Post by Mutant Lord: William McAusland on Apr 17, 2013 18:28:30 GMT -8
A little bucket of Rules questions...
by Guest » Sun Dec 04, 2011 3:49 pm
Hi,
here some doubts about TME rules which I would share with the community. So, here we go:
Char Sheet:
1) The "Base Strike Value" field noted in the char sheet, is the:
PC's BSV (based on PC rank only, see table TME1-21)
or
BSV plus the SV Mod, given by Accuracy Trait?
2) The "SV" field next to the "Attack Mode" field, is the:
Weapon/Attack SV bonus only
or
Weapon/Attack SV Bonus, plus BSV
or
a "global" value of Weapon/Attack SV Bonus, plus BSV, plus SV Mod (given by skills, noted on the far right part of the char sheet)
3) The "Armored" field in the "Movement Rate" section, is the:
Movement bonus/malus given by the armor/shield/helmet only
or
the "global" value of movement bonus/malus (the sum of the values from the above "Move" column: Agility Mod, plus Armor, plus Helmet, plus Shield, plus Dodge, plus others mods
4) There is a rule for calculate the PCs max carrying weight? (maybe I haven't found that in the text)
Other
5) Which are the game design guideline to establish if a Mutation can be a Ghost Mutation one? There are rules to strictly apply? I would create a new Ghost Mutation ("Melt Touch" - the hands get hot and inflict damage in melee combat only-. Not decided yet the using rate and if the damage is based on Willpower or a fixed value)
6) Weapon Expert Skill. The manual noted that "unless the individual's random history determination states he os she in an escaped slave/prisoner or otherwise unarmed, the character will start play with a weapon randomly rolled.. (omissis)... and the PC is an expert with any weapon in that category".
So, I would expect to find this skill under the "Automatic Skills" in Table TME-1-5a for the most of castes. But, for example Infantry, Militia, Draftee have not (Yes, they have plenty of Warrior Skills, but given at random from the Warrior pool, so I could end up with a Infantry PC generation with no Weapon Expert Skill, is that correct?)
This automatic skill eventually has to be count in the total Skills numbers given for that caste/archetype, or is an extra one?
7) Back to "BSV" concept. The BSV is show with two numbers (es. 01-50) but, in game terms, I'm keeping my Player eyes only to the highest one (50) to see if I succed in an attack.
Seeing that the low value of the range is ever the same ('01', is that correct?), which is the advantage to explain BSV with two numbers? Couldn't it be set only with the highest one (50)?
Mhh, maybe I haven't catch correctly a game mechanic here, I missed something?
Thank you in advance for any clarifications, guys!
Bone
Re: A little bucket of Rules questions...
by Xhaosdaemon » Mon Dec 05, 2011 12:12 am
OK here is what think, based on my observations:
1) The Base SV is the value for the character's rank PLUS any bonus or penalty for Accuracy.
2) The SV in the Attack Mode field is an aggregate of the character's Base SV (plus Accuracy mod), any weapon SV bonus, and any bonus to SV from Skills.
3) I believe the Base Move is the character's movement rate adjusted by Agility and any other non-armor modifiers. The Armored Move would be the Base Move adjusted by any armor/helmet/shield modifiers. Other would be useful if using my Encumbrance system I devised.
4) There isn't a rule in the Hub Rules but I have created rules for Encumbrance (along with any penalties per encumbrance level) which are in the "Ask The Mutant Lord" section. Feel free to use and/or modify them as you see fit.
As far as the others I am not sure except for #6 in which unless the Caste specifically lists a type of Weapons Expert then you just have to hope to roll it as a random skill.
Re: A little bucket of Rules questions...
by BoneLord » Tue Dec 06, 2011 9:52 pm
Hi,
thanks Xhaosdaemon for your reply!
Interesting your view about those point. For the 1) yes, I'm considering BSV as you said.
So, use the 'Attack Mode' SV as a global reference for all attack modifiers... Yes, that sounds reasonable.
For 3) I'm still pondering about. If the Base Move should include PC movement rate plus any non-armor modifiers, I not understand the mean of the arrow which transpose the modifiers down to the 'Armored' field.
Seeing that arrow, initially I thought that the whole Move modifiers column should be counted in the 'Armored' field.
Thanks for the Encumbrance HR too, I'll get deep into this!
Hope to get some more sharing about the points posted here, I wouldn't post my PC charsheet on the Net with wrong value references D
Thank you again,
Bone
Re: A little bucket of Rules questions...
by WillMcAusland » Fri Dec 16, 2011 7:18 am
Thanks Xhaosdaemon and Bonelord for tackling these questions.
Yes, the base movement is the character's normal move rate with any agility modifiers applied. The arrow in the protection boxes' move column is only to guide the player to where to place the PC's armored move rate. The other move rate box is for anything special, such as if the PC has wings thus he or she would have a flying move rate.
For the strike value column in the attack mode box of a character sheet, it could be just the modifier that a weapon plus any skill points with it contribute to the character's base SV, but I tend to place all the SV numbers into one sum (so BSV, weapon SV and any skill SV mods together. Noting strike value as 01-50 or 01-70 etc instead of 50 or 70 is more of an aesthetic thing, to show that it is a dice range, and in fact the range of a successful strike on an unarmored person. Showing the 01-50 is not necessary if 50 will do, but we wanted to differentiate this value from a trait score like strength or agility, etc.
As for ghost mutations, they can be anything, mental or physical, so long as when not in use they are undetectable to observers, and the character can pass among pure stock humans without attracting attention. Of course, he or she may have electrical pulse, mind crush, telepathy or Melt Hands and give him or herself away as soon as such gifts are used.
As for the weapon skill, A player who is lucky enough to gain this skill rolls d100 on table 1-55 to see what weapon category he or she is trained in, and then rolls a d6 or d10 to determine what weapon in that category he or she actually has in hand, unless starting as slave or prisoner of some sort. Slings staffs and throwing stars are both a category and a specific weapon so no secondary roll is needed. And yes, a character starting as a militia soldier or other caste may have the warrior skill, but not always roll a weapon expert skill in that category on table 1-5b. Of course, after one adventure using a weapon, the PC may end up with a weapon expert skill due to the results of the rank gain bonus table (1-22 on page 34).
I hope we've answered your question. Sorry it has taken me so long to get to these. Things have been hectic.
WM
Re: A little bucket of Rules questions...
by BoneLord » Sat Dec 24, 2011 10:02 am
Hi,
thank you guys for your clarifications!
I'm assembling now the new party, I'll post the chars sheets on the forums even these are written in Italian language, if you'll like them I'll make a translated version
Have a good day!
Bone
Re: A little bucket of Rules questions...
by WillMcAusland » Wed Jan 18, 2012 7:12 am
Hey Happy New Years guys.
Sorry for the delay in getting back on the forum.
Bonelord I know I'd like to see your characters!
Re: A little bucket of Rules questions...
by BoneLord » Sun Apr 08, 2012 1:23 pm
Yep, finally ready !!
Please Check out the homebrew section of the forum
Hi all, followers of the Wasteland!
Bone
by Guest » Sun Dec 04, 2011 3:49 pm
Hi,
here some doubts about TME rules which I would share with the community. So, here we go:
Char Sheet:
1) The "Base Strike Value" field noted in the char sheet, is the:
PC's BSV (based on PC rank only, see table TME1-21)
or
BSV plus the SV Mod, given by Accuracy Trait?
2) The "SV" field next to the "Attack Mode" field, is the:
Weapon/Attack SV bonus only
or
Weapon/Attack SV Bonus, plus BSV
or
a "global" value of Weapon/Attack SV Bonus, plus BSV, plus SV Mod (given by skills, noted on the far right part of the char sheet)
3) The "Armored" field in the "Movement Rate" section, is the:
Movement bonus/malus given by the armor/shield/helmet only
or
the "global" value of movement bonus/malus (the sum of the values from the above "Move" column: Agility Mod, plus Armor, plus Helmet, plus Shield, plus Dodge, plus others mods
4) There is a rule for calculate the PCs max carrying weight? (maybe I haven't found that in the text)
Other
5) Which are the game design guideline to establish if a Mutation can be a Ghost Mutation one? There are rules to strictly apply? I would create a new Ghost Mutation ("Melt Touch" - the hands get hot and inflict damage in melee combat only-. Not decided yet the using rate and if the damage is based on Willpower or a fixed value)
6) Weapon Expert Skill. The manual noted that "unless the individual's random history determination states he os she in an escaped slave/prisoner or otherwise unarmed, the character will start play with a weapon randomly rolled.. (omissis)... and the PC is an expert with any weapon in that category".
So, I would expect to find this skill under the "Automatic Skills" in Table TME-1-5a for the most of castes. But, for example Infantry, Militia, Draftee have not (Yes, they have plenty of Warrior Skills, but given at random from the Warrior pool, so I could end up with a Infantry PC generation with no Weapon Expert Skill, is that correct?)
This automatic skill eventually has to be count in the total Skills numbers given for that caste/archetype, or is an extra one?
7) Back to "BSV" concept. The BSV is show with two numbers (es. 01-50) but, in game terms, I'm keeping my Player eyes only to the highest one (50) to see if I succed in an attack.
Seeing that the low value of the range is ever the same ('01', is that correct?), which is the advantage to explain BSV with two numbers? Couldn't it be set only with the highest one (50)?
Mhh, maybe I haven't catch correctly a game mechanic here, I missed something?
Thank you in advance for any clarifications, guys!
Bone
Re: A little bucket of Rules questions...
by Xhaosdaemon » Mon Dec 05, 2011 12:12 am
OK here is what think, based on my observations:
1) The Base SV is the value for the character's rank PLUS any bonus or penalty for Accuracy.
2) The SV in the Attack Mode field is an aggregate of the character's Base SV (plus Accuracy mod), any weapon SV bonus, and any bonus to SV from Skills.
3) I believe the Base Move is the character's movement rate adjusted by Agility and any other non-armor modifiers. The Armored Move would be the Base Move adjusted by any armor/helmet/shield modifiers. Other would be useful if using my Encumbrance system I devised.
4) There isn't a rule in the Hub Rules but I have created rules for Encumbrance (along with any penalties per encumbrance level) which are in the "Ask The Mutant Lord" section. Feel free to use and/or modify them as you see fit.
As far as the others I am not sure except for #6 in which unless the Caste specifically lists a type of Weapons Expert then you just have to hope to roll it as a random skill.
Re: A little bucket of Rules questions...
by BoneLord » Tue Dec 06, 2011 9:52 pm
Hi,
thanks Xhaosdaemon for your reply!
Interesting your view about those point. For the 1) yes, I'm considering BSV as you said.
So, use the 'Attack Mode' SV as a global reference for all attack modifiers... Yes, that sounds reasonable.
For 3) I'm still pondering about. If the Base Move should include PC movement rate plus any non-armor modifiers, I not understand the mean of the arrow which transpose the modifiers down to the 'Armored' field.
Seeing that arrow, initially I thought that the whole Move modifiers column should be counted in the 'Armored' field.
Thanks for the Encumbrance HR too, I'll get deep into this!
Hope to get some more sharing about the points posted here, I wouldn't post my PC charsheet on the Net with wrong value references D
Thank you again,
Bone
Re: A little bucket of Rules questions...
by WillMcAusland » Fri Dec 16, 2011 7:18 am
Thanks Xhaosdaemon and Bonelord for tackling these questions.
Yes, the base movement is the character's normal move rate with any agility modifiers applied. The arrow in the protection boxes' move column is only to guide the player to where to place the PC's armored move rate. The other move rate box is for anything special, such as if the PC has wings thus he or she would have a flying move rate.
For the strike value column in the attack mode box of a character sheet, it could be just the modifier that a weapon plus any skill points with it contribute to the character's base SV, but I tend to place all the SV numbers into one sum (so BSV, weapon SV and any skill SV mods together. Noting strike value as 01-50 or 01-70 etc instead of 50 or 70 is more of an aesthetic thing, to show that it is a dice range, and in fact the range of a successful strike on an unarmored person. Showing the 01-50 is not necessary if 50 will do, but we wanted to differentiate this value from a trait score like strength or agility, etc.
As for ghost mutations, they can be anything, mental or physical, so long as when not in use they are undetectable to observers, and the character can pass among pure stock humans without attracting attention. Of course, he or she may have electrical pulse, mind crush, telepathy or Melt Hands and give him or herself away as soon as such gifts are used.
As for the weapon skill, A player who is lucky enough to gain this skill rolls d100 on table 1-55 to see what weapon category he or she is trained in, and then rolls a d6 or d10 to determine what weapon in that category he or she actually has in hand, unless starting as slave or prisoner of some sort. Slings staffs and throwing stars are both a category and a specific weapon so no secondary roll is needed. And yes, a character starting as a militia soldier or other caste may have the warrior skill, but not always roll a weapon expert skill in that category on table 1-5b. Of course, after one adventure using a weapon, the PC may end up with a weapon expert skill due to the results of the rank gain bonus table (1-22 on page 34).
I hope we've answered your question. Sorry it has taken me so long to get to these. Things have been hectic.
WM
Re: A little bucket of Rules questions...
by BoneLord » Sat Dec 24, 2011 10:02 am
Hi,
thank you guys for your clarifications!
I'm assembling now the new party, I'll post the chars sheets on the forums even these are written in Italian language, if you'll like them I'll make a translated version
Have a good day!
Bone
Re: A little bucket of Rules questions...
by WillMcAusland » Wed Jan 18, 2012 7:12 am
Hey Happy New Years guys.
Sorry for the delay in getting back on the forum.
Bonelord I know I'd like to see your characters!
Re: A little bucket of Rules questions...
by BoneLord » Sun Apr 08, 2012 1:23 pm
Yep, finally ready !!
Please Check out the homebrew section of the forum
Hi all, followers of the Wasteland!
Bone