Possibly. That's certainly what Warp Cult runs on, and that works fine for the scales I care about. The thing that gives me pause is the fact that unlike Warp Cult, a huge amount of attacks are supposed to be non-damaging. That is, while a Warp Cult aggressor is going to be running in with either a chainsaw or a flamer - but seriously that shit is interchangeable. It's all basically "hit point damage." Black Forest is not only going to be transforming people into small birds and statues on a regular basis, but is going to have an awful lot of attacks determined to shove a character into a bag rather than chop on them with a sword. Indeed, the basic assumption is that most enemies won't keep fighting if they are injured, meaning that even the SR3 wound system is probably too demolition derby for what is desired.Murtak wrote:The Shadowrun 3rd edition wound system should work fine, no?FrankTrollman wrote:So we're looking for a combat system in which a child can bang essentially uselessly on a deathknight for a long time while an old man can end combat by stuffing a kid into a bag.
But basically that's the kind of thing we're going for. You roll your dice, you add your modifiers, you compare to your target number and the difference determines what kind of effect you get. Those effects will probably get put into tiers, much like the LMSD system. So for example when grabbing someone, you might get three tiers of effect:
- Grabbing onto someone.
- Grabbing someone and lifting them so that they are struggling but you can drag them off.
- Grabbing someone and at least temporarily incapacitating them so you can run off with them.
n terms of the narrative abilities, the real question is how many Chapters we want to shove in between characters getting life changing epiphanies. That is, every chapter a player gets to throw down an extra narrative ability for their character. So the question of how many narrative abilities a character pulls out before they move on from being a Shepherd to being a Woodsman Hero is entirely dependent on how many chapters that period is divided into.AFAP wrote:So, does this seem like a decent starting point, or am I missing anything?
Remember whatever you set it up to, some games are going to run fast advancement where they set more than one chapter per session, and other games are going to run slow advancement where multiple game sessions are collectively one chapter. The hope is that by setting character ability gain to 1 narrative ability per chapter that this slider will be very approachable and its effects easy to comprehend.
-Username17