Post by Drake on Apr 29, 2004 17:36:39 GMT -5
As Rygar has pointed out in the links. Theres a Bucky O' Hare RPG in RPOL.net. I'm the GM of it. Thing is though, I have an idea for the combat system, but I would like to get a few second and third opinions on it. Hes the basics.
Combat is diced by dice. Depending on the combat depends on the dice. Space and Blasters are 1D10, with the range in two. Thus, 1-2 would be bad shoots, 3-4 mediocre, 5-6 average, 7-8 good, and 9-10 crackshot. Dodging and piloting would use that system as well in contested rolls, with who gets best winning. Natural 1's, the gun blows up or the ship guns jam for offense, defense they get hit dead on. 10's are the opisite and do double damage or no damage at all. Melee comabt go with a 1D100, with who ever has the highest roll succedding in attacking or blocking the other person.
Magic works differntly. Each other power, be they magic or psyhic, takes two temporay hp from the player. (Players have 20 total). When they reach eight, they may choose to continue on. If they do, they suffer a minus to each roll till 2 tempory hp is left. If still continuing, they pass out at zero.
Ship to ship comabt is differnt as each type has differnt AP. A Double Bubble would have ten, a croaker 20, a standard UAC ship 40, and something like a Toad Mothership 80. Each shield can take about two damage till they break down for one turn.
Weapon damage is divided up as -1 for Unarmed/Natural Weapons (Such as claws or biting), 2 for Magic/Psioncs, 3 are small blasters or a bladed weapon (sword or knife or anything with a metal sharp edge), 4 are larger blasters, like a rifle, and 5 is the ships maser cannons.
So, hows it look? Ideas are welcome, either email at Johnnyboiboy@hotmail.com with the Subject: Bucky RPG or post here. Also, feel free to stop at the RPOL Game Bored and tell me there. Thanks for any suggestions.
Drake
Combat is diced by dice. Depending on the combat depends on the dice. Space and Blasters are 1D10, with the range in two. Thus, 1-2 would be bad shoots, 3-4 mediocre, 5-6 average, 7-8 good, and 9-10 crackshot. Dodging and piloting would use that system as well in contested rolls, with who gets best winning. Natural 1's, the gun blows up or the ship guns jam for offense, defense they get hit dead on. 10's are the opisite and do double damage or no damage at all. Melee comabt go with a 1D100, with who ever has the highest roll succedding in attacking or blocking the other person.
Magic works differntly. Each other power, be they magic or psyhic, takes two temporay hp from the player. (Players have 20 total). When they reach eight, they may choose to continue on. If they do, they suffer a minus to each roll till 2 tempory hp is left. If still continuing, they pass out at zero.
Ship to ship comabt is differnt as each type has differnt AP. A Double Bubble would have ten, a croaker 20, a standard UAC ship 40, and something like a Toad Mothership 80. Each shield can take about two damage till they break down for one turn.
Weapon damage is divided up as -1 for Unarmed/Natural Weapons (Such as claws or biting), 2 for Magic/Psioncs, 3 are small blasters or a bladed weapon (sword or knife or anything with a metal sharp edge), 4 are larger blasters, like a rifle, and 5 is the ships maser cannons.
So, hows it look? Ideas are welcome, either email at Johnnyboiboy@hotmail.com with the Subject: Bucky RPG or post here. Also, feel free to stop at the RPOL Game Bored and tell me there. Thanks for any suggestions.
Drake