Generalized combat effects.

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JoeArcher
Posts: 158
Joined: Sun Aug 24, 2014 11:45 am

Generalized combat effects.

Post by JoeArcher » Wed Sep 03, 2014 4:07 pm

Thought of a new idea, instead of making new specific combat maneuvers I made some guidelines for using the special symbols in combat situations. A more free form style, while trying to maintain some consistency from session to session. The general idea is that it works like a called shot, even if you try to do something that isn't really an attack (like engaging elsewhere or engage enemy ranged attackers). This means you need at least one 6, or you'll fail entirely. The player generally controls the 6 effects while the LM controls the eye and gandalf effects.

The document below if a very rough draft with a few examples of how this could work.

https://www.dropbox.com/s/2th2x8ujv9u1i ... s.pdf?dl=0

JoeArcher
Posts: 158
Joined: Sun Aug 24, 2014 11:45 am

Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 04, 2014 10:59 am

Changed a few and added some more. I think I'll be using this instead of the combat maneuvers I initially created. It's a lot more free form and can be dynamically balanced since the LM decides the gandalf and eye effects. It also means it's more dynamic in a narrative sense instead of canned moves that always result in the same. This allows to adapt consequences to the specific situation and using an already present mechanic - the called shots.

For my WFRP conversion I'll be making the careers, mostly based on the omder editions, while giving each career a special ability like 3rd edition.

Race will determine stat packages available, some core skills, traits, enduranc, hope etc.

Career will give more skills, traits, weapon skills, first career will decide shadow weakness etc.

So far I've made the template for race and careers, so now I'll start making the basic careers and the transition tree will follow the old edition rules.

Yepesnopes
Posts: 271
Joined: Wed May 08, 2013 4:55 pm

Re: Generalized combat effects.

Post by Yepesnopes » Thu Sep 04, 2014 12:57 pm

Although I ran away from Warhammer 3rd edition, I am a fan of the Old world and of the TOR system. I will be interested in seeing what you come up with.

Hermes Serpent
Posts: 1649
Joined: Wed May 08, 2013 9:28 pm
Location: Sunny South Coast of Britain

Re: Generalized combat effects.

Post by Hermes Serpent » Thu Sep 04, 2014 1:00 pm

As you are a fan of WHFRP I presume you know about Zweihander. The fan effort to reproduce the best of early editions.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

JoeArcher
Posts: 158
Joined: Sun Aug 24, 2014 11:45 am

Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 04, 2014 1:56 pm

Yeah I know zweihänder. It's a good effort, but I really dislike the percentile system. I love the custom dice of wfrp 3rd ed., but they went too far with the concept as a whole. TOR is so elegant and the custom dice hit's the sweet spot precisely. If I were to hope for a new edition of wfrp, I'd love to see cubicle 7 create it with TOR as the inspiration. While there are some thematic differences, the system as a whole fits wfrp so well. :)

Glorelendil
Posts: 5160
Joined: Mon Jan 13, 2014 5:20 pm

Re: Generalized combat effects.

Post by Glorelendil » Thu Sep 04, 2014 2:06 pm

JoeArcher wrote:Yeah I know zweihänder. It's a good effort, but I really dislike the percentile system. I love the custom dice of wfrp 3rd ed., but they went too far with the concept as a whole. TOR is so elegant and the custom dice hit's the sweet spot precisely. If I were to hope for a new edition of wfrp, I'd love to see cubicle 7 create it with TOR as the inspiration. While there are some thematic differences, the system as a whole fits wfrp so well. :)
What I love love love about the TOR dice system is that it resolves multiple things in one roll (hit, damage, critical, fumble) on a nice probability distribution curve (I hate the math of d20), and there is always a chance of success. The addition of the Eye of Mordor rules makes it about perfect by adding consequences for bad failure, thus limiting the "well, I may as well roll" effect. Unlike the Star Wars system, with a variety of completely custom dice, the use of just 3 custom runes is easy to learn.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator

Hermes Serpent
Posts: 1649
Joined: Wed May 08, 2013 9:28 pm
Location: Sunny South Coast of Britain

Re: Generalized combat effects.

Post by Hermes Serpent » Thu Sep 04, 2014 2:15 pm

Unfortunately for WHFRP fans the IP is tied up with the rest of the Evil Empire's material and they have it in an iron grip that only relaxes with the promise of more hard cash. They are not likely to split the WHFRP IP from the 40K IP while FFG continue to throw money at them.

The dice used in TOR hardly count as custom dice in the FFG sense. After all you can easily use a D12 and D6's whereas WHFRP 3e would need a lookup table of values making the game much harder to play.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

JoeArcher
Posts: 158
Joined: Sun Aug 24, 2014 11:45 am

Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 04, 2014 4:29 pm

Hermes Serpent wrote:Unfortunately for WHFRP fans the IP is tied up with the rest of the Evil Empire's material and they have it in an iron grip that only relaxes with the promise of more hard cash. They are not likely to split the WHFRP IP from the 40K IP while FFG continue to throw money at them.

The dice used in TOR hardly count as custom dice in the FFG sense. After all you can easily use a D12 and D6's whereas WHFRP 3e would need a lookup table of values making the game much harder to play.
Yes I know the dice aren't that custom. Still I bought a set for each of my players, simply because they add something to the game. One positive, one negative and way to determine degree of success. That's the sweet spot instead of all the variables of wfrp - that's too bloated :)

Glorelendil
Posts: 5160
Joined: Mon Jan 13, 2014 5:20 pm

Re: Generalized combat effects.

Post by Glorelendil » Thu Sep 04, 2014 5:48 pm

It frustrates my rationalist side to admit that it's more fun to roll TOR dice than to use standard d12's and 6's.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator

Hermes Serpent
Posts: 1649
Joined: Wed May 08, 2013 9:28 pm
Location: Sunny South Coast of Britain

Re: Generalized combat effects.

Post by Hermes Serpent » Thu Sep 04, 2014 6:03 pm

That's why I have three sets and an extra D12 from Hobbit Tales. ;)
The ambience that they add is beyond measure and just reeks of flavour. I'm not sure I get the same from FFG's SW or WHFRP games where the symbols on the dice seem designed to frustrate and annoy me. Without numbers supplying a fast understanding of the measure of success from my roll and having to spend time deciphering the symbols makes for an unsatisfying game. Fate dice, the other sort of custom dice I use have no such hindering effect on my enjoyment. I can, at a glance, see if I have more pluses than minuses and thus quickly assess my position and moving on to the next action. Limiting the numbers to on the order of 4dF also makes for a faster game.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

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