D-naras
2019-01-25, 05:15 AM
Hi guys.
I posted this on /rpgdesign but I'd also like to pick your minds as well.
I am fiddling around with making an TRPG version of Warframe (http://warframe.com/). That's a 3rd person shooter about magical space ninjas flipping around and mowing down countless enemies using powers, melee weapons and whacky guns.
My design goal is a fast game, focused on short-range acrobatic combat about enhanced humans with super suits/forms that emphasizes movement and 60/40 gunplay/melee ratio. Ideally, I would like PCs to run, flip and jump around from cover to cover or target to target during combat but I find it hard without using distances measured in meters, which would not fit with the fast paced gameplay I'm aiming for.
What I have set up right now is that during combat, PCs get 3 Actions per turn. The main types of Action available to PCs are :
moving,
recovering,
setting up (a catch-all action that grants a bonus to a subsequent roll),
using a maneuver (pushing and disarming mainly),
tricking an opponent,
Interacting (any non-movement interaction such operating machinery. Includes drawing weapons),
attacking
The first time a PC uses an Action type, they gain 1 Momentum point. Each type of Action gains a small bonus from Momentum and the points gained by an Action applies to that Action. For example, Momentum is added to the damage you inflict on any successful attack and reduces any damage you take during other's turns. Momentum lasts until the start of your next turn.
Repeating an Action type drains all Momentum gained so it's a bad idea to not mix it up your turn.
My problem is that I really don't want to use measured distances and prefer zones or range bands in combat but I can't find a way to include acrobatic maneuvers without them simply being fluff for movement. A smaller problem is how to make faster and slower characters concretely different during combat.
If I used measured distances, I could simply have a different speed rating for land, crawl (including sliding around) and jump movement, as well as make each one another type of Action, so a PC could run 10 meters and slide another 3 to get behind cover before shooting a guy with 3 Momentum points.
Is there a way to get something similar when you use range bands instead of measurements?
I posted this on /rpgdesign but I'd also like to pick your minds as well.
I am fiddling around with making an TRPG version of Warframe (http://warframe.com/). That's a 3rd person shooter about magical space ninjas flipping around and mowing down countless enemies using powers, melee weapons and whacky guns.
My design goal is a fast game, focused on short-range acrobatic combat about enhanced humans with super suits/forms that emphasizes movement and 60/40 gunplay/melee ratio. Ideally, I would like PCs to run, flip and jump around from cover to cover or target to target during combat but I find it hard without using distances measured in meters, which would not fit with the fast paced gameplay I'm aiming for.
What I have set up right now is that during combat, PCs get 3 Actions per turn. The main types of Action available to PCs are :
moving,
recovering,
setting up (a catch-all action that grants a bonus to a subsequent roll),
using a maneuver (pushing and disarming mainly),
tricking an opponent,
Interacting (any non-movement interaction such operating machinery. Includes drawing weapons),
attacking
The first time a PC uses an Action type, they gain 1 Momentum point. Each type of Action gains a small bonus from Momentum and the points gained by an Action applies to that Action. For example, Momentum is added to the damage you inflict on any successful attack and reduces any damage you take during other's turns. Momentum lasts until the start of your next turn.
Repeating an Action type drains all Momentum gained so it's a bad idea to not mix it up your turn.
My problem is that I really don't want to use measured distances and prefer zones or range bands in combat but I can't find a way to include acrobatic maneuvers without them simply being fluff for movement. A smaller problem is how to make faster and slower characters concretely different during combat.
If I used measured distances, I could simply have a different speed rating for land, crawl (including sliding around) and jump movement, as well as make each one another type of Action, so a PC could run 10 meters and slide another 3 to get behind cover before shooting a guy with 3 Momentum points.
Is there a way to get something similar when you use range bands instead of measurements?