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About Kage2020

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  • Birthday 01/01/1975


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    Central Virginia.


  • Interests
    Forensic and historical archaeology, technology.


  • Occupation
    Instructional Designer


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  1. From what I remember of Dark Sun, it seems to work on the face of it (I liked the simple way that you handled Defiler Magic). The only problem that I had with it is that it reminded me how much I liked the Dark Sun setting and how much I had forgotten about it. Do you intend to do anything more with this, or just leave it as you have it: a kind of quick play guide for characters in the setting?
  2. The "Fan Project" is there as an obvious caveat: I'm just doing this for the fun of it and, of course, that means there's always the danger that I'm blowing in the wind and nothing will come of this. On the other hand, if I get it to where I want there will be a spangly little PDF to go with it, or maybe ePub3 (as I wish there were more of those for RPGs). The Background So, why "Shadowrun Apocalypse"? Back in the day I was hanging out on a 40k forum that was heavy in the play-by-post roleplayers. I got fired up and one of the concepts that was bandied around was a non-40k on: RP'ing in the setting of the video game Hellgate: London. The only problem was that I was in the, for me, untenable position of GMing for a bunch of people that knew more about the setting than I did. On the other hand, it did remind me of the The London Sourcebook for Shadowrun, and that got me thinking about a potential crossover. The Gist For those that don't know, the Earthdawn setting is set in the distant past of Shadowrun, a post-apocalyptic fantasy set after "The Scourge." The Scourge happened when the cycles of magic had reached such a peak that magical gates opened up to the planes of the "Horrors" who then promptly swarmed over the face of the Earth like leviathan with a need to snack on metahumans. Metahumans had some warning, so they were able to protect themselves with magical rituals that basically jammed people inside of holes in the ground (kaers) where they were protected by a whole bunch of earth and a whole bunch of magic. Eventually the ambient levels of magic reduced and most of the Horrors withdrew. Metahumanity clambered out of the kaers and returned to the surface. Shenanigans ensue. Shadowrun is set during the next peak of magic after Earthdawn's Fourth World, where magic was diminishing and heading into the magic-less Fifth Age. Yet while magic various on a sinusoidal pattern that returns it to the world every 5,200 years (or so), there are things called "mana spikes" that allow a temporary and localised resurgence of magic. And that gets us back to Shadowrun Apocalypse. The Setting (Thumbnail) A bunch of magical spikes have happened across the world, focused on some of the largest urban centres. In-setting shenanigans caused them--conspiracies and the like--but they appear to be here to stay, and expanding. Within this spikes, these magical beachheads to hell, things have gone a little bit haywire (to say the least). Step in the imagery from Hellgate: London. The metahumanity that has survived driven underground into ersatz shelters, hiding from the Horrors and their constructs. On the bright side, if you can say there is a bright side, magic is enhanced in these areas. Mages and Adepts are capable of things undreamed of before the Spikes. I'm a tad focused on London because of the aforementioned sourcebook, but there are images of deep level tube stations acting as ersatz "kaers," with the protection from the Horrors primarily revolving around tons over earth (a physical barrier to constructs, and an astral barrier to Horrors) and magic of obfuscation, but also a hell of a lot of luck. People managing to survive, barely. Some even fighting back. As the Spike Zones roll out and expand, the dominoes of government and corporate response fall and the ability of metahumanity to respond and even survive diminishes. The fight goes on. What I'm Doing The above could be run quite handily using almost any generic system, and I've tried a number of them in the past. However, to fit in with some of what I want to do I've essentially got to tinker with three inter-related settings: Earthdawn, Shadowrun, and Equinox (this last being a numbers filed-off version of Shadowrun that plays very Firefly and is quite closely tied to d6). Most of this is (relatively) easy. Cyberware and other augmentation. Magical abilities. A novel way to do hacking--that sort of thing. Most difficult for me has been pulling together a central magic system that works on some of the 'fluff' (I'm thinking of the Earthdawn setting book Denizens of Barsaive and Shadowrun's Tir na n'Og, both of which focus on elemental magic). * * * So, yeah, that's what I'm up to and why I signed on to the forum--in the hopes of picking peoples' minds if they were up for it. Hope to see you around. Kage
  3. Actually, the elemental and physical/mental attributes gets much easier if you remove Aethyr from the equation. That could potentially tie into some of the information about elven Path Magic from Shadowrun's Tir na n'Og sourcebook (subsequently integrated into the core magic book for each of the editions). Edit: So, ignoring Aethyr for the moment I get something that is sort of more in keeping with what I had in mind. [table] [tr] [td]Element[/td] [td]Physical[/td] [td]Mental[/td] [/tr] [tr] [td]Fire[/td] [td]Strength[/td] [td]Presence[/td] [/tr] [tr] [td]Earth[/td] [td]Toughness[/td] [td]Willpower[/td] [/tr] [tr] [td]Air[/td] [td]Coordination[/td] [td]Knowledge[/td] [/tr] [tr] [td]Water[/td] [td]Reflexes[/td] [td]Perception[/td] [/tr] [/table] So some minor changes, but they seem to hang together in the Western system of elemental correspondence. Aethyr perhaps shouldn't be treated in the same way--as suggested by marsuniversity. Their post, along with Grimace and others, mean that I'm going to have to take a gander at both d6 Fantasy (or d6 Adventure) and perhaps a little bit of GURPS Ritual Path Magic for some inspiration, too. I'm also going to look into the whole Light/Dark Magic thing. It might just be a setting case of name-calling, but since I'm a fan of aspected magic (specific areas or things associated with elements, but also influenced by events and thus flavour [light/dark] magic) it might be fun. That and I'm watching The Last Witch Hunter and they keep on mentioning "dark magic," which makes me think of Black Magic, then Dresden Files and... Well, there's this whole downward spiral of gibbering madly in the night that I don't want to go too far into. Thanks all for the discussion and inspiration.
  4. I am in a similar position, though I have not had a regular gaming group for... err... much longer than that. I get my gaming fix from world building, though even that has been relegated to the backburner through work and a toddler who took to toddling way too easily. Have you considered that? Writing up what you have and seeing how it works around a (virtual) tabletop?
  5. H'okay. Toddler finally got to sleep so I've got a little bit more time to reply to this. I deleted my previous post so that I could have a clean slate with that reply. I haven't looked at Legends of the Five Ringers since it was published, but from what you report there are some similarities, e.g. the link between the attributes and the elements themselves. I noted the association in the table, above, though I had not many assignments at this juncture. In the other systems that I had try to work this up in, the assignments were: [table] [tr] [td]Element[/td] [td]GURPS[/td] [td]EABAv2[/td] [/tr] [tr] [td]Fire[/td] [td]Strength[/td] [td]Strength[/td] [/tr] [tr] [td]Earth[/td] [td]Health[/td] [td]Health[/td] [/tr] [tr] [td]Air[/td] [td]IQ[/td] [td]Awareness[/td] [/tr] [tr] [td]Water[/td] [td]Dexterity[/td] [td]Agility[/td] [/tr] [tr] [td]Aethyr[/td] [td]Will[/td] [td]Fate[/td] [/tr] [/table] It worked, but the more that I looked at it the way that it merged fairly "abstract" notions like "intelligence" and "will" with something that was more quantifiable, doesn't really sit rightly with me, at least in terms of how it is applied across the elements. I'll get back to this point a little bit later in your ideas section, but there was something else that would be useful to know. I have a number of thoughts, here. First, I like the idea of "mental" and "physical" components and coupling them to elements. This ties back into what I mentioned, above, about not feeling comfortable with how the elements are divided across the physical/mental spectrum. Second, coupling magical ability directly to attributes is kind of where I was going. Maybe. It was just a thought, really. As the attributes are meant to represent the physical expression of your aura (Pattern), become stronger seems like it should mean that you can do more with your magic. On the other hand, it is a common fantasy trope--and one that I like--that a magic-user can become stronger than their physical components, and indeed that magic can make up some of the gap. Thus you have the Raistlin Majere imagery of the physically weak mage who is still strong in magic. Being able to separate magical and physical (or mental) ability seems like a good idea, though of course that isn't quite the same as it being easy to do. Third, I had an initial idea about how the level of the attribute (3 levels per die, 1 level per pip) representing the "resources" that you had available to you for "weaving" a spell. So, for example, with, say, a Knowledge (Air) stat of 2D+2 you would 8 "threads" available for weaving into a spell. This would mean that you would have a hard cap on the range of a spell, which itself would be lessened if you wove in additional "air" parameters (whatever they might be). This last one also interdigitated with the idea of Initiation. That is, you would "buy up" your elemental rating and thus give you more resources to weave into a spell. (Whether that would mean that you had the capability of doing it is another matter.) I may come back to these points in the next bit, but I think that there is some potential with some of those in conjunction with your ideas. The complexity lies in those spell parameters--finding the balance between too few and too many as well as too costly and too cheap (any of which could monkey around with balance). As above, I'm fond of the Extranormal attribute being called "Aura" to tie it to the notion of Pattern and thereby notionally coupling together the Earthdawn and Shadowrun settings. With that said, my ideas about quite what this might do is in transition. Previously I had mapped Aethyr (or Void) to it but... Let me leave this where it is at the moment. If nothing else I can leave it where it is: the control for magical skills. At least this way if there was a "Fire" sub-skill to the attributes and you could buy this up when you initiated, it would be a separate track than being better at casting spells, conjuring, or whatever. Attributes/elemental ratings are what you can do with magic, while your Aura+Skills are how well you can do it. This is, I think, golden advice. It covers some of the problems that I was having in the past including what I mentioned above about physical and mental attributes as they pertain to the elements. When I had made initial assignments of attributes there were some "dead" ones (well, Agility). [table] [tr] [td]Element[/td] [td]Physical[/td] [td]Mental[/td] [/tr] [tr] [td]Fire[/td] [td]Strength[/td] [td]Presence[/td] [/tr] [tr] [td]Earth[/td] [td]Toughness[/td] [td]Willpower[/td] [/tr] [tr] [td]Air[/td] [td]Coordination[/td] [td]Knowledge[/td] [/tr] [tr] [td]Water[/td] [td]Agility[/td] [td]Presence[/td] [/tr] [tr] [td]Aethyr[/td] [td]Aura[/td] [td]Perception[/td] [/tr] [/table] I'm going to leave that there for now because I need more time to think about it. As it is I had to add another couple of attributes: splitting Physique into Strength and Toughness, adding in Willpower, and still ended up using Presence twice. Edit: In some ways replicating Aura would make more sense than having Presence in Strength but... *taps fingers on table* Hmmn. Edit 2: I realised that I didn't address the mechanical suggestions. I think that they're all good suggestions, but even something as simple as the mental/physical thing was itself cool enough that I need to think about that and how it might relate to spell parameters that might exist behind it. (For example, previously a thread of Aethyr would have to be woven into something to "translate" it from being a physical spell into a mental/spiritual one.)
  6. This is where I'm going to have to go back to what I typed up and see if it made sense... Hmmmn. I wish it were that simple. That's straight out Elemental Manipulation and various themed powers from Godsend Agenda. On the bright side if I ever want to run that kind of campaign all that it is going to need is a little bit of work on some martial arts and it would be good to go. With that said, it also means that I did a terrible job of explaining things. Thus, red wine. Let me try again. Please note that in the following I am using italics to emphasise key words, but only because emboldened text makes me wince and not because of any form of undertone or anything like that. Rather, (some*) magic-users cast spells. Each spell is "woven" together from different elemental threads to form a pattern, with each of the threads defining a certain parameter of the spell (e.g., its range, what it does, the type of damage etc.). * There are other types of magic-users that don't "sling spells," but I'm focusing on the 'ole "spellslingers" at this juncture. So, each spell is actually a construct of multiple elements. While there are magic-users that are focused around the use of a single element, their abilities are a bit more restricted than the ones that you see in The Last Airbender. (Caveat: I'm talking about the film. I've never seen the anime, so forgive me if that is a gross misinterpretation of things.) Each spell is learned as a specific pattern, as noted above. It can only do things in a certain way because that is what its pattern says that it can do. Advanced users (initiates) can begin to weave in additional threads that alter what the spell can do. So, for example, they might be able to mystically armour the spell against dispelling by weaving in an additional thread of Earth-aspected magic. Altering the amount of damage that something does might involve pouring more Fire-aspected magic into it. And so on. Did I do a better job of explaining it that time? On the face of it the d6 Fantasy spell creation system is a good place to start. It's just having an appropriate framework to hang things off of. An individual will tend towards favouring one element over another, i.e. elemental dominance. This will manifest in other ways, such as a tendency to react in certain ways over this or that (i.e., you'll lean towards certain advantages/disadvantages). That's not quite what you were asking, but it does influence the rest of the game. I'm always up for that. What I have for the above is the basic premise of the magic system and I rather like how it holds together--conceptually speaking, at least. In Shadowrun it's called "Essence" ("Magic" for magic-users), and in Earthdawn and Equinox it... doesn't actually have an analogue. I suspect that I would end up calling it "Pattern" or, more simply, "Aura." Ultimate it represents the force of yours soul: your ki, ka, or suman ami. Soul energy and self. I am indeed reticent to use skills for the elements as there are other things that would make more sense there (e.g., "Thread Weaving," "Sorcery," "Conjuration" etc.). One hazy idea that I had was that the attribute associated with a given element would act as some form of "cap" to magic. I'm not quite sure where else I would go with this--I'm just throwing it out there in case the d6 magic happens in the mind of someone. I do like the idea that the central "thing" will be expensive to increase--just like an attribute. That's rather cool for the kind of elemental powers game mentioned in the first para, above, but it's not quite where I'm going here. Think of a more developed elemental magic system but where there's more flexibility built into it depending on how well steeped in magic you are. Seriously, though, cool ideas. Hopefully I did a better job at describing where I was wanting to go in this thread, though.
  7. Alright. I thought that I would try and take a crack at explaining what I was working up with the EABAv2 system and which worked pretty well. For those that don't know, EABAv2 is a small-press game published by Blacksburg Tactical Research Center (BTRC) that is a generic, effects-based d6 stat+skill pool roll over target number and keep the "best three." It's a great system and EABA in general has some rather interesting settings that don't get enough love. EABAv2 is a very tight system. One of the reasons that I'm looking at d6 is that I tend to like a little bit more flexibility when I run, but there's a whole bunch in EABAv2 that I like and that in the long-term I might try and fold in to at least my house-ruled version of d6. For reference, though, my thoughts on the system have been shaped by two additional systems: GURPS, in particularly Ritual Path Magic; and EABAv2. The Basic Gist... As I wanted to move to a single system for games set in the Earthdawn/ShadowrunEquinox meta-setting, I also wanted to integrate the magic system a little bit more and focus it in a different direction. Rather than the somewhat "standard" fantasy magic thing that it has going on, I was going for something that was a little bit steeped in western magic tradition and in particular the premise of elemental correspondence that is often associated with the Wiccan tradition (I believe; I'm not expert). While that might sound like a break, the 'fluff' in Earthdawn and Shadowrun actually supported some of that, particularly with Path Magic in Tir na n'Og (Shadowrun) and Denizens of Barsaive (Earthdawn). The basic premise that I wanted to go with is that different spell parameters--magical effects and spell enhancements/limitations--were associated with a specific element. The idea being that you would "weave" together the various elements (Fire, Earth, Air, Water, Aethyr) to create a spell and, then, after the fact, be able to weave in additional threads to change the qualities of the spell. There's a little more to it than that. Ala Earthdawn you're also able to weave magical threads between patterns (auras) of people, places, and things. The difference with this system is that the type of thread would make a difference (it didn't in the original system). A little bit of detail... Okay, so at this point it would help to know a little bit more about the elemental correspondences as this will allow them to be mapped onto system variables. [table] [tr] [td]CONCEPT[/td] [td]FIRE[/td] [td]EARTH[/td] [td]AIR[/td] [td]WATER[/td] [td]AETHRY[/td] [/tr] [tr] [td]Attribute[/td] [td]?[/td] [td]?[/td] [td]?[/td] [td]?[/td] [td]?[/td] [/tr] [tr] [td]Verb[/td] [td]Create[/td] [td]Destroy[/td] [td]Communicate[/td] [td]Sense[/td] [td]Control[/td] [/tr] [tr] [td]Noun[/td] [td]Strengthen[/td] [td]Protection[/td] [td]Move[/td] [td]Heal[/td] [td]Transform[/td] [/tr] [tr] [td]Domain[/td] [td]Fire[/td] [td]Earth[/td] [td]Air[/td] [td]Water[/td] [td]Ka/Chi[/td] [/tr] [tr] [td]Physical[/td] [td]Energy[/td] [td]Matter[/td] [td]Mind[/td] [td]Emotion[/td] [td]Magic[/td] [/tr] [tr] [td]Abstract[/td] [td]Life[/td] [td]Body[/td] [td]Spirit[/td] [td]Crossroads[/td] [td]Pattern[/td] [/tr] [/table] What I had done with EABAv2 is divide what might be considered the enhancements/limitations into the different elements, too. So, for example, being able to modify the the type and nature of damage done by a spell was a "Fire" ability ("Offense" in EABAv2 terms, coupled with the "Flexibility" modifier). So the idea was that each spell was learned with given parameters. This was it's "Pattern." Accomplished magic users (Initiates) would be able to alter that Pattern on the fly by weaving in additional threads. And that's about it... For the "spell slinging" anyway. There's a whole bunch of other stuff for things like ritual magic, enchantment, and so on,. Things to remember... So, the reason that I'm focusing on the elements is that I want them to be more prominent. Magic-users will ultimately be aspected by their elements. When you focus in one thing (which you're required to do) it begins to affect your personality in various situations. Aspected magical energy is a thing, so you can use some sites preferentially over others etc. Your affinity with a given element is going to influence your ability to summon an elemental etc. And that's about it... I'll leave it at that for the moment. Articulate it might not be, but that's the idea that is winging around in my head. Initial Thoughts... I haven't been able to spend too much time with this, but the obvious idea is to have the "Extranormal" attribute (c.f. d6 Space) to be akin to the "Magic" attribute from Shadowrun. The different elements are skills, but they're limited in purchase price to an attribute because "As above, so below" (if you're familiar with that term). I also realise that I'm going to have to build something over the top of the spell-build system in d6 Fantasy but... ... Well, that's where I am at the mment.
  8. Indeed, it's a mechanic that I favour from another system so I'll certainly be bringing it in. Otherwise body points end up being a "hero buffer," or ablative hero points that stop you from serious consequences... until they don't. So thanks all. My concern with the armour was initially less the consequences and more the fact that it's a dynamically generated (rolled) number, but I've got a solution for that borrowed from elsewhere. I think that the setting limitations (or encouragement, depending on the setting) is usually more than sufficient in most cases. For the sake of simplicity, if you would otherwise be unused to wearing body armour and that armour is inherently bulky, I would be tempted to levy a -1D pool modifier until they got used to it (which I wouldn't be surprised would be "until it was forgotten about"). If the Disciplines come with some kind of Talent that allows you to avoid or otherwise armour yourself against damage? Yeah, they can trump physical armour because, well, cool. On the other hand, I tend to have a slightly "grittier" approach, so wearing armour--any armour--is probably better than nothing. After all, some of those more powerful abilities come with some form of cost that you might not be able to pay at a given point. Then it's useful to have something between you and the thing that is trying to hurt you. If distance and/or a solid wall is not available, armour can be darned useful. In short, I don't think that it's going to be a huge problem. No worries. Get to it if you can (or can be bothered). I haven't actually taken the time to detail quite what I'm after, yet, since it's an attempt to merge the two different magic systems and take it in its own direction, too.
  9. Sounds excellent. Thanks. I'll try and distill what I had in the other system into something relatively succinct. It might take me a while, but I'll get to it. Do you happen to be familiar with the Earthdawn and Shadowrun settings at all? it's not a problem either way because the direction that I was taking the magic was a little bit different and a little bit more steeped in western magic tradition (vis-a-vis elemental correspondences and I've also mapped over a verb/noun concept system as well). More shortly.
  10. It's the problem when dealing with almost any damage system--finding the middle ground between "realism" and playability while trying not to pay too much attention to the extremes (e.g., killing yourself by shooting yourself in the foot, or surviving a fall from an airplane). Thus when I say that I feel that three average shots is a little bit too much in terms of a knee-jerk reaction, it's referring to where I'm pegging that middle ground rather than really a reference to "realism." Yeah, this is one of those ones that could be a feature if the number of body points was partially dependent upon the power level of the campaign. Personally I tend to prefer things a little bit gritty, but I guess I would have to experiment with the numbers unless someone has a ready guideline? (I'm thinking of a sort of guideline based upon campaign tone and power level.) See the above, but for the sake of clarity let me state that this is not something that I'm necessarily after. I could, for example, see a Physique roll and adding 5 being playable and gritty, but perhaps too gritty for my liking. +10 seems that it might be sweet level (average 17) and then going up from there as you went for more and more cinematic elements. Of course, this is just me eyeballing it and the campaign that I have in mind would be all about augments to up your survivability through alternate means (cybernetic, bioware, gene-engineering, magic etc.). I could also see +15 but... yeah. +10 or +15 look like it would work. The former for a "street level" cyberpunk campaign, and maybe upping it for something a bit more "heroic"? Amen to that. My personal sweet spot is to invest a great deal in character generation, so this was one of those things that always annoyed the heck out of me. (Especially when the GM was of the bent of just throwing the book at you and expecting you to filter through all the options on your own.) I hadn't heard of that show but I'll be checking it out if I can find it on a streaming service. Also, thanks for the advice. I'm familiar with those approaches but it never hurts to be reminded of them, especially with a new game system (or an old game system that you're coming back to). I don't mind the wounds but I have a problem with body resistance rolls and have done since Shadowrun 2e. Dark Heresy, the Warhammer 40,000 game, just broke me of it even more.
  11. Grimace: Just to thank you again for being a rock star and taking the time to reply to the newbie on the forum. I know I say all the time that I appreciate it but, well, I truly do appreciate it. Many karma points to you. Do you happen to have an electronic document that you could share with me, if you're willing? I would love to take a look at it. I would love to take a gander. It does sound similar, so I would love to take a look at the work of someone that is far more familiar with d6. I'll post some more information for what I had in mind. Perhaps you would be willing to help out and lend me your ear. (Sorry, as I typed that I was thinking of the scene from Robin Hood Men in Tights. ) That makes a whole bunch of sense. The whole "slots" thing was another thing that I was looking at with a raised eyebrow. Good information. With that said, I'm looking at a conversion so my life is a little bit easier. I just need to figure out essence cost.
  12. I actually realised that I was committing an RPG faux pas of changing things before I had really gotten back into the system to see how it goes. EABAv2 just has a lot of good things going for it that I could see using to get rid of some of the things that I've raised my eyebrows at in d6. (For example, I'm not a huge fan of the dynamic damage resistance vis-a-vis armour, preferring EABAv2's system whereby the armour code cancels out an equal amount of the damage code, e.g., 2D armour against a 3D+1 attack allows 1D+1 damage through.) You're right. I think that I had a knee-jerk reaction to the fact that an "average" character with 2D in Physique end sup with 30 body points, while you're M-9 is averaging 11-12. That's just shy of three hits, which seems quite a bit. With that said, if I dialed back the knee-jerk that just makes it more cinematic from the get-go rather than EABAv2's assumption of being gritty. So, let me ask this: Have you ever reduced the number of body points to make people more fragile? The only reason that I kind of zeroed in on the EABAv2 value is that I know that they're fairly coherent with reality while I had many critiques of weapon damages with d6. You're right. Thanks for the reminder. For reference, EABAv2 pegs the M4A1 5.56mm at 4d+1 and the M14 DMR at 4d+2. As I'm looking at it, that seems to imply that it is more the Body Points formula that is the thing that is throwing me. Okay. Are there any hidden things that I'm missing with regards to damage that might come to bite me if I tinker with the Body Point formula? Another question... Are there any settings that do a particularly good job of introducing genre-specific mechanics? For example, I took a gander at d6 Horror and was a little bit disappointed because their genre-specific rules consisted solely of "sanity" mechanics, which for me falls into the Call of Cthulu approach to horror. (Necessary, but not genre-defining.)
  13. Okay, hopefully there's no huge faux pas for double-posting or anything like that. If so, my apologies and I'll try not to do it again. Also, before I go on, do you have an example of those tweaked weapon statistics that made things a bit more "believable"? I'm asking for just a point of comparison. The one thing that I don't like about the Body Point system is that you get into the ever-increasing hit point thing that D&D (and many other) systems have going for them. How was that put? Oh yes, the "orbital dwarf" that would jump out of their Spelljammer ship, taking the burning damage or orbital re-entry and the falling damage, then get up to fight (and win) a battle. All because of hit points that increase with each level. So, I'm coming to d6 from EABAv2, and while I love that system it seemed particularly suited for certain styles of games. It is just a little bit too... tight, and I'm rather fond of running things a bit looser than that. (And, again, Godsend Agenda is a great sell--even for someone that is not particular fond of superhero settings!) There is, however, a lot to love about it and one of those things is "realism" (or the aim for it). So, the gist of it is that "hit points" are limited to the sum of your--in that system--Strength and Health in levels rather than dice. What EABA does here is have "three pips," or levels, per die (which sounds familiar! ). So 3d in that system is 3x3pips, or 9. So a character with average Strength and average "Health" would be around 2d in each, or 2x3x2, or 12 "hit points." Without going into too much detail, the "crunch" comes into the system in differentiating between three types of damage, or rather two types and an intermediate one: non-lethal and lethal. Things like guns do lethal, while things like fists do non-lethal (though if you beat someone hard enough non-lethal quickly becomes lethal). The number of hits that one is associated with debilitating effects (reduction in dice pool) based upon the amount of damage, pretty much like you have above. And in the above scheme, a modern 9mm does around 2D+1...
  14. I do like the sounds of this (is it in Open d6? It's looking a little bit familiar), but if I'm going down that route I wonder if I should be a little bit more extreme and import a damage system that I rather like that might be compatible (or it might not). If nothing else the comparison will be worth while. More in a short while. Any thoughts on that "cool magic system" as per the Earthdawn/Shadowrun thread, out of interest? Oh, and once again all: Thanks for your help. It's much appreciated, especially since this is a quiet place to post.
  15. The more the merrier, I say. So that's two for "buckets of dice" rolling--fair enough. I guess I'll see how it goes, but in many ways the wild die+mod column reminds me of EABAv2's "Taking 2s," which I always felt was a great way to keep the gaming going unless you really needed to roll the dice. When you put it like that it sounds less appealing. Seriously, though, the body resistance just never seems to work for me be it in Shadowrun or, say, Dark Heresy. With that said, I'm used to HP mechanics so I'll probably stick with that. At the same time, I'm fond of the idea of a certain proportion of your Body Points counting as a "wound" (or whatever) showing that it is was a significant amount of damage that might have some complications. (I'm thinking of the mechanics from Pendragon as I type this, but I'm sure that it shows up elsewhere too in various forms (e.g. GURPS' crippling injuries).
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