Rating System Rules

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icekatze
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Re: Rating System Rules

Post by icekatze » Tue Sep 17, 2013 12:28 pm

hi hi

No worries, these things happen. I figured something like that was the case, as the conversation was kind of surreal. :P

Also, Shady: send me a link or catch me on IRC sometime. :)

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FloRad
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Re: Rating System Rules

Post by FloRad » Thu Sep 19, 2013 7:21 am

Heyo, it's me again!

I stumbled upon a problem with Critical Failures and Successes
When a player rolls a test, check the first two dice if using a dice roller, or pick two differently colored dice if rolling physical dice. If the first two dice are doubles, each with a number equal or less than your character's (11 - luck) score, it is a critical failure. If the first two dice are doubles, each a number equal or greater than your character's (10 - luck) score, it is a critical success.
So that means when a character has a Luck of 5 she critically succeeds when she rolls a double 5 or higher and critically fails when rolling a double 6 or lower. That doesn't make sense unless it's a mistake and it' supposed to be the other way round. 10-Luck or lower is crit fail, 11-Luck or higher is crit success.

Regards, FloRad
Every problem looks like a nail if you only have a hammer.

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icekatze
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Re: Rating System Rules

Post by icekatze » Thu Sep 19, 2013 12:19 pm

hi hi

It was supposed to be the other way around. I probably messed that up by staying up way too late and going derpy or something, occupational hazard of having no one to double check or edit your work I guess. Thanks for catching that, I've already fixed it in the document. :)

(11 - Luck) is a crit success, and (10 - Luck) is a crit failure.

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FloRad
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Re: Rating System Rules

Post by FloRad » Sat Sep 21, 2013 11:00 pm

Hi, it's me again, maybe we should exchange Skype contacts because I keep stumbling about questions concerning the core rules.

Can somebody please explain how Margin of Success and Wounds exactly work? I can gather that I get wounds when acquiring more than 15 damage after DT, but what decides what limb is hit and I know margin of success can measure how good or bad I do, but how can I influence it?
Every problem looks like a nail if you only have a hammer.

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icekatze
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Re: Rating System Rules

Post by icekatze » Sun Sep 22, 2013 2:14 am

hi hi

I don't ever use Skype, so thats probably not the best way to get in contact with me. And I apologize if the rules are not as concise as they could be.

This case in particular, it would seem that an entire block of text didn't get transferred from my local copy to the online copy. I'm actually quite glad that someone else is reading the rules and finding these mistakes, because I've gone almost a full year without catching that one.

The hit location is determined by the attacker spending margin of success to hit. Because margin of success can be used after the attack has been made, the attacker can choose any hit location that they have enough MoS to reach.

Here are the rules that should have been in the document, but I neglected to copy/paste:
If an attacker deals a wound with a called shot, the wound is applied to called location, and causes the appropriate penalties. If no special location is called, use the generic wound penalty...

... Characters may choose to attack specific locations on a target by spending margin of success. In general, the smaller the location, the more margin of success is needed.
• 10 = Non-Vitals (Legs, Tail, etc.)
• 15 = Semi-Vitals (Face, Neck, etc.)
• 20 = Vital Spot (Brain, Eye, etc.)
+5 bonus if declared in advance

Bypassing Armor
If a character makes a called shot on a location that isn’t covered by armor, the shot may bypass the opponent’s armor entirely. Each piece of armor has a coverage rating that determines how much margin of success is needed on a called shot to bypass it. (Generally between 10 and 25)
Margin of Success is the number that you exceed the target number by. So, if you had a target with a Dodge of 10, and you managed to roll a 25, you would have 15 Margin of Success. There are some perks out there that will reduce the amount of Margin of Success needed for certain special attacks, like Called Shot.

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FloRad
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Re: Rating System Rules

Post by FloRad » Sun Sep 22, 2013 2:30 am

Thank you for clarification! Before I can successfully modify and work with your rules I first have to understand them. ^^

I already managed to modify the inventory so that it also uses volume. I can post the rules (but I have to write them down first) if anybody is interested.
Every problem looks like a nail if you only have a hammer.

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icekatze
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Re: Rating System Rules

Post by icekatze » Sun Sep 22, 2013 4:44 pm

hi hi

I am interested in seeing rules inventory volume. After all, unicorn telekinesis uses volume to determine how much it can lift. :) (right now, all I have are very basic size categories in the magic document.)

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icekatze
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Re: Rating System Rules

Post by icekatze » Sat Oct 12, 2013 7:07 pm

hi hi

It was recently brought to my attention that my martial arts segment was incomplete. It turns out that I forgot to transfer the rules over from the previous system.

In any case, I fixed that oversight, and there are now rules for Doombunny, Fallen Caesar, and Harmony Self Defense in the Magic document. I'll have to brainstorm about any additional martial arts styles though. If anyone has any suggestions, please let me know.

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icekatze
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Re: Rating System Rules

Post by icekatze » Mon Oct 14, 2013 12:44 am

hi hi

It has been brought to my attention that my formula for direct damage magic was off. (My bad for overlooking something simple.) I'm starting the process of re-evaluating that balance now, and will try to have a fix before the end of the week. In the meantime though, I am open to suggestions.

Currently, my inclination is to add elemental effects for free as part of the current potency cost, while giving pure damage spells an equivalent armor penetration.

((The issue came up while I was working on this magic caster's cheat sheet with Doubleclick.))

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icekatze
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Re: Rating System Rules

Post by icekatze » Mon Oct 14, 2013 3:15 pm

hi hi

It seems like there may be some rather large scale changes to magic in the works. Hopefully for the better. If they do end up being massive in scope, I will keep the old magic document around, but might end up advancing the rules to version 2.1

Foremost in the lineup for change is the distinction between the power of a spell and the difficulty. If this pans out, it should hopefully make it easier to determine a caster's basic ability without rolling dice, and make the actual skill rolls more meaningful. I will keep people informed as it progresses.

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