Pertinacious Automaton Style and Talk:Enroth Rules: Characters: Difference between pages

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A point for discussion: [[Hatred of THAC0]]
''This style was created by [[exalted:Argent|Argent]] on the [[exalted:MartialArts/UnrelentingAutomatonStyle|Exalted wiki]]. It has been altered in several ways to fit better into the [[Forgotten Suns]] campaign. Changes from the original will be noted in italics. This style was taught to [[Regret of the Sun]] in [[Autochthonia]].''


This Celestial-level martial art was designed by Victorious Ember, a First Age sorcerer specifically to be taught to his Amalgam hunter-warriors. The Amalgams were taught to emulate the protocols of the Unrelenting Automaton - to be quick, tireless machines that were able to defeat heavily armored opponents in unarmed close combat. The style emphasizes speed and a strong offense, allowing its user to channel her Essence through her body and transfer the force of her blows through solid objects, as well as honing her body close to the ideal of the Body Machine.
== Response to Hatred of THAC0 ==


The Martial Art allows the use of armor but has no associated weapons; its users often brandished artificial limbs which they used to devastating effect.
To understand this better, let me try some examples:


<center>[[Image:PertinaciousAutomaton.png]]</center>
So, for A, say we make Studded Leather be a +3 AC bonus. A Kite Shield is a +1 AC bonus.  Therefore, a Goblin with Studded Leather and Kite Shield and a Dex of 15, has an AC of 15. (10 + 3 + 1 + 1)


{{Include|Iron Sheath Posture|2}}
A Knight with Sword Lvl 3, a Steel Broadsword (+1 to hit), and a Dex of 17 (+2 to hit) has a T of +3 (+1 for sword and +2 for Dex) and an L of +2 (Level Adjustment) so you roll, add +5 (T + L) and it needs to be 15 or higher?
{{Include|Automated Overdrive Offense|2}}
{{Include|Vibrating Hammer Palm|2}}
{{Include|Unrelenting Automaton Form|2}}
{{Include|Hydraulic Body Configuration|2}}
{{Include|Automated Defensive Configuration|2}}
{{Include|Hypergear Acceleration Protocol|2}}
{{Include|Merciless Iron Offense|2}}
{{Include|Steel-puncturing Piston Offense|2}}
{{Include|Merciless Metal Hunter Protocol|2}}
{{Include|Armor-plated Behemoth Defensive Stance|2}}
{{Include|Iron-sheathed Demon Activation Procedure|2}}
{{Include|Invincibly Cocooned Seraph Protocol|2}}
{{Include|Omega Machine Emulation Hyperprotocol|2}}


[[Category:Exalted]]
This would eliminate THAC0.  Armor would be bonuses rather than negatives.
[[Category:Celestial Martial Arts]]
 
We could then change Luck to mean base 10.  Add character level and adjustments to roll and add spell/effect power to base.
 
Base = 10
Level = L
Adjustments = A
Power = P
 
R + L + A ≥ 10 + P
 
I'll have to think about Non-Weapon skills more to make a Universal Mechanic for.
 
I guess I never thought about THAC0 being a bad thing b/c I was never bothered by the math.  By working (mostly) with positives it limits the amount of numbers bouncing around in your head.
 
== Take a look at the SRD ==
 
You might want to look at the [http://www.d20srd.org/ d20 SRD], which uses this basic mechanic. In particular, how it handles saving throws and (to a lesser extent) ability scores and skills. Honestly, if you took the d20 system, ripped out most of it, keeping the bare skeleton, then added in your ideas on classes and magic, I'm guessing the result would be even tighter than Enroth is already. (I'd also keep the weapon speed thing.)
 
[[User:Wordman|Wordman]] 04:17, 28 December 2008 (UTC)
 
== Let's try this ==
 
I've made a bunch of changes to the Players Handbook based on your ideas and I would like to test it when we get the chance to game again.  Take a look at the new information:
 
1) Created Positive AC adjustments instead of AC values which gets rid of THAC0 and simplfies combat.
 
2) The only bonuses that are negative are to initiatve which lowers Speed Factor
 
3) Removed most percentage calculations in Non-Weapon Proficiencies to d20 rolls based on Target Numbers.  Skill levels add bonus points to roll to meet trap, secret door, disarming, identify, and repair Target Numbers
 
4) Changed Saving Throws to Luck and based it on a base 50% Target Number changed by whoever is stronger: the PC or the power of the spell/effect
 
5) Updated monsters abilities and skill sets
 
6) Fixed races by removing the limit of some abilities to 17
 
7) Changed ability scores (removed Exceptional Strength (why did I use it in the first place??), and fixed up bonuses to reflect new applications.  I'm still considering the usefulness in game usage of Charisma.

Latest revision as of 00:12, 9 February 2011

A point for discussion: Hatred of THAC0

Response to Hatred of THAC0

To understand this better, let me try some examples:

So, for A, say we make Studded Leather be a +3 AC bonus. A Kite Shield is a +1 AC bonus. Therefore, a Goblin with Studded Leather and Kite Shield and a Dex of 15, has an AC of 15. (10 + 3 + 1 + 1)

A Knight with Sword Lvl 3, a Steel Broadsword (+1 to hit), and a Dex of 17 (+2 to hit) has a T of +3 (+1 for sword and +2 for Dex) and an L of +2 (Level Adjustment) so you roll, add +5 (T + L) and it needs to be 15 or higher?

This would eliminate THAC0. Armor would be bonuses rather than negatives.

We could then change Luck to mean base 10. Add character level and adjustments to roll and add spell/effect power to base.

Base = 10 Level = L Adjustments = A Power = P

R + L + A ≥ 10 + P

I'll have to think about Non-Weapon skills more to make a Universal Mechanic for.

I guess I never thought about THAC0 being a bad thing b/c I was never bothered by the math. By working (mostly) with positives it limits the amount of numbers bouncing around in your head.

Take a look at the SRD

You might want to look at the d20 SRD, which uses this basic mechanic. In particular, how it handles saving throws and (to a lesser extent) ability scores and skills. Honestly, if you took the d20 system, ripped out most of it, keeping the bare skeleton, then added in your ideas on classes and magic, I'm guessing the result would be even tighter than Enroth is already. (I'd also keep the weapon speed thing.)

Wordman 04:17, 28 December 2008 (UTC)

Let's try this

I've made a bunch of changes to the Players Handbook based on your ideas and I would like to test it when we get the chance to game again. Take a look at the new information:

1) Created Positive AC adjustments instead of AC values which gets rid of THAC0 and simplfies combat.

2) The only bonuses that are negative are to initiatve which lowers Speed Factor

3) Removed most percentage calculations in Non-Weapon Proficiencies to d20 rolls based on Target Numbers. Skill levels add bonus points to roll to meet trap, secret door, disarming, identify, and repair Target Numbers

4) Changed Saving Throws to Luck and based it on a base 50% Target Number changed by whoever is stronger: the PC or the power of the spell/effect

5) Updated monsters abilities and skill sets

6) Fixed races by removing the limit of some abilities to 17

7) Changed ability scores (removed Exceptional Strength (why did I use it in the first place??), and fixed up bonuses to reflect new applications. I'm still considering the usefulness in game usage of Charisma.