After Sundown Conversion Notes: Combat & Magic
Posted: Sat Nov 26, 2011 6:06 am
Combat
Since Frank's earlier assessment that After Sundown isn't ideal for "action combat story tiems", due to having only a single "combat" skill, I was wondering what sorts of methods could be used to widen that aspect of After Sundown.
Thus far, I have the following ideas kicking around
-Combat becomes Initiative (which is how Combat is initially described in AS)
-A short list of generic combat types is presented
If it's strictly "fightan tiems", something as simple as Defense, Missile, Assault works well. Giving the PC 2, 3 and 4 points to assign to the three (?).
I'm unsure of mechanics; I'd like for Initiative (old combat stat) to be added to Combat rolls, to preserve the value of the skill among the already existing skill lists.
I would also like something along the lines of "stunts" as in the chase scenes parts of the rules; but call them gambits. Things meant to break a stalemate in a fight, but can be risky and can leave one vulnerable.
Perhaps having the three roles act like rock-paper-scissors. Defence > Assault > Missile, Missile > Defence. However, Assault is the most effective way to deal damage in melee; while Defense is used to increase the difficulty of being attacked/struck.
Elements of this come to mind, it's a short piece of footage from an old Robin Hood film I've been working on storyboarding for a layout class: http://www.youtube.com/watch?v=qnT91LRC ... lf=mh_lolz
Most of the time, the characters keep their defences active, since a sword swing can just insta-kill them, they're both strong characters and neither is wearing real armour.
However, they also make lunges and make risky attacks; that either push their opponent back, or fail, and they take a tumble, drop a weapon, etc..
Westerns with gun shooting would be Defense/Missile type fights; and scenes were everyone goes behind a solid object when the guns are firing makes sense, because you really can't dodge most ranged attacks.
Magic
I've got other things I want to do, like replace the WoD-inspired magic system with something more culturally recognizable as fantasy-science heavy metal special powers.
These powers would be based off of the colour wheel, and uses a modified version of the 3 primary colours (red: warm blood orange: fire; blue: water; yellow: wind); the 3 secondary colours (purple: psychic-lighting; green: flowering-growth; orange: fire red: spilled-blood); the neutral tones (brown: living-earth); and the shades of value (black: Full Value (Electrons, Dark-Lighting, The Electromagnetic Spectrum); Grey: Partial Value ([something] shape changing/topography/mathematics); and White: Blank Value (cold(?), temperature (?), death (?), entropy (?)).
For a total of 10 different powers; each keyed to the crayola basic colours, with 2 additions (white, grey), that most people should be able to remember.
With each colour engaging in rock-paper scissors action based on complementary colours opposing each other (with secondary colours > primary colours); Neutral Tones opposing Secondary Colours (Earth > Mind, Tree, Blood); and the [modified] Primary Colours opposing the Shades (Water > Electrons; Wind > Grey; Fire > Ice).
I don't have any specific abilities written, and will probably create only one power for each to start. Trying to keep them all on par.
The idea of colour coding powers is that I am also drawing and colouring these characters for my portfolio, and have since last may or so.
Having an established colour scheme means that if someone sees a character in Orange it will be an indication that a person is a Fire Mage is just as useful as knowing that the new mage your Squad hired in blotchy red robes is going to ask for your wrist if you want them to cast any spells on your behalf. Since, you know, they are wearing red robes.
This is in line with the AS notion that creatures need to have notable powers, that are associated with their appearance. Every X has Y powers; and not meeting "Steve", the puzzle npc, as the standard for all encounters.
======
I'm not sure exactly how well this will work out, but I know that I need to have a special powers system that is KISS. If I can tell my someone who is not really into fantasy games, but wants to play, that "green = plant powers" and "red = blood magic", hopefully the fact that White = Cold/Snow/Death and Orange = fire will be easy to assimilate.
Since Frank's earlier assessment that After Sundown isn't ideal for "action combat story tiems", due to having only a single "combat" skill, I was wondering what sorts of methods could be used to widen that aspect of After Sundown.
Thus far, I have the following ideas kicking around
-Combat becomes Initiative (which is how Combat is initially described in AS)
-A short list of generic combat types is presented
If it's strictly "fightan tiems", something as simple as Defense, Missile, Assault works well. Giving the PC 2, 3 and 4 points to assign to the three (?).
I'm unsure of mechanics; I'd like for Initiative (old combat stat) to be added to Combat rolls, to preserve the value of the skill among the already existing skill lists.
I would also like something along the lines of "stunts" as in the chase scenes parts of the rules; but call them gambits. Things meant to break a stalemate in a fight, but can be risky and can leave one vulnerable.
Perhaps having the three roles act like rock-paper-scissors. Defence > Assault > Missile, Missile > Defence. However, Assault is the most effective way to deal damage in melee; while Defense is used to increase the difficulty of being attacked/struck.
Elements of this come to mind, it's a short piece of footage from an old Robin Hood film I've been working on storyboarding for a layout class: http://www.youtube.com/watch?v=qnT91LRC ... lf=mh_lolz
Most of the time, the characters keep their defences active, since a sword swing can just insta-kill them, they're both strong characters and neither is wearing real armour.
However, they also make lunges and make risky attacks; that either push their opponent back, or fail, and they take a tumble, drop a weapon, etc..
Westerns with gun shooting would be Defense/Missile type fights; and scenes were everyone goes behind a solid object when the guns are firing makes sense, because you really can't dodge most ranged attacks.
Magic
I've got other things I want to do, like replace the WoD-inspired magic system with something more culturally recognizable as fantasy-science heavy metal special powers.
These powers would be based off of the colour wheel, and uses a modified version of the 3 primary colours (red: warm blood orange: fire; blue: water; yellow: wind); the 3 secondary colours (purple: psychic-lighting; green: flowering-growth; orange: fire red: spilled-blood); the neutral tones (brown: living-earth); and the shades of value (black: Full Value (Electrons, Dark-Lighting, The Electromagnetic Spectrum); Grey: Partial Value ([something] shape changing/topography/mathematics); and White: Blank Value (cold(?), temperature (?), death (?), entropy (?)).
For a total of 10 different powers; each keyed to the crayola basic colours, with 2 additions (white, grey), that most people should be able to remember.
With each colour engaging in rock-paper scissors action based on complementary colours opposing each other (with secondary colours > primary colours); Neutral Tones opposing Secondary Colours (Earth > Mind, Tree, Blood); and the [modified] Primary Colours opposing the Shades (Water > Electrons; Wind > Grey; Fire > Ice).
I don't have any specific abilities written, and will probably create only one power for each to start. Trying to keep them all on par.
The idea of colour coding powers is that I am also drawing and colouring these characters for my portfolio, and have since last may or so.
Having an established colour scheme means that if someone sees a character in Orange it will be an indication that a person is a Fire Mage is just as useful as knowing that the new mage your Squad hired in blotchy red robes is going to ask for your wrist if you want them to cast any spells on your behalf. Since, you know, they are wearing red robes.
This is in line with the AS notion that creatures need to have notable powers, that are associated with their appearance. Every X has Y powers; and not meeting "Steve", the puzzle npc, as the standard for all encounters.
======
I'm not sure exactly how well this will work out, but I know that I need to have a special powers system that is KISS. If I can tell my someone who is not really into fantasy games, but wants to play, that "green = plant powers" and "red = blood magic", hopefully the fact that White = Cold/Snow/Death and Orange = fire will be easy to assimilate.

