REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG!

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icekatze
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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by icekatze » Sun Feb 01, 2015 11:56 pm

hi hi

I've done a lot of walking in my life, I've stepped in a lot of puddles, been splashed with muddy water by passing cars, and gotten lots of snow in my shoes, been stopped by police and by drunk people. And that's not counting the rough terrain, that's just normal old sidewalks. During a single season, I would end up making over a hundred walks, and I would end up facing trouble at least a handful of times. Not all abysmal failures are necessarily matters of life and death, sometimes they can just be frustrating.

Those hospital statistics were per stay, collected on patient discharge. It was explicitly not per year.

I didn't know that the revised rules had rules for contraceptives, I can't really comment on that in particular. Although, if I were using 200 year old contraceptives, I would imagine the failure rate would be higher than what is printed on the box. Same goes for 200 year old bullets. It's kind of amazing they work at all, really. I remember that time some guy found a box of 100 year old munitions, and the bomb squad had to come out and take care of it, the result was underwhelming to say the least. :raritywink:

In any case, computer simulations may be driven by advanced mathematics and probabilities, but narrative is driven by dramatic tension and character interest. So from a perspective of interest, something that is subjective, the time and effort to roll dice is well spent when it involves risk, suspense and decisive outcomes. (One does not roll dice to pull a trigger, roll dice to ignite the primer, roll dice to eject the casing, and then roll dice to load the next round. There is already some level of aggregating built in.)

If anything, I would recommend having more degrees of success or failure for allowing finer control depending on the circumstances, rather than going for a binary yes or no. :twilightsmile:

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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by Gavinfoxx » Mon Feb 02, 2015 12:40 am

People still use bullets that date back to WWII. All you have to do is make sure to scrub the buildup of gunk off of them with steel wool and you're fine. Firearms, in particular of most constructed items, tend to hold up well with age. Though maybe the expedient of 'not using 200 year old bullets' should give a -3% crit fumble or jam chance with a weapon?

Also the contraceptive example wasn't meant as an in game example, it was meant to be a warning to be careful with making statistical comparisons of the type you were doing. There is also the fact that, for most parts of the game, a 'check' isn't a defined period of time, unless you are talking about an attack. And my complaint is one of dramatic and 'fun' focus. Most of the time, unless they are very narrowly defined or you are playing an intentionally comedy of errors game, fumbles and high chances of failure at the simple tasks that characters have invested a large amount of effort and of their limited resources into being competent at aren't fun. Fumbles in particular are too open to interpretation, and lots of GMs have the interpretations be downright nasty. This also punishes characters for making lots of checks, which is something that characters more competent in a task (ie, higher level) would be more prone to do.
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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by icekatze » Mon Feb 02, 2015 1:55 pm

hi hi

Nitrocellulose used in smokeless powder is highly reactive and will deteriorate over time. Compounds like Diphenylamine are often used to help stabilize it, but there is only so much they can do. Smokeless powder will spontaneously generate acidic byproducts at an increasing rate over time, which will eventually reduce the ballistic qualities of the cartridge. (Not to mention they are toxic when inhaled, but that's a different issue.)

If I were GMing, I would definitely give a crit failure reduction for using ammunition that was carefully hoof loaded using freshly made materials. But then again, if I were GMing, I would have a whole list of other events that could happen on a critical failure, besides just jamming. Anything from a gust of wind at an inopportune moment, to hitting a buried propane tank behind the target. :twilightsmile:

(My point about routine medical procedures still stands. Again, the study used a random sampling of hospital discharge records, per hospital visit, not a yearly incidence.)

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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by Gavinfoxx » Mon Feb 02, 2015 2:14 pm

And how many things that would qualify as a medical check were made on average in each visit? Five? Ten?

Its undefined, because the system doesn't say how long of an activity needs a check or not. That doesn't mean that there still isn't a problem with the assumptions of the skill system in general, not because of the particulars of the hairs we are splitting, but because it doesn't produce results that look like the stories.

And THAT is my objection. The skill system isn't giving results like the stories. Everything else in the how or why is meaningless.

Also, we are going around in circles, can we PLEASE change to one of the other topics?
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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by Dashite » Mon Feb 02, 2015 8:52 pm

You're pretty demanding acting this way will just lose you anyone who even wants to attempt to try to talk to you.
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Re: REQ: FOE Sandbox Game! Also LOTS of ramblings on FOE RPG

Post by Gavinfoxx » Mon Feb 02, 2015 9:05 pm

Right. You're right. Sorry. I believe we may have to agree to disagree on this topic, okay ice?
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