[freeroleplay] [Fringe] Conflict System

Ricardo Gladwell president at freeroleplay.org
Fri Dec 1 14:46:13 EST 2006


On Tue, 2006-11-28 at 13:10 -0800, Jerry Stratton wrote:
> > 1. Is there any point to a generic conflict system for combat, social
> > conflict, etc, given that it each sub-system be customised which negates
> > the benefits of have a generic system in the first place?
> 
> Possibly. I'd recommend creating a version in which all three systems do
> work the same, with the same terminology, and seeing how well that works
> in play. Even if you don't use it, you may find that it helps you
> determine the final design.

I'm considering dropping the generic conflict rules and just putting
physical combat rules for the 0.1 version of Fringe, with a view to
putting more realised, generic conflict rules back in later.

> I.e., there's no reason you can't have "surprise" in social conflicts; and
> interestingly it looks like you've dropped hit points for physical
> conflict but kept them (as reputation) for social conflict.

Actually, the text is probably out of date, but reputations should work
the same as damage from physical conflict: they are negative modifiers
for social rolls.

> The more similar you can make the systems, and the more you can push the
> customizations out of the realm of actual mechanics, the more than they
> work together. That is, a player could use social conflict to try to get
> out of a physical conflict--if the systems are the same system.

Interesting idea, I never thought of that.

> > 2. I'm not at all certain about the names I've used for the
> > damage/precision types ('glancing', 'direct,' etc). Suggestions for
> > alternatives are welcome.
> 
> Glancing and critical and fine; they're descriptive. Direct seems weird. I
> think because it sounds like it is describing the kind of attack, not the
> result of the attack (that is, without having read the rules, it seems
> like a direct attack could also be glancing or critical).  Perhaps solid?

I had real trouble coming up with synonyms for "direct". Solid  doesn't
seem to fit. Suggestions welcome.

> > 3. I'm not sure the arbitrary division between attack/hit rolls and
> > damage rolls makes a lot of sense.
> 
> You'll need to decide if you want "hit success" to be separate from "harm
> success". It's a tough question. On the one hand there is a tendency to
> see a really good "hit success" as if it ought to cause more harm. On the
> other, as Sam pointed out, sometimes you want the chance of laying on a
> hit to be separated from the harm caused by that hit.

I suppose the problem I have is that while a hit roll determines whether
an attack strikes true and a damage roll determines the amount of
damage, both contribute to the damage results with a good hit roll
extending the duration of any damage.

> Finally, I'd put short, one-turn examples in right from the start. This
> makes it easier for us to see what you actually mean to happen during
> play.

Good idea, I will put in play examples in when Fringe is more developed.

> Also, when there's a nagging feeling that something is wrong, I like to:
> 
> 1) come up with a play example of what seems wrong;

Great idea!

> 4) come up with a series of stream-of-consciousness far out mechanics to
> cover this instance and solve this problem from different perspectives,
> usually heavily abstracted.

Interesting.

> For example:
> 
> There are three abilities used with each attack: one governs its chance to
> connect, one governs the amount of damage it causes when it connects, and
> one handles defenses to incoming attacks. None of these can be the same
> ability. If you're using your charm to attack, you'll need to use
> something else to defend against attacks and to damage using that attack.
> You sneak in with your charm, and then twist the knife with your
> intelligence. But if someone attacks you while you're doing this, you'll
> need to use your Persuasion to avoid a connection.

Great idea!

> Jerry

Once again apologies for the delay in my reply and thanks for kind and
considered thoughts.

Kind regards...

-- 
Ricardo Gladwell
President, Free RPG Community
http://www.freeroleplay.org/
president at freeroleplay.org






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