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  • File : 1286148840.png-(473 KB, 762x390, Soldier Exploitable Template.png)
    473 KB Pen and Paper Anonymous !YURIy5RllM 10/03/10(Sun)19:34 No.12316691  
    Sup /tg/, /k/ here with a request for some assistance. If I dropped some character item/equipment pages and a template, could you help me make a pen and paper game using them?

    Pic related, it's the character sheet.
    >> Anonymous 10/03/10(Sun)19:35 No.12316705
    I guess? Maybe? Need more context.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:35 No.12316707
         File1286148923.jpg-(415 KB, 1032x382, filled-out-template.jpg)
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    And a filled out one for reference.

    Also, >>12316691 is the wrong template. Updated one coming up next.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:37 No.12316725
         File1286149029.png-(550 KB, 1032x382, updated-template.png)
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    Just give me a list of the info you need.

    I was thinking it could be similar to D&D, but more modern weapon related. Each weapon/item has certain stats, etc.
    >> Anonymous 10/03/10(Sun)19:38 No.12316734

    So... "Equipment-Quest! The Eternal Search For the Liefield Spring of Pouches!" ?
    >> Anonymous 10/03/10(Sun)19:38 No.12316742
    Given that your character sheet only has different gear options then yeah, it'd kind of have to be equipment based. Reminds me of the X-Com startup screen though.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:39 No.12316757
         File1286149155.png-(1.68 MB, 2948x1168, soldier-weapons-large.png)
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    Weapons page.
    >> Anonymous 10/03/10(Sun)19:39 No.12316765
    Any particular reason you wouldn't just use d20 Modern or the current day bits from GURPS then? Not saying don't work on a system, just saying that what you're looking for might already exist and anything in those you don't like can be house-ruled.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:41 No.12316783
         File1286149292.png-(985 KB, 1624x1168, soldier-items-large.png)
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    I'm not very familiar with any of these at all, I'm not a usual /tg/ lurker. If you have something to point me to that is in fact already made, then you could just link me to it and I can delete the thread for ya.

    Also, Items page.
    >> Anonymous 10/03/10(Sun)19:41 No.12316785
    D20 modern is horrible. You should feel bad for suggesting it.
    >> Anonymous 10/03/10(Sun)19:42 No.12316791
    As I recall, the game (Inna Woods, google it for the devblog, made by some guy from /k/) is kinda like JA2 1.13, turn based grid tactical whatsits.
    >> Anonymous 10/03/10(Sun)19:42 No.12316801
    GURPS is like a system for anything at all, but it's quite complex. If you were to look up GURPS (and GURPS: Modern? Not sure of the name.) on /rs/ you could get a copy of the rulebook.

    But like I say, pretty complex.
    >> Anonymous 10/03/10(Sun)19:42 No.12316803
    D&D (and indeed all d20-derived systems) are fucking terrible for anything, let alone a modern game.

    Dark Heresy minus the 40k shit actually works very well as a base for basically anything that uses guns a whole lot.
    >> Anonymous 10/03/10(Sun)19:46 No.12316827
    Woah, these are pretty cool. Did you draw all these? What do you plan for this game?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:46 No.12316832
         File1286149611.png-(771 KB, 1118x884, Soldier Exploitable 1.png)
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    If it helps at all, I have sheets with fewer items and weapons to make for less work. I could always take a system that we might develop in this thread and apply it to a larger sheet such as >>12316783
    >> Anonymous 10/03/10(Sun)19:47 No.12316841
    Hey quick question.

    Are the items and whatnot already measured out to fit the boxes of the template?

    too lazy to open PS to find out...
    >> Anonymous 10/03/10(Sun)19:47 No.12316843
    No worries, just thought I'd ask. It looks like d20 Modern and GURPS both have tons of stuff in /rs/ if you just search for d20 Modern on there you should see one that's the core book plus some, as well as Guns Guns Guns which seems applicable.

    d20 is the Dungeons and Dragons system, essentially. Roll a d20, add modifiers from skills and whatnot, determine success. I'm not familiar with GURPS, but I think it's a percentile, aka d100, setup. There are approximately more books for GURPS than there are words in any given bible.

    If you'd like to just make something of your own, however, then fuck it I'll roll with it. Did you have any particulars in mind besides gear gear gear and more gear?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:48 No.12316848
         File1286149713.png-(1.67 MB, 3547x1493, Soldier Exploitable 2.png)
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    No, a designer did, as mentioned here >>12316791

    Also, smaller equipment sheet.
    >> SirBriggz 10/03/10(Sun)19:49 No.12316854
    Faaip de Oiad-Tool

    A alien conspiracist gone mad trying to get the word out. The funny thing is he is right.
    >> Anonymous 10/03/10(Sun)19:49 No.12316855
    He said "like D&D" so I presented something from that ruleset. Besides, it isn't terrible it's just not great.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:51 No.12316864
    Yes they do. I have 2 filled out templates.

    More mission based, (like a quest in D&D), the gear is just like the items in D&D, but modern.

    I guess I could just use that system, but it seems to complex for something like this. Like maybe we could tone it down and simplify it a bit..?
    >> Anonymous 10/03/10(Sun)19:52 No.12316871
    If it's already a game couldn't you just play that?

    GURPS is a good system but really complex. The book on the CIA got the writer in trouble for being so well researched.
    >> Anonymous 10/03/10(Sun)19:53 No.12316875
    So we're going to do some table-top X-Com?!?!?!?!

    I'm all for this.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:53 No.12316880
    Maybe it could even just be a PvP type game, where you start off with a certain amount of points, each gun/item/equipment costs a certain amount, and then you duke it out with a buddy. Each win results in more points=more gear.

    >>12316871 he's been working on the game for years, no news since last April, I believe.
    >> Anonymous 10/03/10(Sun)19:53 No.12316881
    >> Anonymous 10/03/10(Sun)19:53 No.12316882
    Assuming OP, and the rest of us, would like to turn this into at least something half-assedly playable we should address the basics.
    1) Setting. Is this just modern day, or does OP have something alternate in mind?
    2) What set of stats are we using for characters, if any?
    3) Dice. What kind of dice will our core rolls use?
    4) Damage. Hitpoints? Damage track, like Shadowrun or WoD? Crazy shit like RIFTS?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:54 No.12316899
    Gimme a second to think about a few of those and I'll post answers.
    >> Anonymous 10/03/10(Sun)19:56 No.12316911

    Interesting points, it is sounding a bit X-Commy. OP, are you looking for something that's actually an RPG, or more of a tabletop like Warhammer?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)19:59 No.12316933
    I like the character depth of a full out RPG, just not the complexity.


    HP, Strength, Psyche, and any suggestions..?

    d6 would be simpler, but d20 is fine too.

    Again, hitpoints makes it easier. Maybe you choose your soldier's nationality or military association and it determines your stats?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:00 No.12316942
    Like Navy SEALs have higher Psyche, but Army Rangers have more Strength.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:02 No.12316957
    How about you have 3 choices as to your character base:

    Navy SEAL (Highest Psyche)

    Army Ranger (Highest Strength)

    Marine Recon (Highest HP)

    And each starts with 100pts to choose initial gear with.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:03 No.12316963
    If you win your match, you get a leveled reward. If you lose, you get 1/3 of the reward.
    >> Anonymous 10/03/10(Sun)20:04 No.12316969
    So sort of a lightweight RPG then?

    D6 it is, at least as far as I'm concerned. You don't even want to know the disgusting depths of my Shadowrun love.

    One problem with choosing a military background by nation is then getting players together in a way that makes sense. Why would an Australian sniper be working with a drunken Russian grunt? Could make sense if the game is about mercenaries, but if you want to keep it inside a (reasonably) standard military structure it might be best to do something like base stats then select a class which adjusts stats and what you can do, similar to D&D.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:04 No.12316970
    At the beginning, only certain weapons/gear are available, but as you go up in rank, more is available.

    I'm liking this so far, what about you guys?
    >> Anonymous 10/03/10(Sun)20:04 No.12316971

    1.) Modern Day, well a few years in the future. Terrorism has replaced warfare making World War 3 not the Nuclear Holocaust we all expected but something more akin to an international civil war. Give it a sort of old west type feel, you're just trying to protect your spot of land or something like that. (Maybe to serious for the art...?)
    2.) Whatever they are keep them simple, basic
    3.) I've always wanted to do a 2d6 based system, even though the Bell Curve is pretty predictable. Aka: Stats of 7 or higher would be Godlike
    4.) Again try to keep it simple...
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:06 No.12316978
    >>12316969 kinda like >>12316957?
    >> Anonymous 10/03/10(Sun)20:07 No.12316985
    The art does kind of suggest an Army Men feel.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:07 No.12316989
    Or in the same order, it could be

    Sniper (Psyche)

    Heavy Trooper (Strength)

    Rifleman (HP)
    >> Anonymous 10/03/10(Sun)20:07 No.12316990
         File1286150871.jpg-(35 KB, 707x227, grids.jpg)
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    Another /k/ lurker here.

    Originally, the game was going to be laid out in grid fashion (pic related)

    I've played several D20 games, including D&D, and I don't think that system fits this all that well, but I don't know anything else.
    If you guys do get interested in this and make something useful out of it, my hat's off to ya.
    >> Anonymous 10/03/10(Sun)20:08 No.12316992

    This is unrelated to your thread, but I'm a retard.

    How DO you delete your own thread?

    Also, digging the art.
    >> Anonymous 10/03/10(Sun)20:08 No.12316996
    Set it in the Gone with the Blastwave world!

    GwtB is the best.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:08 No.12317000
    Check box by the first post in your own thread, then click delete.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:09 No.12317006
    I love that comic so much.

    It could even be related.
    >> Anonymous 10/03/10(Sun)20:09 No.12317009
         File1286150992.jpg-(255 KB, 1608x1149, Hex paper A3.jpg)
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    hexagons are superior
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:10 No.12317012
    There were more gameplay screenshots, weren't there? It showed the difference between night vision/thermal, etc.?
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:11 No.12317028
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    >> Anonymous 10/03/10(Sun)20:11 No.12317030
    Yeah, I think that guy has the right idea.

    So, Psyche is like willpower?
    Instead of adding any other stats I think everything else can just resolve to skills.

    How detailed should the skills get for guns? Like are we going to break this down pistol/rifle/heavy or just light guns/heavy guns or more detailed?
    >> Anonymous 10/03/10(Sun)20:12 No.12317038
    how about Ex-Com?

    Like these are the washouts, retirees, underachievers, and former bad-asses that are represented in so many other games. Creates a mercenary atmosphere that allows for almost any mission from bank robbery to whatever. Or if you just want to duke it out that fine.
    >> Anonymous 10/03/10(Sun)20:13 No.12317043
    That might even be better since it allows players to fluff their backgrounds more flexibly.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:14 No.12317053
    pistol/rifle/heavy works for me. Yes, Psyche is willpower. Ability to sustain prolonged combat, etc.
    >> Anonymous !YURIy5RllM 10/03/10(Sun)20:15 No.12317066
    Title of game: Mercs. Short, sweet, conveys the idea.

    Uses this character classification: >>12316989


    Guns and equipment use up a slot and cost points.


    Anything else, guys?
    >> Anonymous 10/03/10(Sun)20:15 No.12317067
    So base stats would function like saves in d20 and combat would be through skills like CoC (or whatever that system is called)???
    >> Anonymous 10/03/10(Sun)20:17 No.12317078
    but with three skills is what I see (and like)
    >> Anonymous 10/03/10(Sun)20:18 No.12317089
    >> OP !YURIy5RllM 10/03/10(Sun)20:18 No.12317092
    Sounds good.

    Also, level up system is rank system (Private-Sgt. Major)

    Also, changin name for easier ID from other Anons who don't notice the tripcode.
    >> Anonymous 10/03/10(Sun)20:19 No.12317097
    Well, we can either start pinning numbers on the stats, fill out skills, or move on to weapon abstraction.

    Sounds like it, though with a d6 base the skill checks will be more like SR. Strength would likely be to see if you can move something as well as add hth damage and Psyche is for not losing your shit.
    >> Anonymous 10/03/10(Sun)20:19 No.12317106
    skills are modifiers or dice pools (I prefer dice pools) what are the numbers they aim to beat for a hit
    >> OP !YURIy5RllM 10/03/10(Sun)20:20 No.12317117
    Psyche determines what else from ability to fight longer?

    It should do more than that, to be fair.

    >>12317097 let's star pinning.
    >> Anonymous 10/03/10(Sun)20:20 No.12317121
    Slightly confused. Are you wanting to make a vidya or a pen and paper game?
    >> OP !YURIy5RllM 10/03/10(Sun)20:20 No.12317122
    >> OP !YURIy5RllM 10/03/10(Sun)20:21 No.12317133
    Pen and paper, brah.
    >> Anonymous 10/03/10(Sun)20:21 No.12317134
    I like dice pools as well. The base in Shadowrun, at close range, is a target of 4, with modifiers for lighting, recoil, gun or character enhancements, and GM dickery. Seems to work pretty well.
    >> Anonymous 10/03/10(Sun)20:22 No.12317138

    What if their number was determined by their psyche?

    So their dice pool comes from the relevant stat, but how cool calm and collected they are determines their target?
    >> OP !YURIy5RllM 10/03/10(Sun)20:23 No.12317154
    I'm going to be honest, I think I should let you guys take care of the numbers bit, not because I'm lazy, but because you're more experienced.

    I'll give input where needed.

    Also, you guys have been great.
    >> OP !YURIy5RllM 10/03/10(Sun)20:24 No.12317171
    Thoughts on this:
    Each gun has a range and damage factor, and you only get one magazine unless you use a slot to hold more (so reloading isn't really an issue).
    >> Anonymous 10/03/10(Sun)20:25 No.12317179
    This seems to work
    the "base stats" seem like they will be best used as reactions or saves, as opposed to actively in combat
    >> Anonymous 10/03/10(Sun)20:26 No.12317187

    so super-lethal quick battles then?
    >> Anonymous 10/03/10(Sun)20:27 No.12317196
    This is what I would do, seeing as it is equipment based.

    Everyone gets the same base stats. Ten wounds, a certain amount of max move, and perhaps a sight range as well.

    Guns get their own stats as well, determined by /k/ in collaboration with /tg/. Accuracy, ammo counts, standard gear and max attachments.

    Equipment raises or lowers any of these base stats. For instance, heavy armor lowers move but increases your wounds. A scope uses a slot on the weapon equipment, and increases the accuracy mod of the gun, and the sight of the character. Flares increase the sight levels of everyone within a certain radius, as well as the flare itself being visible for a great distance.

    Equipment itself is regulated by price, with money is used in lieu of experience.

    This system also regulates character creation by essentially saying that the characters are basically all equally skilled. No 'Super ultra killing machine mark 2' horseshit, just mercenaries or perhaps soldiers, with changes of the base stats up entirely to the GM.

    It would take a while to stat out all the weapons, armor, tools, and miscellaneous objects, but that's how I'd do it.
    >> Anonymous 10/03/10(Sun)20:28 No.12317212
    Alright, just checking, because your pictures and shit look vidya-y.

    probably the most important question when designing a system is what kind of game are you trying to run? Are you looking for gritty realism, epic/heroic, or grim and lethal, or what? You want to fit your mechanics to set the tone of whatever you're intending to do.
    >> Anonymous 10/03/10(Sun)20:28 No.12317215
    Pysche could apply to any situation that requires concentrating through distraction. For instance, laying in the rain for 16 hours waiting for your shot without sleeping or moving, or disarming a bomb while a rat is climbing up your leg.

    Some weapons will obviously require a certain amount of Strength.

    How are we doing weapon damage and how lethal do you want it? We should think about that before sorting out HP. I'm thinking the other two stats range 1 to 6.

    Should there be a medic somewhere in this?
    >> OP !YURIy5RllM 10/03/10(Sun)20:29 No.12317230
    Yeah, Snipers get concealment to make it interesting, though.
    That sounds perfect, but certain wounds use up more than one of the opposing player's wound limit (bullet=1, bomb=3, etc.)
    >> OP !YURIy5RllM 10/03/10(Sun)20:30 No.12317238
    With a radio equipped, you can call in a medic. It takes up two turns, and the medic can heal one wound slot.
    >> Anonymous 10/03/10(Sun)20:30 No.12317243

    I second the idea of a money system in lieu of an experience system. I like the idea of a Dogs of War type setting where you get paid per kill, and can then use that money to get better guns to get more kills.

    What I'm not so sure on is the fact that you seem to be advocating a system where everyone is a clone differentiated only by equipment. I suggest a point-buy system where you choose between speed, wounds, accuracy, etc., and these stats simply don't change during gametime except for modifications by weapons.
    >> monotreeme 10/03/10(Sun)20:30 No.12317244
    rolled 83 = 83

    perhaps 6-8 character options at the beginning that give certain stat boosts? (like races in D&D or SR)
    >> Anonymous 10/03/10(Sun)20:30 No.12317247
    I think health should be in the 1-6 range
    >> OP !YURIy5RllM 10/03/10(Sun)20:31 No.12317254
    Each gun's stats need to include weight, points cost, range, and number of wound slots it damages.

    Certain items allow the player to patch themselves up, but it takes a number of turns.
    >> OP !YURIy5RllM 10/03/10(Sun)20:32 No.12317264
    >> Anonymous 10/03/10(Sun)20:34 No.12317283
    2d3 for base health guns do a base amount of damage from 1-4.

    or base health could be raised to add more variation to the amount of damage guns can do, but I feel the ration should stay the same
    >> OP !YURIy5RllM 10/03/10(Sun)20:34 No.12317285
    Determining hits/misses could be like Arkham Horror.

    5 or 6 is hit, 1-4 is miss. These numbers could vary by range or weapon modifications like red dots.
    >> Anonymous 10/03/10(Sun)20:36 No.12317302
    Oh hey, it's that guy from /k/ whose working on that game. How is development going?
    >> OP !YURIy5RllM 10/03/10(Sun)20:36 No.12317303
    So what is set so far:
    You determine your class, which determines your greatest skill (Psyche, Strength, HP).

    Turn based PvP.

    Weapons and equipment cost points and use slots.

    Each Player has a certain number of wounds they can sustain before dying. Equipment can change this.

    Weapons are like >>12317254

    Medics are still in question.
    >> Anonymous 10/03/10(Sun)20:36 No.12317312
    You know, I've never seen a /k/ and /tg/ interaction go sour.

    I mean sure, /k/ can get a little annoyed when /tg/ gets some stuff that is considered 'gun basics' wrong, but other than that /k/ and /tg/ are always genuinely interested and curious about the others' hobbies.

    Also, shi/tg/ets done.
    >> OP !YURIy5RllM 10/03/10(Sun)20:37 No.12317321
    I'm not that guy. I just want to make a pen and paper based off of his base stuff.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)20:37 No.12317323
    here, I'll be tripfagging for the duration of the thread.
    Wounds inflicted would be determined by gun stats, which would be determined by caliber of the gun, and the type of the bullet.

    Bombs, grenades, and other explodey weapons would have an expanding wound zone, 1ft-5ft causes 5 wounds 5ft-15ft causes 2, and so on and so forth. Again determined by /k/ommandos in conjunction with us here at /tg/.

    The idea is we have a base stat for these things, like a bullets wound capabilities for example. Caliber raises or lowers that, as well as bullet type (Hollow point or FMJ and the like. I'm not familiar with more than that.)

    Keeping it simple is pretty hard with this system, since we're working off of lots of equipment. Only having a few base stat mods keeps this in check, because a simple table can be used to look up the modifiers.
    >> Anonymous 10/03/10(Sun)20:37 No.12317334
    Oh, that's cool as well. Do you have a link to his blog, perhaps?
    >> OP !YURIy5RllM 10/03/10(Sun)20:38 No.12317339
    >> Anonymous 10/03/10(Sun)20:39 No.12317350
    >> OP !YURIy5RllM 10/03/10(Sun)20:39 No.12317358
    No problem.
    >> OP !YURIy5RllM 10/03/10(Sun)20:41 No.12317384
    Thoughts on this? Additions, subtractions?

    >> Anonymous 10/03/10(Sun)20:42 No.12317396
    What I think we have so far
    Basic Stats (need to determine starting values of these):
    Strength - Endurance in combat (ability to withstand wounds, carrying capacity)
    Psyche - Ability to stay calm in all situations (something to do with sniping maybe, or explosives)
    HP (Wounds) - Amount of damage that one can withstand

    Skills (dice pools with a starting # of 2???, base target of 4):
    Heavy Weapons
    (Others: First aid, Knife, maybe others)
    >> OP !YURIy5RllM 10/03/10(Sun)20:45 No.12317417
    Sniper: Psyche 10, Strength 5, HP 7.

    Heavy Trooper: Psyche 5, Strength 7, HP 10.

    Rifleman: Psyche 7, Strength 10, HP 5.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)20:46 No.12317427
    I don't advocate that kind of character creation, I'm just saying that in a game that would use this system, characters would typically be mercenaries or soldiers, who all generally receive the same training and such. It inhibits min-maxing, and at the same time makes character generation fairly easy as all you have to do is pick from a selection of equipment you can afford with your starting money.

    Now, I was thinking for accuracy that a range system could be used. If using a d20 system, start at 10 for 50ft, and increase by one for every ten feet (Rounded normally, 1-4 down 5-9 up). I've never shot a gun so I'd have to get some assistance determining what numbers would work here, so this is just an example.

    Guns have an accuracy mod, determined by real world attributes like recoil, barrel length and the like. Again, assistance from /k/ would be necessary to find these numbers.
    >> OP !YURIy5RllM 10/03/10(Sun)20:47 No.12317443
    Dunno how helpful /k/ would be in this situation, and my knowledge isn't much better than yours, I'm sure. I know a bit more than average, but not a lot.
    >> Anonymous 10/03/10(Sun)20:48 No.12317456
    I think the game would best be served if it was switched to a purely gear based system. Base stats all alike, except for maybe a few exceptions for specialist backgrounds or whatnot. These should be minor though, +1, -1, here and there.

    Converting gear shouldn't be too hard, perhaps time consuming but no too hard. A simple vest gives you +1 wound. Bomb Squad gear gets +3 wounds, but -2 move. etc.

    As for guns pick a base round size. Say... 9mm. Make them like base 2 damage. Anything smaller is base 1 damage. Larger rounds are adjusted with some input from /k/ with some simplicity (hopefully). Guns are differentiated by whatever other traits accompany them.
    >> OP !YURIy5RllM 10/03/10(Sun)20:49 No.12317470
    I like this. What would you set the base stats as for the Sniper, Trooper, Rifleman setup?
    >> Anonymous 10/03/10(Sun)20:50 No.12317484
    no offence but i don't like these numbers
    I like this more, I say 5 should be the basic stat for all players, but with a plus 1 to one of them based on background
    >> Wasteland Warrior !gL06DqSSw2 10/03/10(Sun)20:51 No.12317493

    Have the type of cartridge determine damage.

    guns determine range, rof and other shenanigans

    give certain guns bonuses to certain things, lmgs do better at autofire, accurized rifles do better on single shot etc, etc

    Individual make and model weapons should have minor quirks to differentiate them, nothing more, that way people will want to try different things, instead of the whole party running around with the same model cause it's the best.

    Also, make sure you keep the weight of ammo realistic, carrying lots of 308 tires you out.
    >> OP !YURIy5RllM 10/03/10(Sun)20:52 No.12317509
    Sniper: P 6, S 5, HP 5

    Trooper: P 5, S 5, HP 6

    Rifleman: P 5, S 6, HP 5?
    >> Anonymous 10/03/10(Sun)20:54 No.12317527
    Yeah like that. HP may need to be x10 so we can have more room to differentiate weapon damage though
    >> OP !YURIy5RllM 10/03/10(Sun)20:55 No.12317535
    >> Anonymous 10/03/10(Sun)20:58 No.12317574
    Honestly, I'm a little unsure of numbers. It would depend on what kinda dice are being used.

    Riflemen: S 4, Psy 3, Move 4, Hp ?.

    Hp is going to depend a lot on what kind of damage setup we settle on. Again base it off round size. Differentiate guns with different characteristics that make them handle differently rather than, THIS IS THE BEST GUN EVER!!!
    My numbers were pretty arbitrary.
    >> Anonymous 10/03/10(Sun)20:58 No.12317579
    What I think we have so far:
    Basic Stats (starting values are a 5, but base class gives +1 to one stat):
    -Strength - Endurance in combat (ability to withstand wounds, carrying capacity)
    -Psyche - Ability to stay calm in all situations (something to do with sniping maybe, or explosives)
    -HP (Wounds) - Amount of damage that one can withstand, this value is multiplied by 10

    Skills (dice pools with a starting # of 2???, base target of 4):
    -Heavy Weapons
    (Others: First aid, Knife, maybe others)
    >> OP !YURIy5RllM 10/03/10(Sun)20:58 No.12317585
    So is someone setting numbers to gear/guns based on >>12317396
    or should I?
    >> Anonymous 10/03/10(Sun)20:59 No.12317596

    Doesn't barrel length affect the round velocity, which in turn impacts the energy imparted to the target?

    I'm not sure but depending on the system it might be good for a +2 damage in a long rifle vs +1 in a carbine and standard in a handgun.
    >> Anonymous 10/03/10(Sun)21:03 No.12317635
    I know very little of guns, but this will mostly be real world values, I think that caliber and length of the barrel (just divide into categories long rifle/ shorter rifle/pistol) should be simple enough to gain a starting point.

    Range is harder though, start with +1 to hit for every 20ft... i dunno
    >> Anonymous 10/03/10(Sun)21:04 No.12317648
    I would love to help. I'm no /K/ommando, but I'm not completely firearm retarded.

    But not knowing what kind of health system we have makes it kind of moot.
    >> Wasteland Warrior !gL06DqSSw2 10/03/10(Sun)21:04 No.12317651

    Yes, but really, there are a lot of different factors, I would really only differentiate between pistol, carbine and full size barrels for simplicity
    >> OP !YURIy5RllM 10/03/10(Sun)21:05 No.12317660
    I think that drifts into "too complex". Each gun should just be assigned a max range and damage, but damage varies based on distance.
    >> OP !YURIy5RllM 10/03/10(Sun)21:06 No.12317670
    Your Player has a base number of wounds (15) and each gun/explosive deals a number of wounds determined by range and damage assigned to it.
    >> Anonymous 10/03/10(Sun)21:07 No.12317683

    I guess you could go the Battletech route, where each weapon has a max, medium, and short range attribute, with varying damage at each range.
    >> Wasteland Warrior !gL06DqSSw2 10/03/10(Sun)21:07 No.12317686

    All weapons should do bleed damage, so if you are shot, its only a matter of time before you buy the farm, unless you get medical attention
    >> OP !YURIy5RllM 10/03/10(Sun)21:08 No.12317698
    Also, I still think each gun should just have the following stats: >>12317171
    >> OP !YURIy5RllM 10/03/10(Sun)21:09 No.12317709
    Eehhh... maybe.
    >> Anonymous 10/03/10(Sun)21:10 No.12317716
    >> OP !YURIy5RllM 10/03/10(Sun)21:10 No.12317724
    Move Spaces per turn, how many does each of our 3 classes get? Trooper should have fewest, being heaviest, Sniper should have most, being lightest. Armor should add/subtract.
    >> OP !YURIy5RllM 10/03/10(Sun)21:11 No.12317729
    Yeah, I like hexagonal based. Diagonal attacks become possible, as well as easy to set up. Flanking and such comes in to play too.
    >> Anonymous 10/03/10(Sun)21:12 No.12317740
    Here are the 7 most common types of pistol ammunition (I re-ordered them based on what I think is size/damage... I might be wrong, just someone re-order them if I am):

    2 - 9x17mm (9mm Browning, 9mm Short/Kurz, .380 ACP), FMJ
    4 - 9x19mm (9mm Para, 9mm Luger, 9mm NATO), FMJ
    6 - .38 Special (.38 Smith & Wesson Special), JHP
    8 - .40SW (.40 Smith & Wesson), JFP
    10 - .45ACP (.45 Automatic Colt Pistole), FMJ
    12 - .357 Magnum, JHP
    14 - .44 Magnum (.44 Remington Magnum), JHP

    take the base pistol value (here is where the deadliness of the system is decided btw, I'll say it's 10 for simplicity here) and add the number to the left of the ammo type

    this is for pistols only (i'll do a rifle one in a sec if this isn't hated) it also assumes health as established in these posts:
    >> Anonymous 10/03/10(Sun)21:13 No.12317747

    Well what do we want our base round to be?

    .308 is fairly middle of the road. Although .223 is a more military used round.
    >> OP !YURIy5RllM 10/03/10(Sun)21:13 No.12317758
    >> Anonymous 10/03/10(Sun)21:14 No.12317771
    feel free to play with these numbers they are in no way final
    >> Anonymous 10/03/10(Sun)21:17 No.12317795
         File1286155041.jpg-(101 KB, 714x479, rifles.jpg)
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    the rifle ammo page of http://world.guns.ru/ammo/am03-e.htm is much more complex, I will need some help making sense of the info here
    >> Anonymous 10/03/10(Sun)21:20 No.12317836

    Alright, so this is the round commonly used by m16's and whatnot. There's a lot of bitching about it's one shot stopping power (at least according to everyone I know in the military)

    So we're looking at killing in...2-3 shots? (without crits...if we even have those)

    So with base 15(?) hp. You're looking at 5 base damage.

    With this we can go the Long/med/short route and say 2/5/7 damage depending on range.

    Does that sound alright? Obviously different weapons could have different traits to affect this performance.
    >> monotreeme 10/03/10(Sun)21:22 No.12317851
         File1286155342.jpg-(320 KB, 3644x393, 1189090656613.jpg)
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    rolled 11 = 11

    cartrige measure goes (caliber X cartridge total length)

    bullet weight is in grains(NOT grams)=64.79 milligrams.

    E0 is the estimated energy of the round in joules

    V0 is initial velocity of the round (muzzle velocity )
    >> Anonymous 10/03/10(Sun)21:22 No.12317853
    OP, what's the haps on your vidya game project? It's on ice or what?
    >> OP !YURIy5RllM 10/03/10(Sun)21:23 No.12317866
    Repeating, I am not that game developer.
    >> Anonymous 10/03/10(Sun)21:23 No.12317867

    OH, another caveat, if you don't mind.

    You start bleeding whenever you're under 3hp, taking a strength test or losing one Hp per turn. I like the "oh shit, oh shit, oh shit, MEDIC" this could cause but whatever just an idea.
    >> OP !YURIy5RllM 10/03/10(Sun)21:24 No.12317882
    Added to my list.

    I'm working in Notepad on everything I feel is set and solid on this game so far.
    >> OP !YURIy5RllM 10/03/10(Sun)21:25 No.12317901
    Here's what I have:


    Move 4
    Psyche 7
    Strength 5
    HP 15

    The Sniper is the calmest class, and is more proficient with long range weapons, which adds +1 to each Sniper class weapon. The Sniper can also more easily heal his/her wounds, subtracting 1 turn from the duration of each medic related Item.

    Move 2
    Psyche 5
    Strength 6
    HP 17

    The Trooper is the toughest class, and makes better use of armor, which adds +2 to the Defense of each Armor class item. The Trooper can also make better use of explosives, adding +2 to all explosive based weapons.

    Move 6
    Psyche 5
    Strength 6
    HP 15

    The Rifleman is the fastest class, and can use any and all weapons on the sheet. The Rifleman can also able to make an extra Save attempt before Death.
    >> monotreeme 10/03/10(Sun)21:26 No.12317909
         File1286155586.jpg-(444 KB, 3949x865, 1248838287022.jpg)
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    rolled 18 = 18

    now for some rifle ammo.
    >> OP !YURIy5RllM 10/03/10(Sun)21:27 No.12317925

    Rifleman can, instead of using any weapon, carry two primary weapons .
    >> Anonymous 10/03/10(Sun)21:29 No.12317955

    I'll try to come up with something more in line with this >>12317836
    as it is far superior to my system right now, and I like the 15ish range for HP
    >> OP !YURIy5RllM 10/03/10(Sun)21:35 No.12318034

    Each Player starts with 50pts to select starting equipment with.
    Level System
    Level 1: Private
    2: Corporal
    3: Serdeant
    4: Staff Sergeant
    5: Gunny
    6: Master Sergeant
    7: Sergeant Major
    Each weapon deals a number of wounds based on range to Player and weapon stats. When a Player gets to 3HP or less, he/she can call in a Medic to heal 1pt per turn. Once the Player gets to 4+ HP, Healing stops.

    Certain Items allow a Player to heal themselves without needing to be <4 on HP, but when used, are gone.
    >> Anonymous 10/03/10(Sun)21:35 No.12318037
    Are we okay with the .223 template?

    If so you can start converting over other round sizes. I would think that pistols would be much the same but with far smaller range.

    These pictures are also a little misleading as they seem to include carbine and smg rounds as well. Which I think we can cover with different ranges. (Carbines and SMG's could round up the half damage bonus at short range to help differentiate themselves from pistols, etc.)
    >> OP !YURIy5RllM 10/03/10(Sun)21:44 No.12318155

    If a Sniper is using a Ghillie suit, it subtracts 3 from Opposing Player's weapon range.
    The three body armors are as follows

    Lvl. 1 Body Armor adds +1 to Player's HP, and subtracts 0 from Move.

    Lvl. 2 Body Armor adds +3 to Player's HP, and subtracts 1 from Move.

    Lvl. 3 Body Armor adds +5 to Player's HP, and subtracts 2 from Move.

    If the Trooper Uses Lvl. 3 Body Armor, he/she can still move 1 instead of 0.

    Plates can be added to Armor, adding +1 to HP and subtracting -1 from Move.
    >> Anonymous 10/03/10(Sun)21:44 No.12318158
         File1286156673.jpg-(1.53 MB, 3949x865, total guesstamation.jpg)
    1.53 MB
    I very much like your template, I took the base number from it and drew arbitrary lines to divide out the ammo, feel free to change this, as you obviously know more about this than me (I just drew the lines at notable increases in size, I realize this is a horrid way to do this) this is really just a suggestion as to how we continue
    >> Wasteland Warrior !gL06DqSSw2 10/03/10(Sun)21:52 No.12318282

    Way off, a 20mm shell that hits a person is going to kill him, no matter how much armor he is wearing
    >> Anonymous 10/03/10(Sun)21:55 No.12318313

    I wouldn't say you're too far off. There's a lot of bleed between 6's and 7's though. Most of this has to do with the size of the cartridge rather than the size of the actual projectile itself.

    I would think that cartridge size could be handled in the range stat. Varying effective range balanced against (usually) the weight of the ammo and/or weapon. As for range itself, I like a bracket system like DH, as it's easy to work out.

    Beyond that, we just have to go through all the guns in the pic, identify, stat, and trait.

    >> Anonymous 10/03/10(Sun)21:56 No.12318332
    lol yeah I know this is waaaaay wrong, it was only a suggestion as to how we continue, not at all with which numbers we continue, the guys who know something about that should be in charge of it
    >> Anonymous 10/03/10(Sun)21:58 No.12318370

    I really don't think we need to worry about a 20mm running around...that's just...insane...

    But didn't you do a DH/RT modern weapons conversion? If so, is there anywhere I can see it?
    I'd like to do some crime one shots with my group a la The Town and Heat.
    >> OP !YURIy5RllM 10/03/10(Sun)22:00 No.12318389

    If a straight line can be drawn between a Player and his/her teammate, covering no more than 2 hexes, they may swap one Item per turn of the same type. (Each Player must exchange and Item, and the Items must come from the same Item slot.)
    Helmet class Items add +1 to HP, Hat class Items add +1 to Move, Shemaghs subtract -1 to Opponent's range, Gas Mask Items add +1 to Psyche, and negate all effects of tear gas, but subtracts -2 from all range.
    Night Vision Goggles add +1 to Range in Night Scenarios, and Thermal negates Smoke Grenades, but Subtracts -2 from Range.
    >> OP !YURIy5RllM 10/03/10(Sun)22:05 No.12318457
    Thoughts so far..?
    >> Wasteland Warrior !gL06DqSSw2 10/03/10(Sun)22:08 No.12318500

    I actually made one for a fallout/dh thing, but it is far from complete.

    Email me at wastelandwarriorsuptg@gmail.com ifn you want it
    >> Anonymous 10/03/10(Sun)22:09 No.12318508
    Still needs a specific use for str and psy

    Ghillie won't work with what were doing to range

    Base Move values should be closer, as it stands the trooper can't even wear heavy armor without being immobile
    >> OP !YURIy5RllM 10/03/10(Sun)22:10 No.12318522
    I accounted for the Trooper and Lvl. 3 Armor.

    Also, new to /tg/, why do some posts have bold type that says rolled x=x?
    >> Anonymous 10/03/10(Sun)22:10 No.12318525
    >If the Trooper Uses Lvl. 3 Body Armor, he/she can still move 1 instead of 0

    ignore me, still think move should be closer though
    >> OP !YURIy5RllM 10/03/10(Sun)22:11 No.12318534
    Alright. Now why won't ghillie work?

    Working on Str and Psy, btw.
    >> OP !YURIy5RllM 10/03/10(Sun)22:14 No.12318565
    I can't really come up with practical uses for Strength and Psyche...

    Sure Str. can just say "determines load bearing capability", but it should be better than that, I think.

    I'm drawing blanks on Psyche.
    >> Anonymous 10/03/10(Sun)22:14 No.12318569
    we have a dice rolling function that goes in the email field
    we only have 3 range categories, you can't subtract 3 from that, I would suggest a Psyche check (like a spot check in DnD) to find the sniper
    >> OP !YURIy5RllM 10/03/10(Sun)22:16 No.12318590
    Oh, I was assuming that each gun would be assigned a certain number for range, not that we were going with the short, medium, long range setup.
    >> Anonymous 10/03/10(Sun)22:20 No.12318645
    Str could be important to movement over rough terrain, and if melee combat ever came up it could be used to determine winner. The advantage to gear shouldn't be slighted, this should be a very gear heavy system and an extra piece would be a big deal
    >> OP !YURIy5RllM 10/03/10(Sun)22:21 No.12318666
    Well, we do have knives, and I believe bayonets are on one of the sheets.

    Still clueless on Psyche, but I like the rough terrain idea.
    >> Anonymous 10/03/10(Sun)22:23 No.12318688
    rolled 1 = 1

    Spot checks (combat awareness) is the only thing I can come up with. Maybe it could be used in giving/following orders?
    >> OP !YURIy5RllM 10/03/10(Sun)22:23 No.12318693
    I've set Strength to be a number added to knife and melee attacks.

    I'm editing the numbers now.
    >> Anonymous 10/03/10(Sun)22:24 No.12318712
    Fucks sake, that was horrible timing for Captcha to break.

    Anyway, what you have lined out so far is good. I don't understand the purpose of the Psyche stat but whatever.

    I think if we're doing a class based system we should do it like >>12317244 suggested. You've really already done it, but it will be easier to create new classes using a modified base set system.

    Alright, next is ammo. You guys are going WAY too in depth with this.
    The picture in >>12317909 is very comprehensive, but it is too complex and complicated for this kind of homebrew. Only a really hardcore /k/ommando would give a damn.

    We break it up into six or so ammo types. 9mm, .45, .308, .223, .50 and the like. They all get base stats, and the different types (FMJ, Hollow Point, Frangible) give modifiers to these bullets, which remain the same across the board to prevent confusion.
    If we use the shooting system I proposed in >>12317427 then Ghillie can totally work. It subtracts from the accuracy mod, or increases the number required to hit. Either way.

    Move values should be higher, as it allows for more flexibility and preciseness. Say, ten hexes base speed, modded by armor and other factors.

    Also, my captcha keeps breaking. What should I do if it just starts disappearing completely when I want to post?
    >> OP !YURIy5RllM 10/03/10(Sun)22:26 No.12318730
    Psyche adds directly to Sniper Detect Rolls and what else? It should be more useful I think.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)22:27 No.12318747
    Aw dicks, and it didn't save my trip or name.

    That was me, btw. I've been watching the thread and have been unable to post due to captcha completely disappearing on me.
    >> LawfulDead 10/03/10(Sun)22:29 No.12318766
    If you get badly shot, you're not going to be thinking clearly. Psyche could be some save from locking up in a combat situation if you're wounded in a bad way.
    >> OP !YURIy5RllM 10/03/10(Sun)22:29 No.12318767



    would be perfect miniatures for this game.
    >> OP !YURIy5RllM 10/03/10(Sun)22:30 No.12318783
    Maybe it just makes healing easier? The medic can heal 2 per turn on a high psyche Player because he's calm?

    Or when the Player self-heals, it's more effective?
    >> Anonymous 10/03/10(Sun)22:32 No.12318813
    rolled 5 = 5

    Psyche should add to all sorts of combat awareness anything... determining the direction of gunfire... uh spotting anything... identifying what is shooting at you (what kind of weapon)

    also stressful things, dealing with explosives under circumstances, or remembering the fastest way out of a particularly large building

    also dice are rolled by "dice+<what you are rolling>" you can add "noko+" to the front of it
    >> LawfulDead 10/03/10(Sun)22:33 No.12318817
    I'd say it's important for more than healing. Let's combine ideas.
    >> Anonymous 10/03/10(Sun)22:34 No.12318836
    rolled 2 = 2

    healing could be added to it... it is stressful to heal during combat so a medic can do it faster if they pass a check makes sense
    >> OP !YURIy5RllM 10/03/10(Sun)22:35 No.12318850
    That makes it seem less PvP and more full out RPG, which I like but it would take more preparation for each session. A lot of things here have meta gamer bugs, too, such as knowing where the Sniper is actually hiding, because you can see him on the game board.

    Also, testing rolls.
    >> OP !YURIy5RllM 10/03/10(Sun)22:36 No.12318864
    >> Anonymous 10/03/10(Sun)22:38 No.12318895
    rolled 1 = 1

    I was really just getting lots of stuff out there so you could choose

    I'm putting "noko+dice+1d6" in the email field try from there
    >> OP !YURIy5RllM 10/03/10(Sun)22:39 No.12318914
    rolled 19 = 19

    Ah, I didn't specify the number of dice.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)22:40 No.12318926
    Perhaps if you declare that you're hiding before the battle, people have to roll a number to be able to see where you're at. Ghillie suits increase this number, and every shot fired from that one position decreases it. It doesn't need a stat, just a base roll of say 15 on a d20, and then modified as the battle wears on.
    >> OP !YURIy5RllM 10/03/10(Sun)22:41 No.12318951
    Yeah, but the Opposing Player can still plainly see you on the board and move strategically accordingly.
    >> Anonymous 10/03/10(Sun)22:42 No.12318962
    rolled 5 = 5

    this seems really good actually, so if they move you re-roll?
    >> OP !YURIy5RllM 10/03/10(Sun)22:45 No.12319003
    It also makes the Sniper easier to see each turn he makes a shot from the same spot.

    The Sniper should get a bonus for each turn he stays still though, to compensate.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)22:46 No.12319011
    Typically, if it were you hiding you'd be shooting at NPC's so it hardly matters anyway. PC vs PC combat doesn't happen too often, but I think you'd just have to clear where you are with the GM beforehand and just not be on the board until someone spots you.
    I'd say if they end up moving during a battle they'd likely be revealed and unable to hide again, so it would be rendered moot anyway. But yeah, if you managed to somehow move without being seen (GM discretion, I suppose) then the rolls would be reset.
    >> OP !YURIy5RllM 10/03/10(Sun)22:47 No.12319031
    I like that second part. You tell the GM where you move, he makes the Player's re-roll, and they think oh holy shit.
    >> Helpful 47 10/03/10(Sun)22:50 No.12319081
    I'm thinking a boardgame designed to be top down and vaguely similar to original Metal Gear/other NES games could be interesting.
    >> OP !YURIy5RllM 10/03/10(Sun)22:52 No.12319109
    I think that's the idea so far. Played on a hexagonal board to manipulate angles.

    Certain maps would have multiple floors, too. Not just be lateral based gunfights.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)22:53 No.12319127
    Here's what I mean.

    Lets say we have a sniper wearing a Ghillie suit, which mods the spot roll by +2.

    That sniper shoots four times without being seen, so his opponents now have to roll a 13 or higher to spot him. He then gets up and his opponents make another check with the same goal of 14. Providing they still don't see him moving to his new spot, he reaches it successfully and declares that he is hiding.

    The roll to see him is now reset back to 17, as opposed to 14.
    >> OP !YURIy5RllM 10/03/10(Sun)22:55 No.12319153
    Can you better explain where those figures came from? I kinda lost track.
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)22:57 No.12319182
         File1286161056.jpg-(20 KB, 480x360, Prof.jpg)
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    Holy shit, so much to take in lol.

    Still reading through the thread, just wanted to pop in and confirm that this is an awesome idea.
    >> OP !YURIy5RllM 10/03/10(Sun)22:58 No.12319199
    It is in fact an awesome idea. If you could manage to get back to Lindale sometime before I deploy, I still have the board it could be played on, brah.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:02 No.12319244
    I actually mistyped one of the numbers, the fourteen is supposed to be a thirteen.

    But to answer your question.

    A sniper declares he is hiding. Normally, his opponents have to roll a 15 to be able to see him. This represents normal battlefield camo and such. However, this sniper is wearing a Ghillie suit, which increases that number by +2 to 17.

    His opponents now, before they act will roll a twenty sided die to spot snipers. They will do this as part of their turn, regardless if there are actually snipers.

    Lets say the sniper makes it four turns without being seen, shooting every turn. Every shot lowers the roll needed by one, so now he's at 13.

    He decides that this is too low, or that he doesn't like that position. He then gets up and moves, and his opponents get to make another check with the same roll of thirteen needed. If they spot him, he cannot hide for the rest of the battle, or until he leaves line of sight of his opponents.

    If he makes it without being seen, he can re-hide and all the negative modifiers go away, so his opponents now need to again roll a 17 to be able to see him.
    >> OP !YURIy5RllM 10/03/10(Sun)23:04 No.12319272
    I follow the process, but where did the initial 15 come from?

    It's late for me, I may just be suffering from stupidity as a result...
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:05 No.12319288
    Nice dubs.

    We're planning on getting back soon, since I just started at JalapeƱo Tree, and more visits are soon to come, I'm sure.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:05 No.12319299
    Just a base number, like the rest of the system. It would be the same for everyone, and would be the required roll on a 20 sided die before modifiers.
    >> OP !YURIy5RllM 10/03/10(Sun)23:06 No.12319300
         File1286161564.gif-(45 KB, 207x237, F5.gif)
    45 KB
    Semi-related, it's me in regards to this thread.
    >> OP !YURIy5RllM 10/03/10(Sun)23:07 No.12319323
    Nice dubs to you as well. You shoulda seen my 666 earlier.
    So the base to detect any Player will be 15..?

    Seems like the Trooper would be relatively easy to spot.
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:08 No.12319343
    Post fetching, mate. Nice dubs again.

    Dubs. Dubs everywhere. Don't you think a Ghillie should reward a buff higher than 2, for something that's class-specific?

    Or are their multiple ghillies, and this one just isn't one of the best?
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:10 No.12319361
    Dubs, dubs somewhere.

    Also: there, not their.
    >> OP !YURIy5RllM 10/03/10(Sun)23:10 No.12319362
    I have post-fetching active, but I really just wanted to use that .gif

    Maybe as the Sniper levels up, he makes better use of the Ghillie.

    We just have one seemingly universal ghillie, btw.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:10 No.12319365
    Again, that's why we use a modifier system. It's a base number that represents typical battlefield camo and training. A Trooper may be able to hide just as well as another person, he's not physically that much bigger or wearing bright flashy colors, but firing an automatic weapon or the like is going to make the number required to see him drop like a stone in a black hole, and his low move means he can't run away or move to a new hiding spot very easily.
    >> OP !YURIy5RllM 10/03/10(Sun)23:11 No.12319380

    Like I said, late for me...
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:12 No.12319386
    I love that idea.

    Are we going to have MoA gear, that lvls up with you, as a rare drop? What about items with Hidden Potential?
    >> OP !YURIy5RllM 10/03/10(Sun)23:12 No.12319389
    rolled 7 = 7



    Rolling to stay awake.
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:13 No.12319400
    It's a stand in number, like everything so far. It's just an example for now, but the modifier cannot carry over twenty, as we don't have mods to the spot roll right now, and rolling a 21 on a 20 sided die is really really hard. Some would say it's impossible.
    >> OP !YURIy5RllM 10/03/10(Sun)23:13 No.12319409
    rolled 19 = 19

    >MoA gear

    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:14 No.12319417
    We appear to be the only three in the thread right now anyway, so feel free to email me everything you have.

    If you want, remake the thread tomorrow. Can't promise I'll see it though.
    >> OP !YURIy5RllM 10/03/10(Sun)23:14 No.12319419

    Hah! I laugh in the face of adversity.
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:15 No.12319425
    Gear that lvls with you. Might make up for universal items, I was thinking.
    >> OP !YURIy5RllM 10/03/10(Sun)23:16 No.12319433
    Yeah, I'll get with you through e-mail when I flesh out my ideas a little more with my partner in crime, Professor Keeling.

    e-mail field related.
    >> Anonymous 10/03/10(Sun)23:17 No.12319439
    >> HellzYeah !neWf5yt.zc 10/03/10(Sun)23:18 No.12319456
    I'm sending you an email from my actual address then. That's just the one I post on 4chan and never check ever.
    >> OP !YURIy5RllM 10/03/10(Sun)23:18 No.12319468
    bawls, I just e-mailed it.
    >> OP !YURIy5RllM 10/03/10(Sun)23:19 No.12319480
    Joey, give the man your e-mail.

    I forgot it, too.
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:21 No.12319509
    Can do.

    Also: 'bout to eat beans with ham hock that've been cooking in a crock pot and smelling wonderful for the last five hours.

    my body is ready, tastes good man, etc
    >> OP !YURIy5RllM 10/03/10(Sun)23:23 No.12319528
         File1286162627.jpg-(11 KB, 355x223, Adventure Time.jpg)
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    Pic related?
    >> Professor Keeling !hsWstDD/o2 10/03/10(Sun)23:24 No.12319536
    Getting off now, gf back on.
    >> monotreeme 10/04/10(Mon)00:22 No.12320237
         File1286166149.gif-(63 KB, 272x280, bullets, shotgun flechette(...).gif)
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    rolled 96 = 96

    now I am wondering at what types of specialty ammunition could be included.
    >> Anonymous 10/04/10(Mon)00:25 No.12320279

    >> Anonymous 10/04/10(Mon)07:21 No.12323353
    I beleive someone should save this on a blog before the thread 404's
    >> OP !YURIy5RllM 10/04/10(Mon)11:58 No.12325094
    Professor Keeling, myself, and HellzYeah are collaborating to finish this pen and paper project. We'll update /tg/ anytime something new comes up.
    >> Anonymous 10/04/10(Mon)16:08 No.12327517
    F5 so it'll still be here when I get back from STALKER.

    Because I am craving STALKER hardcore now.
    >> OP !YURIy5RllM 10/04/10(Mon)19:04 No.12329104
    Bumping to keep thread alive. I just tried to start a new one and was extremely surprised that this one has not yet 404'd.

    Please continue shooting ideas back and forth, we were making good progress.

    Try not to focus so much on the bullet specs of each gun, we don't need it that complex.
    >> OP !YURIy5RllM 10/04/10(Mon)19:06 No.12329128
    Don't mind me, just heading back to Page 1.
    >> OP !YURIy5RllM 10/04/10(Mon)19:08 No.12329156

    If a straight line can be drawn between a Player and his/her teammate, covering no more than 2 hexes, they may swap one Item per turn of the same type. (Each Player must exchange and Item, and the Items must come from the same Item slot.)
    Helmet class Items add +1 to HP, Hat class Items add +1 to Move, Shemaghs subtract -1 to Opponent's range, Gas Mask Items add +1 to Psyche, and negate all effects of tear gas, but subtracts -2 from all range.
    Night Vision Goggles Subtract -2 from all required score on Player Spot rolls in Night Scenarios (Example: normally, a Player must roll a 15 to Spot an enemy in Night Scenarios, with NVGs this drops to 13), and Thermal negates Smoke Grenades, but adds +1 to all required scores on Player Spot rolls.
    Radio based Items reduce the time it takes for the Medic to arrive by one turn.
    Strength is added to a Player's knife or melee attack.

    Psyche is added to a Sniper Detect roll, and makes the Medic heal the Player an additional point per turn, and adds a +1 to all Medically related Items used by a Player.
    >> OP !YURIy5RllM 10/04/10(Mon)19:09 No.12329172
    More bumpins, we have a good idea rolling here.
    >> OP !YURIy5RllM 10/04/10(Mon)19:11 No.12329193
    Anyone here from last night..?

    Or am I talking to a fresh batch of people?
    >> Anonymous 10/04/10(Mon)19:14 No.12329224
         File1286234086.jpg-(415 KB, 815x748, town006.jpg)
    415 KB
    reminds me of drawinganons stratedgy peak oil game setting
    >> OP !YURIy5RllM 10/04/10(Mon)19:15 No.12329236
    Not familiar to me. I'm a new /tg/ browser, so you'll need to give me that in layman's.
    >> Anonymous 10/04/10(Mon)19:16 No.12329241
         File1286234193.jpg-(448 KB, 1024x768, survivalist018.jpg)
    448 KB
    peak oil survivalist game was good, send the guy an email drawinganondude@gmail.com colaborate on something.
    >> OP !YURIy5RllM 10/04/10(Mon)19:17 No.12329255
    I don't own any of these images, this is just a "for shits and giggles" project.

    These are all owned by BROTON from /k/.
    >> Anonymous 10/04/10(Mon)19:19 No.12329270
         File1286234351.jpg-(374 KB, 1024x768, survivalist008.jpg)
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    It was a quest game of epic proportions. if you need art for environments etc get him in on the project.
    >> OP !YURIy5RllM 10/04/10(Mon)19:19 No.12329276
    Again, this is only pen and paper, it won't be a full out vidya game.
    >> Anonymous 10/04/10(Mon)19:21 No.12329291
         File1286234500.jpg-(406 KB, 815x748, summerville004.jpg)
    406 KB
    Summerville raid was fucking sweet.
    >> OP !YURIy5RllM 10/04/10(Mon)19:23 No.12329307
    Alright, just had an airsoft thing pop up, I gtg. Keep this thread from 404 so we can pull some new ideas.
    >> Anonymous 10/04/10(Mon)19:24 No.12329321
    Bump for op, this shit looks fun
    >> Anonymous 10/04/10(Mon)19:28 No.12329352
    >> Anonymous 10/04/10(Mon)19:31 No.12329383
         File1286235115.jpg-(172 KB, 321x640, spirit bomb in kakarotts hands.jpg)
    172 KB
    People of Earth, lend him your bumps!
    >> Anonymous 10/04/10(Mon)19:54 No.12329567

    Archived for Posterity!
    >> Anonymous 10/04/10(Mon)21:24 No.12330509
    >1) Setting. Is this just modern day, or does OP have something alternate in mind?

    Given the hammer & sickle armband, it seems it's either set before the Soviet Union fell apart, or that it never did dissolve in this timeline (or it did, and has since come back into power, though that's less plausible really). Given the suggestions of >>12316971
    I'd say we're looking at a near future alternate history with the Soviet Union still in existence and a global quasi-war with both sides sponsoring mercenaries and terrorists to strike at each other without going into an official conflict that can escalate into nuclear war.

    This could mean the players are mercenaries/undercover special forces operatives, sent to accomplish various missions and objectives without revealing their identities and causing a diplomatic incident that could lead to open war.

    >this bayonet

    With this bayonet, I shall CRUSH FASCISM!

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