adding more TH penalties for movement while throwing further enhances the tradeoff between distance and accuracy.)
Also, while this article doesn't go into great detail, I also game distance-based sports throwing skills as having a) built-in extra bonuses on distance, counteracted by b) built-in TH penalties. I think that's a great way to differentiate, say, military Thrown Weapon (spear), whose practitioners presumably train in both distance and accuracy, from athletic Javelin Throwing, whose practioners relentlessly strive for nothing but distance, and who might never attempt hitting targets.
No worry; I never equate clarifications and added info as nit-picking. All facts are good –
I get what you're saying about three "dimensions" to a dice pool; thanks for the input. What I'm wondering, if you or anyone can chip in, is this: How would all three dimensions be used in an example of play?
Say a PC is attempting a diffcult task. Her skills or other abilities aiding the attempt would typically, as I understand it, add to 1) number of dice rolled. The difficulty of the task would modify 2) the Target Number needed for each die to become a "hit". What, then, would determine 3) the number of "hits" required for success? Or, perhaps, would you typically not determine 3) in advance, but rather use number of "hits" afterward to determine degree of success (as in, 1 "hit" a weak success, 3 "hits" a strong success, etc.)?
Not meaning to nitpick, but it's a Triple-Dimensional system, in that there are 3 ways to influence the odds of success of any given roll of the dice: 1) Modifying the amount of dice rolled; 2) Modifying the Target Number that each die needs to achieve in order to be considered a "hit"; and 3) Modifying how many "hits" are required in order to make a dice roll a success.
I've played Shadowrun, which uses a Dice Pool system, and I have nothing but respect for their system. It's their campaign world that I don't care for.
And as others have said, tossing a bunch of dice is just better than tossing one die. I'll stake my odds of success on 2d6 as opposed to 1d12 any day of the week, even if it is a lot harder with 2d6 to roll a 12 (1 out of 36 instead of 1 out of 12).
Stinger... Joseph Special... Brings back some fun memories!
Sure would be nice to see Car Wars brought back to life as a modern computer game. A game that allowed tabletop-style turn-based combat, or top-down realtime combat, or first-person driver-POV combat, or your choice of those, would be awesome. Post-combat salvage, repair, vehicle design, etc., and multi-vehicle open road or urban scenarios, would make for a great multi-player online game...
Well, I expect that's the sort of thing people discuss on the forums. I should head over there if I want to play with ideas.
(Whoops; sorry about the multiple posts there-- I didn't think they were going through!
Most rags-to-riches characters sink their starting points into Driver and Gunner (and in later editions ... Handgunner.) Remember that you'd technically have to pay someone a lot of money to do all this work. Even if you were a mechanic yourself, you're probably having to use someone else's repair bay at $50 an hour.
We play that Amateur Night stars get free mechanic work... and if they are right on the edge, they use the pitiful money they get from "cashing in their hulks" to fix up the best car they've got. This results in dudes running in packs of Stingers with custom armor targeting computers... or maybe Joseph Specials with all machine-guns for weapons.
I think Twilight 2000 had really elaborate rules for wear, tear, and jury-rigging. CAR WARS vehicles have such short life expectancies, though...!
Yes, I recall that the repair and salvage rules were simple and fun. All the more reason to go for the crew...
Just out of curiosity, I wonder whether rules hackers have created systems for vehicle frame damage. The suggestion that immediately comes to mind is some HP score for the frame, with appropriate effects for damage – say, worsening HC and top speed penalties as HP is lost; no movement at HP 0; car completely falls apart at -HP. (Some random problems as the result of low HP could be fun: car can only turn one direction or not at all; car loses backward movement; etc.)
How would damage be taken? I suppose "frame" could be a random or targeted hit location, like a component. However, collisions should automatically deal some frame damage (in fact, collisions should probably deal mostly frame damage up to some point, before going on to damage armor and components). Weapons with blast effects might also damage the frame somewhat, even when directly damaging other components.
There are also interesting design possibilities in lighter or heavier frames, modifying frame HP along with weight and cost.
Could be interesting – but if it started to involve lots of extra rolls or complex ways of divvying up damage, that wouldn't fit the Car Wars experience.
You're right, power plant fires and subsequent explosions can and so happen a lot. I only point out the oddity of a vehicle's frame (i.e., chassis and body) being otherwise immune to the effects of heavy rockets, high-speed collisions, falling off of cliffs, etc.
All other points are well taken too. Just one I'd quibble with:
Jeffr0 wrote:
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
The oddity is this: Other than taking care not to start a fire (so as to prevent explosion), people shooting up a car don't have to worry about leaving the vehicle itself salvageable. They can't not leave it unharmed. There is no way to hurt the actual vehicle frame, even if they wanted to!
But, I agree: for reasons you point out, it isn't a big concern, and certainly doesn't wreck the game. Just an odd quirk.
Keep in mind, though, that any power plant damage has a 2-in-6 chance of setting your car on fire. This results in a lot of cars going up in smoke in the amateur night duels where the cars don't have fire extinguishers.
Also... the cost to install all that new equipment will cost more than buying a brand new car, so there is a limit there that gets worse depending on how you interpret the retrofitting rules.
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
Also also also... if people are playing new designs every time (for a corporate style campaign) you won't want to reuse old designs as much or you ruin the guessing game.
But yeah... it is a weird rule... but the design and repair systems in CAR WARS get used a lot more than their counterparts in other rpg's.
Keep in mind, though, that any power plant damage has a 2-in-6 chance of setting your car on fire. This results in a lot of cars going up in smoke in the amateur night duels where the cars don't have fire extinguishers.
Also... the cost to install all that new equipment will cost more than buying a brand new car, so there is a limit there that gets worse depending on how you interpret the retrofitting rules.
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
Also also also... if people are playing new designs every time (for a corporate style campaign) you won't want to reuse old designs as much or you ruin the guessing game.
But yeah... it is a weird rule... but the design and repair systems in CAR WARS get used a lot more than their counterparts in other rpg's.
Keep in mind that any vehicle that takes power plant damage has a two-in-six chance of catching fire. This results in a *lot* of burned up vehicles in those amateur night cars that don't have fire extinguishers. (The original game was tuned to model television style vehicular action, of course.)
In our campaign, we calculate the cost it would take to repair or replace all the vehicle's components. There is a cut-off point were a "shell" is no longer worth the trouble. Money and vehicles are so hard to come by in a straight rags-to-riches game, you really try to go for a clean kill on the driver with a side shot so that you can at least strip the weapons off later....
Oh, people play it, for sure. The most public instances seem to be those keeping to older editions. Car Wars 5th didn't catch on like the publisher might have hoped, so the property's languished since.
The big boxed set may have lots of vehicles and components to offer, but pared down to just cars and basic choices of weapons and parts, I think Car Wars is a simple game – quick to learn and to play. (After all, it doesn't even have rules for damaging the actual cars! : ) But, yes, that still may leave it more complex than a "gateway" board game like Carcassonne. (FYI, I didn't know that game and had to look it up. Sounds fun!)
BTW, I took a look at your blog. Lots of reviews and info there on games I don't know; still lots I need to learn. Good work!
I have a boxed set waiting in the closet that I'm eager to put in good use, but it seems that games complex as Car Wars are just for the uber-nerds these days. Damn' Carcassonne!
In my own slowly-merging homebrew system, impact and related topics are precisely what I'm fussing over at present. I'd be happy to hear details of what you've done and share ideas.
Hi, I read and re read your reply several times and found it very interesting, I really enjoy to know about someone who knows what he's talking about.
I actually solved my problem with cutting and impact damage of cutting weapons for my system, im willing to discuss it anytime if you like. Thanks for your help !
It's a fine question. The answer, for the purpose of these rules, is pretty simple: I'm only working with the assumption that basic hits do measure impact, for knives or fists or maces or any hand weapon. If there's a problem with knives delivering too much sheer impact in the game, then that's a problem not for EP rules alone, but for any GURPS rules dealing with that impact (effects of knives vs DR, knockback from knife attacks, effects of knife attacks on other weapons, etc.).
I don't know that knives actually do deliver far too much impact in the game. After all, a fist can deliver tremendous (even deadly) impact; should a large knife really deliver much less impact? It is a hard metal object, and to some degree, the mass and power of the fist/arm also add to its impact.
If, however, you feel that impact should be lower, then I would rework the rules to reflect that (whether or not EP rules are being used – and, as you suggest, whether we're even talking about GURPS or about your own system). In particular, I think impact from a thrust knife should be on par with a punch (even able to pierce armor), so impact shouldn't be too low. But I also think that swing impact would rely more on a weapon's own mass, with less added effect from the fist/arm. Especially for a small knife, impact should perhaps be quite low (as you suggest), giving a razor or other small knife little ability to bludgeon through armor, and low damage against flesh if simply used to "hack" like an axe or other large weapon. In place of high impact, I think such a weapon should have a good ability to "slash" – that is, draw along the target for an attack that delivers low basic hits, but a higher damage multiplier vs flesh than normal cutting.
GURPS doesn't make that distinction; maybe you're planning to do so in your own system?
What about knives for example. The damage you deal with a knife is almost exclusively done by the edge and has practically no impact. Nevertheless, if the defender wears an armor with high EP and low DR then such attack might leave a bruise as if hit by a heavy weapon (clearly not the case). I just dont picture the scene of someone been bludgeoned to death by an atacker wielding a knife !
I only know the basics of GURPS but im actually designing my own rpg system and was having some trouble trying to sort out this very problem of cutting edges and impact of blows.
I agree, boxers train extensively in dodging those head blows, and that should be reflected in the skill. And it was... until 4e. The special Dodge bonus that Boxing used to confer vs punches and other thrusts in 3e is now the same improved Retreat bonus against any attack that Karate, Judo, and fencing skills all enjoy.
So that arguably makes your suggested Technique, in whatever form works best, a necessity if boxers are to have a special bobbing and ducking ability!
I'm personally against Hard techniques (the extra point is like having to buy a perk just to learn the technique), but that's my own bias. I guess from my personal experience (5 years of Karate and I'm a HUGE martials arts fan), people naturally don't duck, bob, or weave well unless they've had some training or experience. Hence, the technique. You're example of the boxer is perfect, but boxers train extensively on bobbing and weaving. If the training didn't matter, why do it? Or, are they just learning Enhanced Dodge?
I agree. In one sense, I've already addressed the issue by suggesting we use running and AOA (Strong) to boost distance. Doing this does require a trade-off vs accuracy, in that the thrower is giving up the +1 TH bonus he could have taken for AOA (determined). (Adding more TH penalties for movement while throwing further enhances the tradeoff between distance and accuracy.)
Also, while this article doesn't go into great detail, I also game distance-based sports throwing skills as having a) built-in extra bonuses on distance, counteracted by b) built-in TH penalties. I think that's a great way to differentiate, say, military Thrown Weapon (spear), whose practitioners presumably train in both distance and accuracy, from athletic Javelin Throwing, whose practioners relentlessly strive for nothing but distance, and who might never attempt hitting targets.
No worry; I never equate clarifications and added info as nit-picking. All facts are good –
I get what you're saying about three "dimensions" to a dice pool; thanks for the input. What I'm wondering, if you or anyone can chip in, is this: How would all three dimensions be used in an example of play?
Say a PC is attempting a diffcult task. Her skills or other abilities aiding the attempt would typically, as I understand it, add to 1) number of dice rolled. The difficulty of the task would modify 2) the Target Number needed for each die to become a "hit". What, then, would determine 3) the number of "hits" required for success? Or, perhaps, would you typically not determine 3) in advance, but rather use number of "hits" afterward to determine degree of success (as in, 1 "hit" a weak success, 3 "hits" a strong success, etc.)?
Not meaning to nitpick, but it's a Triple-Dimensional system, in that there are 3 ways to influence the odds of success of any given roll of the dice: 1) Modifying the amount of dice rolled; 2) Modifying the Target Number that each die needs to achieve in order to be considered a "hit"; and 3) Modifying how many "hits" are required in order to make a dice roll a success.
I've played Shadowrun, which uses a Dice Pool system, and I have nothing but respect for their system. It's their campaign world that I don't care for.
And as others have said, tossing a bunch of dice is just better than tossing one die. I'll stake my odds of success on 2d6 as opposed to 1d12 any day of the week, even if it is a lot harder with 2d6 to roll a 12 (1 out of 36 instead of 1 out of 12).
Is that the rules assume you are trying to hit a target. There should be an extra bonus of some sort when you are just going for distance.
Stinger... Joseph Special... Brings back some fun memories!
Sure would be nice to see Car Wars brought back to life as a modern computer game. A game that allowed tabletop-style turn-based combat, or top-down realtime combat, or first-person driver-POV combat, or your choice of those, would be awesome. Post-combat salvage, repair, vehicle design, etc., and multi-vehicle open road or urban scenarios, would make for a great multi-player online game...
Well, I expect that's the sort of thing people discuss on the forums. I should head over there if I want to play with ideas.
(Whoops; sorry about the multiple posts there-- I didn't think they were going through!
Most rags-to-riches characters sink their starting points into Driver and Gunner (and in later editions ... Handgunner.) Remember that you'd technically have to pay someone a lot of money to do all this work. Even if you were a mechanic yourself, you're probably having to use someone else's repair bay at $50 an hour.
We play that Amateur Night stars get free mechanic work... and if they are right on the edge, they use the pitiful money they get from "cashing in their hulks" to fix up the best car they've got. This results in dudes running in packs of Stingers with custom armor targeting computers... or maybe Joseph Specials with all machine-guns for weapons.
I think Twilight 2000 had really elaborate rules for wear, tear, and jury-rigging. CAR WARS vehicles have such short life expectancies, though...!
Yes, I recall that the repair and salvage rules were simple and fun. All the more reason to go for the crew...
Just out of curiosity, I wonder whether rules hackers have created systems for vehicle frame damage. The suggestion that immediately comes to mind is some HP score for the frame, with appropriate effects for damage – say, worsening HC and top speed penalties as HP is lost; no movement at HP 0; car completely falls apart at -HP. (Some random problems as the result of low HP could be fun: car can only turn one direction or not at all; car loses backward movement; etc.)
How would damage be taken? I suppose "frame" could be a random or targeted hit location, like a component. However, collisions should automatically deal some frame damage (in fact, collisions should probably deal mostly frame damage up to some point, before going on to damage armor and components). Weapons with blast effects might also damage the frame somewhat, even when directly damaging other components.
There are also interesting design possibilities in lighter or heavier frames, modifying frame HP along with weight and cost.
Could be interesting – but if it started to involve lots of extra rolls or complex ways of divvying up damage, that wouldn't fit the Car Wars experience.
Just brainstorming...
I've never played 5th edition. I've read that it doesn't even allow for designing vehicles, which (if true) is certainly a surprise!
"Fire and loathing". I like that. : )
You're right, power plant fires and subsequent explosions can and so happen a lot. I only point out the oddity of a vehicle's frame (i.e., chassis and body) being otherwise immune to the effects of heavy rockets, high-speed collisions, falling off of cliffs, etc.
All other points are well taken too. Just one I'd quibble with:
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
The oddity is this: Other than taking care not to start a fire (so as to prevent explosion), people shooting up a car don't have to worry about leaving the vehicle itself salvageable. They can't not leave it unharmed. There is no way to hurt the actual vehicle frame, even if they wanted to!
But, I agree: for reasons you point out, it isn't a big concern, and certainly doesn't wreck the game. Just an odd quirk.
You are correct, there is an active discussion going on.
Good games never die! At least not in the awesome age of the Internet.
They still get daily posts and discussion. Well, most days. http://forums.sjgames.com/forumdisplay.php?f=23
I still play! :)
Keep in mind, though, that any power plant damage has a 2-in-6 chance of setting your car on fire. This results in a lot of cars going up in smoke in the amateur night duels where the cars don't have fire extinguishers.
Also... the cost to install all that new equipment will cost more than buying a brand new car, so there is a limit there that gets worse depending on how you interpret the retrofitting rules.
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
Also also also... if people are playing new designs every time (for a corporate style campaign) you won't want to reuse old designs as much or you ruin the guessing game.
But yeah... it is a weird rule... but the design and repair systems in CAR WARS get used a lot more than their counterparts in other rpg's.
I still play! :)
Keep in mind, though, that any power plant damage has a 2-in-6 chance of setting your car on fire. This results in a lot of cars going up in smoke in the amateur night duels where the cars don't have fire extinguishers.
Also... the cost to install all that new equipment will cost more than buying a brand new car, so there is a limit there that gets worse depending on how you interpret the retrofitting rules.
Also also... if people are playing for salvage, the really try to go for a clean kill. So the sillyness you point out doesn't come up as much as you'd think.
Also also also... if people are playing new designs every time (for a corporate style campaign) you won't want to reuse old designs as much or you ruin the guessing game.
But yeah... it is a weird rule... but the design and repair systems in CAR WARS get used a lot more than their counterparts in other rpg's.
I still play! :)
Keep in mind that any vehicle that takes power plant damage has a two-in-six chance of catching fire. This results in a *lot* of burned up vehicles in those amateur night cars that don't have fire extinguishers. (The original game was tuned to model television style vehicular action, of course.)
In our campaign, we calculate the cost it would take to repair or replace all the vehicle's components. There is a cut-off point were a "shell" is no longer worth the trouble. Money and vehicles are so hard to come by in a straight rags-to-riches game, you really try to go for a clean kill on the driver with a side shot so that you can at least strip the weapons off later....
Oh, people play it, for sure. The most public instances seem to be those keeping to older editions. Car Wars 5th didn't catch on like the publisher might have hoped, so the property's languished since.
The big boxed set may have lots of vehicles and components to offer, but pared down to just cars and basic choices of weapons and parts, I think Car Wars is a simple game – quick to learn and to play. (After all, it doesn't even have rules for damaging the actual cars! : ) But, yes, that still may leave it more complex than a "gateway" board game like Carcassonne. (FYI, I didn't know that game and had to look it up. Sounds fun!)
BTW, I took a look at your blog. Lots of reviews and info there on games I don't know; still lots I need to learn. Good work!
I have a boxed set waiting in the closet that I'm eager to put in good use, but it seems that games complex as Car Wars are just for the uber-nerds these days. Damn' Carcassonne!
In my own slowly-merging homebrew system, impact and related topics are precisely what I'm fussing over at present. I'd be happy to hear details of what you've done and share ideas.
Hi, I read and re read your reply several times and found it very interesting, I really enjoy to know about someone who knows what he's talking about.
I actually solved my problem with cutting and impact damage of cutting weapons for my system, im willing to discuss it anytime if you like. Thanks for your help !
It's a fine question. The answer, for the purpose of these rules, is pretty simple: I'm only working with the assumption that basic hits do measure impact, for knives or fists or maces or any hand weapon. If there's a problem with knives delivering too much sheer impact in the game, then that's a problem not for EP rules alone, but for any GURPS rules dealing with that impact (effects of knives vs DR, knockback from knife attacks, effects of knife attacks on other weapons, etc.).
I don't know that knives actually do deliver far too much impact in the game. After all, a fist can deliver tremendous (even deadly) impact; should a large knife really deliver much less impact? It is a hard metal object, and to some degree, the mass and power of the fist/arm also add to its impact.
If, however, you feel that impact should be lower, then I would rework the rules to reflect that (whether or not EP rules are being used – and, as you suggest, whether we're even talking about GURPS or about your own system). In particular, I think impact from a thrust knife should be on par with a punch (even able to pierce armor), so impact shouldn't be too low. But I also think that swing impact would rely more on a weapon's own mass, with less added effect from the fist/arm. Especially for a small knife, impact should perhaps be quite low (as you suggest), giving a razor or other small knife little ability to bludgeon through armor, and low damage against flesh if simply used to "hack" like an axe or other large weapon. In place of high impact, I think such a weapon should have a good ability to "slash" – that is, draw along the target for an attack that delivers low basic hits, but a higher damage multiplier vs flesh than normal cutting.
GURPS doesn't make that distinction; maybe you're planning to do so in your own system?
What about knives for example. The damage you deal with a knife is almost exclusively done by the edge and has practically no impact. Nevertheless, if the defender wears an armor with high EP and low DR then such attack might leave a bruise as if hit by a heavy weapon (clearly not the case). I just dont picture the scene of someone been bludgeoned to death by an atacker wielding a knife !
I only know the basics of GURPS but im actually designing my own rpg system and was having some trouble trying to sort out this very problem of cutting edges and impact of blows.
P.D.: My mail is sachiel03ar@hotmail.com
P.D.2: I know... my english sucks.
I never thought I would find such an everyday topic so enthrlialng!
I agreed! But one problem is that the rules grant Conrad nothing for running like a true javelin thrower.
I agree, boxers train extensively in dodging those head blows, and that should be reflected in the skill. And it was... until 4e. The special Dodge bonus that Boxing used to confer vs punches and other thrusts in 3e is now the same improved Retreat bonus against any attack that Karate, Judo, and fencing skills all enjoy.
So that arguably makes your suggested Technique, in whatever form works best, a necessity if boxers are to have a special bobbing and ducking ability!
I'm personally against Hard techniques (the extra point is like having to buy a perk just to learn the technique), but that's my own bias. I guess from my personal experience (5 years of Karate and I'm a HUGE martials arts fan), people naturally don't duck, bob, or weave well unless they've had some training or experience. Hence, the technique. You're example of the boxer is perfect, but boxers train extensively on bobbing and weaving. If the training didn't matter, why do it? Or, are they just learning Enhanced Dodge?