Friday, August 15, 2008

Fantasy: Gateway 2008, Armor/Weapons

Whew! July just flew by, didn't it? Man, I didn't post once. What a slacker.

I'll be running another playtest-ish session of "SotS" at Gateway over Labor Day Weekend. Specifically, it'll be on Sunday the 31st at 3:00 pm. Here's the cornball write-up:

Foul deeds are afoot in Busra! When a few vagrants turned up missing here or there, no one even noticed -- but with the disappearance of an acolyte from the Cathedral of the Maiden, the Theocracy decrees that something must be done... discreetly. Will you solve the mystery of the vanishing clergy? Or will you be the next victim?

So if you're attending, come on out and give it a shot. It'll be better than the last "SotS" game I ran. I mean, I liked "Election Day" well enough, but this'll be better. Con pre-registration is on now! Event pre-registration starts tomorrow (the 16th)!

Plus, I'll be testing the No-Stress rules, so that oughtta be interesting.

Speaking of no stress, losing the stress tracks means some serious changes to the way weapons and armor work. You can look back through the archives and see for yourself, but the main issues are these with the rules as they stand now:
  • Armor provides extra Health stress boxes
  • Heavy weapons let you increase the severity of a consequence you've dealt by spending a Fate Point

Both of these obviously need to change.

I toyed with the idea of armor providing stress boxes anyway. They'd be, like, the only stress boxes a character would have (excepting spellcasters, but I'll get to that later). Ultimately, though, I decided that that would be pretty dull. I mean, if light armor provided, say, one Health stress box, then it'd only benefit you if your opponent succeeded by one point -- and then only once! So that's not very exciting or useful. Here are some other ideas I came up with:

  • The armor's aspect is invoked as usual, but the heavier the armor is, the greater the benefit. E.g., Light is invoked for +2, Medium for +3, and Heavy for +4.
  • The armor acts as an additional skill, outside your skill pyramid, to be used only for defense. Light is a Fair (+2) skill, Medium a Good (+3) skill, and Heavy a Great (+4) skill.
  • The armor acts as a skill, as above, but it's a back-up to Melee when defending. That is, if your defensive Melee effort doesn't exceed your opponent's attack, you get a second chance by rolling Armor.
  • The armor lets you replace one or more Fudge dice with normal six-sided dice when using Melee to defend: 3dF+1d6 for Light, 2dF+2d6 for Medium, and 1dF+3d6 for Heavy. Add 'em up and that's your total.
  • Same as above, but you only take the highest d6 (and all of the Fudge dice) instead of adding them all up.

I've already made a decision, but I'd be interested in hearing your ideas.

As for weapons, only a few are affected. I think you'll agree that the ability to increase consequence severity is pretty unbalancing when every hit results in a consequence. Here are a few ideas I've had to make those heavy weapons more interesting without making them game-breaking:

  • On a successful hit, pay a Fate Point to put a fragile aspect on your target (e.g., Stunned, Off-Balance, Life Flashing Before His Eyes, etc.). It can be tagged once, for free, then it goes away.
  • If your Melee effort results in spin, put a fragile aspect on your target. Tagging the aspect costs a Fate Point.

I'm leaning towards the first one, but the second has its appeal, too. What do you think?

Post a Comment