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Re: proposal 3 for armor
Wright, you sick, silly bastard ... this may just be the fatigue from
working on that term paper talking, but I like it.
On Thu, 19 Nov 1998, Wright Frazier wrote:
> 8) Artillery has been a big question for awhile. How does
> a person get an artillery DV? Or does artillery attack
> a person's MDV? With this the attack types will line
> up much more easily.
for the moment, skip it.
> 2) Grapple. How to handle grapple? The easy answer is to
> just lump it under blunt because of 'kicks and punches'.
>
> How does this handle things like holds and such? The
> simple answer to this is to make it a derevation of
> Blunt DV with a slight modification to hit since it
> is a little easier to grab someone than to hurt them
> with a punch.
>
Nah, keep it straight-up blunt ... once you start throwing in modifiers,
it'll be a mess ... trust me
Presuming we keep combat, missle, and grapple mods, one merely buys up his
grapple mod to compensate.
> 3) Statistical modifiers. How these do these figure in to DVs
> will require a bit of reworking. Agility is obviously
> the prime factor still, as is mobility. However things
> like strength and will power do not work well.
>
> Perception and commonsense work the best for DVs. By
> seeing the blow coming, and having the sense to get the
> hell out of the way.
>
This is the only sticking point I've got ... lemmie think about it a bit
before I respond.
> The Proposal:
>
> Defensive values are calculated based upon ones statistics, and
> armor, and other factors. Three statistics effect defensive values.
> They are agility, common sense, and perception.
>
> Agility is a person's ability to actually get out of the way of
> a blow and dodge incoming attack.
>
> Peception figures in by being able to see the incoming blow and to
> respond to it in time.
>
> Commonsense is a persons ability to react to what they see in the
> appropriate manner, and there by allowing someone's agility to
> come into effect.
>
> All three stats add to ones DVs by taking the statistic and dividing
> it by 5, rounding down.
>
dunno, after reading it a few times, I don't see a problem with it short
of how it'll gibe with the racial abilities during character creation ...
(I KNOW that's fatigue talking ... I'll think about it a bit more and
harass you later)
> Thats it so far, if folks like the concept, I'll writeup some
> numbers for the actual armor.
Suggestion:
Do it for the Book List armor and let's see what happens ... if and when
it passes, THEN start looking at tricked-out armor
John Hogg johnhogg@expert.cc.purdue.edu
"I am amused by the simplicity of this game. Send me your finest meats
and cheeses!" --Kenny Mayne