Wednesday, September 30, 2015

E Z Grappling

Grappling can be conducted as an opposed task roll and resolved like a tennis match using a deuce-advantage-game scale. Players start at a score of deuce before engaging. An attacker must first obtain a success to upgrade the deuce to advantage, then a second success to convert the advantage to game. Critical results move the score two steps along the scale.

A character with game can either control, damage, or throw an opponent, depending on the player's goal description for his turn. Game is automatically maintained by an attacker until the defender can restore deuce through two consecutive opposed task rolls, the first to drive the condition back to advantage then the second to once again bring the condition back to deuce. Until deuce is obtained by the defender, attacker automatically applies damage or maintains control.

Control can be a pin, joint lock, or any other tactical immobilization. Control is subject to other mass, strength, and scale rules.

Damage inflicted is 2d6 (6) per round.  Throw damage is also 2d6 (6), but if the opponent is moving quickly, this number is multiplied by the number of action moves made in the previous round. When total damage applied exceeds the PHYS of the opponent, the limb is incapacitated, 2x the PHYS means the limb is broken, 3x means the limb is irreparably damaged.  Naturally, these same rules apply to an opponent's head as well. 

Average characters have 10 points of PHYS. Firing at grappling opponents is handled the same as firing into melee.There are no other penalties applied. Until game is obtained, all actions are standard actions. After game is obtained, all actions between grapplers are involved actions. 

Done.







Monday, September 14, 2015

HiBRiD Rule: Opposed Task Rolls



In HiBRiD, an opposed task roll reflects dynamic action and an assertion of a character’s desire to make something happen. In situations where an opposed task roll results in a tie, the initiator of an action always wins, never the defender or preventer of the action. If the described goal of a turn is simply to cancel or prevent an opponent’s action, that character will also lose in the event of a tie.

In a situation where two characters act during the same initiative count, both characters are considered initiators of an action. As a result, a tie means both characters succeed in their actions and effects are applied at the same time. In the event of completely contradictory actions, the director will determine how the two actions interact.

In some cases, this may seem complicated, such as in the case where a character in a faster initiative phase of the round holds initiative to interact with a character in a slower phase or two characters are grappling. In these situations, the faster character will get to act first and if successful, may interrupt the character’s turn description, but the slower character’s turn is not eliminated. Instead, the slower character will just need to change the description and goal of his turn to reflect the faster character’s success. The director may then apply any penalties she thinks might have resulted from the interruption.


Sees pretty clean to me. I just eliminated the need for pages of grappling rules and tables or die mechanics to tell me what to do. Wow! 

Podcast Complete. Game Complete. Art In Progress. Platform Change once agian.

Well, I finished the podcast. While I got a few listens, the amount of effort required to produce did not equate to either enjoyment or incr...