Anonymous April 21, 2008 - 6:59am | This weekend we used Bill's new skill system along with a damage system based off Top Secret SI. Refer to: New Skill System It took a little getting used to but in the end I liked it because it gave more realism to the game. A Player or NPC could loose the ability to use a limb, get knocked out or in our case Cane hit a Sathar in the hand dislodging his sonic disruptor! (Thank you Cane). In the Alpha Dawn rules I believe todo the same a Player would have to roll a critical success. NOTE: Ablative Damage appears in the Star Frontiersman Issue 8. |
Imperial Lord April 21, 2008 - 10:04am | Ablative Damage - never been much of a fan... Are the extra rolls tedious? Although I will admit, the ablative damage system in Warhammer was/is pretty good. I just didn't think it really added to the game. |
w00t (not verified) April 21, 2008 - 10:31am | Hit location added more realism to the game we played. Although I guess a GM could make this up during play. Or perhaps GM's have a cheat sheet that based on the % success of a "to hit" roll they determine location, "You hit his arm, it's useless". The only issue we had was players kept picking up their dice after a success hit so we didn't catch the "10's digit" to determine location. So we just rolled 1d10. Just a matter of training. It was actually neat to see where you hit... :-) |
TerlObar April 21, 2008 - 11:41am | Okay, I've really got to post my damage system. I have it worked out, just need to type it up. It is one addition d100 roll to determine hit location and off you go. Weapon damage rolls are the same and it provides the same effect as w00t was describing in the OP (lose the use of a limb, get knocked out, etc). It also makes combat a bit deadlier as a good head shot kills quicker than knocking out all your STA. Anyway I like the realism as well of the hit locations and it doesn't add much overhead at all to the game. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
Sam April 21, 2008 - 12:52pm | I actually am planning on putting this into a greater Star Frontiers project -- kind of a modified setting with some game system elements. BUT in the event I never complete that, I wanted to put this out there... Anyone familiar with the Amazing Engine system? Bughunters, specifically? One aspect of it I thought seemed very impressive was the addition of Lethalty Classes to damage and the adddition of Body Points along with Stamina Points (whatever that system called it). The idea is pretty simple and seemed to be a good compromise between damage systems that are too vague and those that are too detailed. The concept of adding this to Star Frontiers also adds something that I really would like to see... by adjusting the LC of weapons, the GM can make some weapons more prominant and others less. For instance, I've always disliked the relative weakness of bullet weapons in SF. We all know how lethal they are in real life. But lasers are the primary weapon in SF and the only one capable of the dreaded 20d10 damage blasts. However, if the LC of lasers is significantly lower than bullet weapons, than bullet weapons may be more prefered. In a nutshell, LC works by assigning some number, 1-9, to each weapon system/type of damage with higher number being more life threatening. During the attack roll, GM's/Players note the 1's die number. If that number is less than or equal to the LC of the weapon, the weapon does Body damage and not Stamina damage. Body Points are much, much less than stamina (I was figuring on STA+STR/10 -- or somewhere in that range). If a Laser's LC would be 1 and a Autopistol would be LC 5, it would change the combat weapon choices greatly AND make all combats a lot more dangerous. |
Sam April 21, 2008 - 12:54pm | A lot of work would still need to be done to keep game balance and deal with armor/defensive screens, etc ... . But that is the general overview. |
Imperial Lord April 21, 2008 - 12:56pm | Do we really want combat to be deadlier? Do we really want people disabled by being blasted in certain areas? |
Sam April 21, 2008 - 1:10pm | Not if it would destroy the feel of SF and turn it into a different game. But there are ways to add LC without making overwhelmingly dangerous. For instance, make Body Points STR+STA/5 ... a bit more points than what I mentioned above. Ruling that Beam weapons (lasers/sonics) attacks that do Body Damage only do 1 pt per die (so that 20d10 laser blast only does 20 body points damage. Something the Bughunters system does is to have armor not only provide a damage defense, but also reduce LC of attacks. Perhaps you are wearing armor so Laser attacks cannot do body damage. Etc... . This system is more vague than hit locations. |
TerlObar April 21, 2008 - 2:16pm | Do we really want people disabled by being blasted in certain areas? Maybe, maybe not. That's why it is optional. I guess it depends on how you looka at things. If combat is deadlier and the characters know it, they are more likely to look for other solutions to their problems instead of just blastiing their way in and out. On the other hand it is nice to be able to take out your opponent quickly sometimes as well. As always, it's up to the referee. And the system I'm going to write up isn't that much deadlier. Sure ,you can incapcitate a character by doing 40% of their total stamina to their head but you only have a 5% chance to hit the head with a ranged weapon (baring aimed shots) so it doesn't happen that often. I'll try to get this written up this week and posted. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
Will April 21, 2008 - 2:49pm | Precisely, Terl. "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |
Imperial Lord April 21, 2008 - 2:59pm | Ok, rock 'n roll. I'm just concerned for PCs getting ffffed up by lucky ref rolling. Of course, a ref could always overrule the roll - but then what is the point of having the system in the first place? One idea might be to have only special enemies have the privilege of rolling on the table. That way a lucky mook does not make a PC permanently retarded by a lucky shot... |
w00t (not verified) April 21, 2008 - 3:43pm | :: OFF NOTE :: Personally I like what the community is coming up with. Shadow introduced "Basically Speaking" which meshed some of AD into the Basic rules. His style of GM is one of "wing it" instead of looking up every single rule or table - which made game play pretty fast online. Bill's style is much the same at the game table. Tweaking rules is part of the fun! Of course nothing beats playing, right Brian! It's entirely possible this site exists with project type activity since were such a small group dispersed across light milliseconds of time and space! |
w00t (not verified) April 21, 2008 - 3:46pm | I'm just concerned for PCs getting ffffed up by lucky ref rolling. That be why we play test matey! Arrrrrrrrrrrr |
umungus April 24, 2008 - 1:21pm | I think my reply got hosed...? I have used the ablative system with my NPC. Just to test it. haven't noticed anymore work. don't have to subtract 1/2 damage then subtract from hit points. You just x out some boxes. easy. The hit location is right in your hit roll. So, no extra rolls are involved. How do you guys handle grenades with this system? Do you have auto fire hit multiple locations? At least I got to scare an alien rabbit thingy...... |
w00t (not verified) April 24, 2008 - 6:14pm | I have used the ablative system with my NPC. Just to test it. haven't noticed anymore work. don't have to subtract 1/2 damage then subtract from hit points. You just x out some boxes. easy. The hit location is right in your hit roll. So, no extra rolls are involved. How do you guys handle grenades with this system? Do you have auto fire hit multiple locations? Sweet! You tested the system. :-) Bill and I went over the sytem and I believe that marking several loctions would be cumbersome if you have to roll for each bullet hit (for a burst). How would you determine how many piecies of sharpnel hit? Bill suggested that for weapons that cover an area you spread the damage to one area below the hit location and one area above. For example, lets say you get hit in the foot for 3 points of damage. You would check the boxes for foot and leg. Since there ins't an area to damage beyond the foot you would actually only take 2 points of damage. Same with the head. Thoughts? |
umungus April 25, 2008 - 10:40am | thanks Woot ! I'll try it out in our next game. At least I got to scare an alien rabbit thingy...... |
Sargonarhes May 16, 2008 - 8:47pm | Do we really want people disabled by being blasted in certain areas? Better not touch.... certain areas of your body that have been blasted while you're out there in public. Because if people see you out there digging and scratching they're going to turn it right off. Sorry. I've seen other games that have body locations, allowing for limbs to be dismembered. What some have done is allocate some of your hit point or in this case stamina to those locations. That way a limb can take a certain amount of damage before it becomes useless. Say each arm gets a 10% of your total stamina, legs get 12% each. The Torso has 50% of the stamina and what's left is the head, making the head a low 6% of the total stamina. Which will encourage characters to wear helmets! In every age, in every place, the deeds of men remain the same. |
umungus May 19, 2008 - 9:03am | Hey Guys! We played on Sat. night. I made up a NPC sheet with the ablative system on it. I used it for all my Npc's. It worked very well. Combat was much faster. It added a bit of realism. The players all have high combat skills. If they hit they were able to adjust to hit a vital easy. Not sure what I think of that. Regardless of their success they were able to pick a shot. They would always go for a head shot and the NPC would be dead. Maybe make an additional (like -10- 20%) modifier for aimed shots. If the player succeeds at an aimed shot than allow them to adjust? Overall I like the system. It really encouraged the characters to use armor, screens and helmets. Also to take cover. At least I got to scare an alien rabbit thingy...... |
umungus May 27, 2008 - 12:57pm | Dang... I should change my user name to "Thread_Killer" At least I got to scare an alien rabbit thingy...... |
w00t (not verified) May 28, 2008 - 7:29am | We played on Sat. night. I made up a NPC sheet with the ablative system on it. I used it for all my Npc's. It worked very well. Combat was much faster. It added a bit of realism. The players all have high combat skills. If they hit they were able to adjust to hit a vital easy. Not sure what I think of that. Regardless of their success they were able to pick a shot. They would always go for a head shot and the NPC would be dead. Maybe make an additional (like -10- 20%) modifier for aimed shots. If the player succeeds at an aimed shot than allow them to adjust? Also a high-level NPC could target your head. :-( Even if you add a modifier to a "called shot" before rolling the dice, if your PC hits then rolls the damage dice and does damage they still get to bump the hit location. You could try ignoring bump location and just keep it where the originally hit. If you play test this - please let me know. -lgm |
umungus May 28, 2008 - 8:58am | I see your point. Maybe do a -10% per bump up to the max. which would be the skill level. (example: Zari (level 5 projectile skill) wants to shoot her autopistol at a bad guy. Her shot with all modifiers is 90%. She wants to aim. So, she takes -30% to get three bumps. her new to hit is 60%. At least I got to scare an alien rabbit thingy...... |
w00t (not verified) May 28, 2008 - 12:29pm | We played last Saturday. The same story, the higher level characters could concentrate shots on a particular vital easily. Bill and I talked about this -- the understanding is that at higher levels you *should* be able to hit someone in the eyeball at 20 feet away. Also an average NPC should have 40-50 STA which in this damage system would be 4 to 5 boxes. A laser pistol set on 5 SEU does 5d10, if you hit then roll the damage (we use Heroscape dice that shows the skulls for damage) the average roll would be 2 damage boxes. Not enough to one-shot-kill a NPC. Does this make sense? Bill's testing shows the damage system is less leathal than the original SF. |
Imperial Lord May 28, 2008 - 1:40pm | Larry - when you say less deadly, are you including the head hits? |
AZ_GAMER May 29, 2008 - 9:00am | maybe this represents a glancing hit, or the effect of the head shot could be assumed to cause definite incapacity of the character even if it is not a fatal blow. It's a difficult thing to simulate such damage in a game setting, after all a head wound may kill one person and not another, a lot of factors could easily play into it. For example a glancing hit from a .22 could cause some serious trauma but may not always be fatal, however the same bullet in a straight trajectory to the temple or forehead may be sending the pc to the great gencon in the sky. However, I think it would be safe to assume that any hit from a hyper-velocity round or large cal like .50 to the head would be fatal reguardless of location. In future weapon terms this is a little more nebulous since no has ever seen a real combat ready laser pistol in action. Assuming high seu probably also indicates high penetration and burn through and low seu indicating lower tissue damage, burns, low penetration. A low seu hit to the head may cause burn and laceration trauma but may not be fatal. However a 20 seu shot may burn right through the characters head and well into the next room behind it. An insteresting thing to note though is that, going by conventional lasers, a laser would have no kinetic knock down force. A subject may have a hole burned clean right through him, be dead as a door nail, but still standing on his feet until his body quit working, muscular support gives way, and the body drops with gravity. Maybe future lasers will incorporate a magnetic confinement field that would have a kinnetic force behind it. Some food for thought |
MrJupiter July 13, 2008 - 10:19am | Sam wrote: "Anyone familiar with the Amazing Engine system? Bughunters, specifically? One aspect of it I thought seemed very impressive was the addition of Lethalty Classes to damage and the adddition of Body Points along with Stamina Points (whatever that system called it). The idea is pretty simple and seemed to be a good compromise between damage systems that are too vague and those that are too detailed." |
w00t (not verified) July 13, 2008 - 10:53am |
We played tested and I think there is errata due out in the next few months, FYI. Love the system and at higher levels one-shot-kills aren't far off. OSK? w00t! |
umungus July 14, 2008 - 9:50am | We have been using it in our game. The ablative damage system works great. It is actually a lot faster. You don't have to add up dice all the time. At least I got to scare an alien rabbit thingy...... |
Sam July 15, 2008 - 10:22am | It does seem to have a lot of merrit and I do like it. One thing I'd like to see addressed, though (and this is why I brought up the bit about the Bughunters thing) is the overall weakness of the bullet weapons (among others). It seems that the ablative damage system can actually make bullet weapons even weaker. Some sci-fi settings have bullet weapons remain dominant and make laser/beam weapons more cumbersome and/or fragile. An interesting way to modify the setting. |
Cliff July 15, 2008 - 9:20pm | Twenty years ago, I came up with a similar system; it’s a bit involved to explain but makes the combat seem realistic. First of all, I wanted to keep it fairly simple i.e. I didn’t want a lot of extra dice rolling. So, the attack roll was also the hit location roll. The TENs die was used to determine which side where applicable, right arm, left hand etc. the ONEs die was used to determine the body part that was hit. With the TENs die, an even number always meant the right side and an odd number always meant the left side. As for the ONEs die the numbering went as thus; 1 = Head 2 = Neck 3 = Arm 4 & 5 = Chest7 & 8 = abdomen 9 = Leg 10 = Foot So lets say that a player’s character has a modified “to hit” of 60% and rolls a 56, The TENs die is a five, an odd number, the left side. The ONEs die is a six, the hand. Therefore the left hand was hit. Damage is rolled normally. I divided the character’s base stamina score over what I call the four core parts, the head, the neck, the chest and the abdomen. The percentage division is as follows; 10% head 10% neck 40% chest 40% abdomenThese are the vital areas, any damage taken in these areas would automatically be subtracted for the character’s current Stamina score example; the character has to make a Stamina check vs. a poison grenade. His base stamina is 50. He has 2 wounds to the head and three wounds to the chest, his current stamina is 45. Wounds to the arms, hands, legs and/or feet do not count against his stamina. If the character should sustain wounds to at least one of these areas that are equal to or greater than the percentage allocated, the character is incapacitated (in shock, possibly unconscious). A character in this state still has a chance at life, he must make a current stamina check each turn, if he fails he loses one more stamina point, reducing his current stamina (if stamina is reduced to zero he dies). If another character has the medic skills, he can perform a minor surgery check if there is no more combat or a major surgery check if there still is combat, in an attempt to stabilize the wounded character. A successful check means that the wounded character has been stabilized and no longer needs to make a current stamina check. Failure means the character continues to make current stamina checks. If the medic fails, he can continue to retry but at a -10% per previous failure. Staydose will temperarily stabilize the wounded for 1d10 rounds (wounded character does not need to make current stamina checks). Only one staydose can be used, a second dose will not add more time. If the damage equals or is greater than twice the allotted percentage, the character dies. As for the limbs, damage to them that equals or is greater than the allotted percentage renders that limb useless until healed. If the damaged sustained is equal to or greater than twice the allocated percentage, the limb is severed and the character must make a current stamina check. Failure means the character has gone into shock and is incapacitated (see above paragraph). If a leg or arm was hit, I would make a roll to determine which part of the arm or leg was hit; 1 = ankle or wrist 2, 3, 4 = lower leg, forearm 5 = knee, elbow6,7,8,9 = upper leg, upper arm 10 = hip, shoulder The limbs were also allotted percentages of the Base stamina score, they went as follows; arms = 10% hands = 5% Legs = 20% feet = 5% All pecentages were rounded up. Like I said, it is fairly involved, but it plays well and it also gives the players who’s characters have the Biosocial PSA and medic skills something more to do during combat (since they tend to be weak in the combat area). |
umungus July 17, 2008 - 12:34pm | Some sci-fi settings have bullet weapons remain dominant and make laser/beam weapons more cumbersome and/or fragile. An interesting way to modify the setting. You should play it. The bullet weapons are very deadly due to their ability to fire a burst. At least I got to scare an alien rabbit thingy...... |
Will July 17, 2008 - 2:58pm | Especially the gauss weapons from SFMan#8 "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |