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Idea Development - "Present day" Monster Movie


Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

Well, I think my biggest problem will be the weapon stats. It's a sad fact that most RPGs are midevil fantasy, and therefore not many have guns and rocket launchers for me to compare to, to come up with stats that'd work for them.


Or, more specifically:

 
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Re: Idea Development - "Present day" Monster Movie

Ah, now we're talking! That's exactly the kind of resource I need.
 

the_taken

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Re: Idea Development - "Present day" Monster Movie

Ah, now we're talking! That's exactly the kind of resource I need.
No, it's not. D20 Modern = Bad. The weapon stats may be passable, but the rest of the system is a bucket of fail. Do not use d20 Modern.
 
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Re: Idea Development - "Present day" Monster Movie

I'm just taking the weapon stats, and well, I actually just needed to see what a table of them looked like. I'm planning on making my own weapons and such, so it'll be a bit different.

I'll post the system I'm working on later tonight when I have time, but for now one more question. Is there an easy way to keep track of ranges of the monsters, or is it unsimplifiable?
 

Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

Would Excel work? Or do you not mean using spreadsheets to track values by.
 
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Re: Idea Development - "Present day" Monster Movie

I mean some of these battles are going to involve a lot of different units in one battle. When using explosives, it might become a bit tricky calculating splash.
 
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Re: Idea Development - "Present day" Monster Movie

Ok, this here is just the part of the system for combat with guns (and explosives) It's a bit complicated ATM, so I desperately need suggestions, but I feel that it isn't TOO much to handle.

I plan on having three statistics: Strength, Agility, and Intelligence. The chances to hit an enemy are based off Strength and Intelligence. Strength simulates how well the character can handle the gun, and Intelligence is for how good they actually are at aiming. Each gun will have a "recoil rating" that is subtracted from "Gun Skill"+2d20 in this equation. Gun skill is (Str+Military Training)/2. Then, Int is added and then range/2 is subtracted. If this value is higher then the monsters dodge, they hit. Basically:

[(GS+2d20)-Recoil]+Int-(Range/2) vs. Enemy Dodge

The point of this is to simulate skill level with the weapons. Some news reporter chick isn't going to be able to pick up an anti-tank weapon and go slice the enemy swarm like butter.

Damage will be totally weapon* and dice dependent, neglecting player stats totally, and have not been assigned to weapons yet (as I haven't made the weapons).

Some other points to make, automatic fire and the like will be handled via special attacks. Using these types of special attacks are, in essence, free. However, there is more then one way to use these attacks. The player may either attack one enemy, or attempt to hit up to 6 enemies at once. When firing many enemies, the damage role is just spread equaly between them, INCLUDING THE ONES THAT DON'T GET HIT. Each enemy has to go through a hit chance roll individually.

For example, say you are being attacked by five of "Enemy X". You choose to use full auto at attack all of them. You roll for 200 damage. Then come the roles for hit chance. In scenario A, you hit all five, and they take 40 damage each. In scenario B, you only hit B, but they still only take 40 damage. The remaining damage is lost forever.

Rolling for full auto on one enemy is pretty much the same. Six hit chance rolls for the same enemy, then split up the damage as before.

*As I said before, this is for guns only ATM. Melee will factor in stats.
 
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Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

Why is automatic fire an ability of a person? Isn't that generally the feature of a gun based on if you can hold down the trigger or not?
 
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Re: Idea Development - "Present day" Monster Movie

Why is automatic fire an ability of a person? Isn't that generally the feature of a gun based on if you can hold down the trigger or not?
Yeah, I'm removing that one. Was trying to make it so people who wouldn't normally use guns would utterly suck with them, but I upped the aiming penalty, so...

Oh, and right now I'm starting gun creation and testing out the rolls using this:

So far so good, but I'm gonna need some second opinions when I'm done.
 

Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

Well, along those lines, one of the benefits of firearms is how little training you need (Compared to other weapons). Most anyone, if given a gun, can probably hit something at point blank range.

I would suggest, instead of a massive aiming penalty, just make the range penalty much worse for anyone who isn't trained. For example, say you have a pistol give someone trained in its use a -2 penalty for every 30ft away the target is. A person who is untrained, however, might get a -2 penalty for every 10ft away a person is instead. Basically, anyone could use a gun to defend themselves, but only someone trained with a gun could use it to attack at range with any real chance of success.
 
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Re: Idea Development - "Present day" Monster Movie

Well, the part I'm concerned for here is not for point blank range, but as the swarm of enemies approach down a street or something. There should be a big difference in how many a trained solider can take out and how many a civilian can take out. At point blank range hits should be pretty common.

Though I agree, it can still use alot of tweaking to get this effect. Perhaps factor in the gun skill with the recoil instead of the dice roll? Would this be better? I invision civilians having a miltraining of 1, and military having no more then 4, max, with 2 being the most common within their ranks.

2d50-[(Range/10)/Miltraining]-recoil

Edit: Some statistics. Though the monster stats are still subject to change, a civilian, at 10m with an AK47 knockoff would hit the basic two types of monster I have planed 67% of the time roughly, with +-5 percent error.. With current weapon statistics, 40% chance to kill four attackers (assuming six plus are attacking, and firing at 6). Six is the max you can fire at at once if I didn't say it already. Remaining two take no damage, addition to whatever were not shot at. Might need to up the HP on the monsters now.
 
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Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

I could see that. Also, if you are including a critical hit system, have training affect that as well. A civilian will only hit a vital area on luck while a sniper might hit it with skill.

(I would also suggest a size penalty or bonus be considered as well. It is much easier to hit a barn door as opposed to a garden snake.
 
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Re: Idea Development - "Present day" Monster Movie

Haven't decided on critical hit system or not yet. Need to think about it for a while. I might simply do the "Epic Roleplay" rule that Dark Gate has, might not.

As for size, I figure I'll just factor it into the monster's dodge ability.

Also, might want to check my last post for any late edits. I incorrectly stated that all four hit would be KOed, but I made an error. The chance of that happening is only 40%. Guess it doesn't matter yet cause I haven't released the weapon statistics.

EDIT: I've removed the /10 after the range, as it marginalized the range too too much. The new forumla is :

2d50-(range/Miltraining)-recoil​

The civilians hit rate on basic enemy at 10m with ak47 knockoff is now 51%, at 20m hit rate is 26%, and at 30m, hit rate is 15%. Standard military at 10m is 55%, at 20m is 51%, and at 30m hit rate is 40%.
 
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Re: Idea Development - "Present day" Monster Movie

Ok, the guns are done. Twenty three in total, almost seems like too much though.

The way damage works, each bullet fired is represented by 2 dice rolls, while the sides of the dice go up as the strength of the gun increases. Pistols range from d4 to d8, whereas rifles range d10 to d16 for the best sniper rifle. Shotguns with d18 to d24. The lanchers are all d10, but with the rolls boosted, to prevent too many duds. Theres also a special weapon that's simply a d100.

Not sure if I want to post the list now, or save it for later.
 
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Re: Idea Development - "Present day" Monster Movie

Ok, I'd like one or two volunteers to help me playtest thing via PM. All I have left is Characters and Classes to work out, and they're essentially done, but need some equalizing.
 

Pheonix Alugere

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Re: Idea Development - "Present day" Monster Movie

I could do that.
 
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Re: Idea Development - "Present day" Monster Movie

Alright, thanks. I've sent you a PM with the pre-game setup.

@everyone else: Just now remembered, we need a name for this game! For some reason, I just can't seem to come up with any good one's myself, so any suggestion is welcome.
 

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Re: Idea Development - "Present day" Monster Movie

 
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Re: Idea Development - "Present day" Monster Movie

Yes, a Cloverfield pun is the obvious solution. I lied when I said I had no names in mind, I did think of "Clover Grove" :rolleyes:
 

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Re: Idea Development - "Present day" Monster Movie

I've always imagined being raped by grover, ever since I was 6
 
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