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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Mon Feb 23, 2009 11:40 pm Post subject: elfball rpg ideas |
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Just to give this it's own thread and recap, here is what we have so far.
| Cephalopod wrote: |
This isn't a bad idea, but I think the Munchkin D20 module would make this even more fun.  |
| MidniteXpress wrote: |
I've been thinking about the success/flop dice. if we use the characteristic to dictate how many dice are rolled (like in elfball), then weapons and amour add +1 (or higher) to the # of dice. then when we get to better armour (e.g.+4) it subtracts from jog/movement because heavier armour would slow you down. then you could also have special skills or magical weapons that convert flops into conditional success'.
the only question left with that idea is how do we set the number of success' needed?
i've just been trying to keep that elfball flavour, but the munchkin module is probably a much better idea lol |
| Dark Lord wrote: | Well I have some written down on this, I did it awhile ago. Let me find it and polish it up.
It really wasn't much different than what we have now. The way you got the number of successes needed was vs. an opposing attribute.
Example a player has an Attack score of 3 and his opponent has a Defense of 4. An Attack Challenge would us the Attack attribute vs (Defense - 2). Instead of getting Momentum for extra successes he would inflict wounds on his opponent.
Iirc where I was stuck was figuring a way for weapons and armor to be incorporated without creating massive amounts of dice to roll. But I'm sure there are several solutions. Have armor add to wound points for example and have weapons inflict bonus wounds. Also you could have a rock paper scissors type system with weapons and armor. It could have D&D style types like Piercing, Slashing, & Bludeoning.
Then have armors that protects against only 1 or 2 of the three but never all.
Leather works vs. Bludgeoning but 1/2 damage from Slashing and fails vs. piercing.
Chainmail works vs. Slashing, but 1/2 damage from Piercing and fails vs. Bludgeoning
Plate works vs. Piercing, but 1/2 Bludgeoning, and fails vs Slashing.
you get the idea. |
| MidniteXpress wrote: |
i like your thinking. as for armour and especially weapons, what about if they add one success (or more) but only against a certain armour type?
like attack 3 against defence 4 would need 2 success', with say a sword with pierce ability (+1 success against non-pierce armour). so if using your example, the armour was leather, then you would only need 1 success to hit and more damage.
does that make sense? |
_________________ MidniteXpress
"The Dice Gods hate me!" |
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bouncergriim
Joined: 29 Sep 2007 Posts: 298
Location: Fort Worth, TEXAS
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Posted: Tue Feb 24, 2009 2:13 am Post subject: |
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| I was trying to make some rules for a game called tavern crawl, based on the elfball stat lines and similar things. I will pull it up this week and see what I have. I like the armor vs weapon type thing for simplicity and other modifiers like assists in EB. |
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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Tue Feb 24, 2009 12:31 pm Post subject: |
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i've been thinking about the elfball stats and how to use them for rpg. this is roughly what i have but i think we could use them better.
Jog: movement obviously
Might: strength (if might is higher than enemy grit then armour has no effect?)
Tackle: weapon skill
Dodge: agility
Skill: special skills such as steal etc
Grit: toughness
added stats
Intelligence: mainly for magic use in combat
Charisma: rpg mainstay but i had a thought. when a player kills an an enemy, roll charisma (enemy intelligence -2 for number of success) to cause fear. if successfull, enemy moves d6 directly away from player.
and last but not least.
big guys as pc's? _________________ MidniteXpress
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Tue Feb 24, 2009 4:43 pm Post subject: |
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IMO I would make it more akin to Warhammer Quest or Descent and forget about Charisma. And for Spell casting I would just use Skill.
Otherwise, it looks good. _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Tue Feb 24, 2009 8:43 pm Post subject: |
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| Dark Lord wrote: | IMO I would make it more akin to Warhammer Quest or Descent and forget about Charisma. And for Spell casting I would just use Skill.
Otherwise, it looks good. |
if we pick and choose aspects of other game systems, the best bits obviously, we should end up with something familiar and unique. then we can super-impose that onto our elfball system and we're cooking with gas..or hopefully napalm *insert evil laugh*
ok so a few questions need some answers:
1) keep the stats as written in elfball, or add more stats?
2) what rules (and source game) do we like and want added?
3) what game system should we use as a main base?
4) what kind of dice do we want to use? _________________ MidniteXpress
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bouncergriim
Joined: 29 Sep 2007 Posts: 298
Location: Fort Worth, TEXAS
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Posted: Tue Feb 24, 2009 10:33 pm Post subject: |
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I like keeping the stats the same (no extras). this way you could have your team Role play between matches for more XPs or other useful items.
I like using Elfball dice too. Keeps the feel the same. you can use a system similar to White wolf stuff that way. Conditionals and flops and number of successes needed to achieve things.
I think skill could be easily used for a players speciallization and then general tasks. For a thrower it could be ballistic skill, for a spell caster it could be spell skills, for a fighter it could be weapon skill and tackle could be unarmed combat situations. |
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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Sat Feb 28, 2009 12:38 am Post subject: |
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ok so who wants to take the "game designer" roll? or more simply, who has the most rpg handbooks and too much spare time? lol _________________ MidniteXpress
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Sat Feb 28, 2009 12:48 am Post subject: |
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I have a ton of RPGs and I have even made a couple of my own, but I have absolutely zero free time. _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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skatingtortoise
Joined: 13 Aug 2006 Posts: 140
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Posted: Sat Feb 28, 2009 3:04 pm Post subject: |
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| MidniteXpress wrote: | | ok so who wants to take the "game designer" roll? or more simply, who has the most rpg handbooks and too much spare time? lol |
yes on both of these. i recently put together campaign settings for an MMO i play in both d20 and cortex.
for elfball, id go for GURPS or Cortex (the system used for the serenity RPG)
depending on whether people want crunchy ruleness, or more role-playing focus.
either way i'd be happy to give it a go, tho i admit im not very knowledgeable about elfball. |
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Sat Feb 28, 2009 3:07 pm Post subject: |
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I have yet to play the Cortex system but I love Eden Studio's Unisystem (All Flesh Must Be Eaten) and it looks similar...or at least like cousins or 2nd cousins.
What do you think of it? (You can PM if you don't want to derail the thread.) _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Sat Feb 28, 2009 8:47 pm Post subject: |
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| skatingtortoise wrote: |
yes on both of these. i recently put together campaign settings for an MMO i play in both d20 and cortex.
for elfball, id go for GURPS or Cortex (the system used for the serenity RPG)
depending on whether people want crunchy ruleness, or more role-playing focus.
either way i'd be happy to give it a go, tho i admit im not very knowledgeable about elfball. |
well I think the general feeling is that we want to use the basic stats as written for elfball teams and the success/flop dice. this would essencially be what we take from elfball, then find rpg rules that can be converted to use these ideas. it would be interesting to use attribute skills from the elfball rules as rpg skills. that way people could use players directly from their team. _________________ MidniteXpress
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skatingtortoise
Joined: 13 Aug 2006 Posts: 140
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Posted: Sun Mar 01, 2009 12:13 am Post subject: |
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unisystem? i have all flesh must be eaten :P if i were to adapt that id need to take another look but it shouldnt be too hard.
cortex boils down to attribute dice (strength, dexterity, intelligence etc) + skill dice (passing, blocking, dodging in this case). the better your stat, the better your dice size, from d2 to d12. it lacks grittiness, but very simple to work with.
in terms of keeping the flop dice, id need to look at making a new system - but its doable, and could be a lot of fun :D
as for keeping stats, it would be a case of adapting them to ingame things.
the big question is what the aim is - to have an rpg where you can 'walk off the field', or just a system for playing an elfball game, but with more grit and detail. |
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bouncergriim
Joined: 29 Sep 2007 Posts: 298
Location: Fort Worth, TEXAS
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Posted: Sun Mar 01, 2009 1:36 am Post subject: |
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I still would like to see a system adapted from EB rules, rather than one based on some other generic system. I like the you could see them on the field, but then go to the tavern and have the same stat line and do similar things.
I think most equipment could be the equivalent of skills or dice modifiers. Make it a very balanced RPG, with advancement that opens up skills, but doesn't change original stat line.
The closer the rules between the real EB and the EBRPG, the cooler the transition and stuff.
I started writing this about 7months ago and never got back to it. Here is my unedited thoughts on Tavern Crawl: EBRPG
Elf Ball Bar Brawl
Objectives:
1. Defeat/incapacitate all of your opponents
2. Successfully remove all of your players from the bar getting to the relative safety of the street
3. Have most players standing /already out of the bar when the bar keep tosses you out on your bums
Stats same as elf ball
Jog = number of actions per turn
Might= ability to push player/needed to throw heavy objects
Tackle/fighting=ablity to attack opponent with fists, or heavy objects
Dodge= ability to evade both thrown and melee attacks
Skill=ability to throw objects
Grit=Ability to withstand punishment, every ones health is grit + 2.
Attacks=
Needed successes = both down
1 extra opponent down only
2 extra opponent dazed
Each extra after that remove one grit from opponent for duration of this crawl
If opponent gets to -1 grit then they are unconscious and must be dragged or thrown out of the bar to be successfully remove. Also the body acts as an obstacle or weapon taking up one hex.
To throw an object check: make impact challenge with successes equaling the “weight” of an object or weapon. If flopped your player is down, if failed it cost one extra jog to do anything.
To use an object in a melee attack, first make impact challenge versus the weight of the object. If flopped your player is down, if failed it cost one extra jog to do anything
Weight increases damage but also must make it easier to evade.
Actions done on unconscious players:
Carrying friend impact challenge to pick up and moves cost double jog.
Throwing cost double jog if weigh is greater than half your might: impact to pick up, might or throwing player determines max distance they can be thrown, this distance may be double if you choose do nothing other than throw this turn. Skill determines the number of dice to throw. If weight is less than or equal to half your might then normal throwing rules apply.
Evade check: dodge + ˝ weight rounded down vs both thrown attacks and melee. Successes needed = opponents skill or tackle or more than opponents successes.
Catch check: Impact challenge versus the weight if the object is heavier than half your might. Skill check 2 successes needed. If flopped add one to damage taken, if unsuccessful take hit as usual.
Carrying objects of weight = to greater than ˝ of your might cost double jog for movement
Weight
Players = might of player
Dart = 1
Mug = 2
Broom/big stick/club, broken table/chair bits = 3
Chair / bar stool= 4 –may only be used once then becomes a big stick
Table = 6 – may only be used once then becomes a big stick.
Every player starts with a mug in hand a chair/barstool under them. There are strategically placed darts around the room, usually embedded in walls.
Kick- may kick an opponent while they are down using standard melee rules. This puts evade at a 1 extra success if down, 3 if dazed.
Jump, may jump over obstacles such as tables or down/prone/unconscious players cost 1 extra jog to get to spot. You may only jump over one obstacle at a time so to jump from a starting spot over an obstacle two hexes/squares away takes 3 jog. |
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MidniteXpress

Joined: 14 Feb 2009 Posts: 128
Location: Scotland
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Posted: Sun Mar 01, 2009 2:19 am Post subject: |
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with almost no adaption, bouncer's tavern crawl could be used as general combat rules. all we would have to factor in is armour and weapons, but as mentioned before these could modify successes needed rather than stats.
situational use:
your team wins on the pitch, then go to a tavern to celebrate. some kind of test to see if the fans of the other team (or the other team themselves) start a brawl with you. if your team lost you can choose to start the brawl.
travelling between matches again some kind of test to see if you are attacked by bandits or whatever, using the brawl rules with weapons and armour factored in.
i don't know about the rest of you, but i'm starting to get quite excited about this lol _________________ MidniteXpress
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skatingtortoise
Joined: 13 Aug 2006 Posts: 140
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Posted: Sun Mar 01, 2009 1:24 pm Post subject: |
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so what would you use for things like negotiation, seduction, climbing, swimming etc etc...
the elfball statlines are focused on doing one thing (playing elfball) and youd need to do *some* adaptation to get a full character
the easiest way to keep it would be to add a few more stats (intelligence, charisma etc) and put together an 'all-purpose' task resolution table.
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