Recent Posts

Pages: 1 2 [3] 4 5 ... 10
SteamCraft RPG / Re: Question About Combat
« Last post by Avan Madisen on November 16, 2016, 03:39:03 PM »
Thanks for the reply, wasn't expecting one so soon.

You're absolutely right about the Rabbit Hole, I've seen some games that handle parrying in very strange ways.

I noticed the 'Dodge' part of Acrobatics after I posted my original message (I was right about having missed something) and granting a similar bonus to Melee Weapons did cross my mind. However I do feel that a character would only be able to do this if they A) have a held action to react, or B) sacrifice part or all of their next action.

I've also been thinking a little about the issue and one idea I had was taking into consideration that in melee, a character's attack is not necessarily a single attack but a sequence of attacks throughout the turn, which would include a fair amount of dodging and parrying, so a successful 'hit' would not necessary be a single hit.

The idea of the Parry Rule is one of those fallback, generic ways of handling it and I'm probably going to allow this, plus it works for both Melee Weapons and Martial Arts and would give Parrying as a Specialisation of each a real use. However, I would also add 10 point penalties for every parry attempt after the first one, partly as a warning to players about fighting too many enemies at once.

Again, thanks for the reply.
SteamCraft RPG / Re: Question About Combat
« Last post by Darius on November 16, 2016, 01:42:33 PM »
Thanks for buying the game!

I understand the combat issue.  It really relates to the idea of how do you represent defense in combat.  Consider a similar question.  Should a master swordsman be harder to his than a novice?  He would be trained in how to use a sword, which will mean he will have learned how to block, parry, dodge, etc.  So shouldn't it be harder to hit him?  Shouldn't a more agile character be harder to hit or a faster one?  There is a giant rabbit hole one could go down here that will complicate the system, raise issues of fairness, and lead to min/maxing based on bonuses.  I decided to avoid that.  But avoiding those issues for a lighter combat system doesn't work for everyone. 

This isn't to say you do not have options:

1. If you look at pg 74 under acrobatics you will find active defense.  You can use that skill for dodging attacks.  So, if you are going to have a martial arts character you can have them take this skill.
2. Not my first choice, but you could grant the same ability to dodge incoming non-projectile attacks to the martial arts ability. 
3. This was in the original rules, but removed before publication.  The original Martial Arts skill provided a bonus to the Armor Factor.  Every 10 points in Martial Arts granted 1 point of AF provided that the PC/NPC was wearing armor that had a speed penalty of 4 or less.   There was some concerns raised about min/max, which made be consider lowering it to needing armor of speed penalty 1 or less.  Then that led to concerns about confusion between mention 4 for using the skill but 1 for AF.  Then issue of fairness was raised.  Why don't those using melee weapons get a bonus?  I decided to skip the entire issue by just removing the benefit entirely.  But it plays well allowing the PC to have higher AF.  It makes them a little stronger than is intended, but it doesn't break combat.
4. Every 10 points in Martial Arts grants a 1 point penalty to hit.  So, a PC with 50 in Martial Arts would give any attacker a 5 point penalty.  It is a minor benefit that might appease your players. 

Parry Rule:

1. PC/NPC declares he will give up an attack that round and instead chooses to parry.
2. The attacker and the defender (the one parrying) both roll against the required attack skill. 
3. If both succeed then you compare how much that succeeded.  The one that succeeds by the most points (the difference between the skill rating and the dice roll) wins.  If it is the attacker, then the defender suffers half damage.  If it is the defender, then no damage occurs.
4. If the defender rolls a critical success and the attacker does not, then the parry is not only successful, but the defender has reversed the attack.  This allows the defender to immediately roll dice to make an attack. 
SteamCraft RPG / Question About Combat
« Last post by Avan Madisen on November 16, 2016, 06:45:32 AM »
This is my first post on these forums, I picked up Steamcraft because I'd been looking for a Steampunk RPG for a while when found a copy in my local game store and thought I'd give it a try.

I've been going through the rules but I have a question about the combat system since the there is something that seems quite glaring in its absence to be, unless I've missed something.

Basically, in the section that details how to run combat on pages 113, 114 and 115 the only examples of combat rolls don't show how the defender's abilities and actions factor in (e.g. attempting to dodge or parry an attack). In my mind actually getting a hit on a master martial artist is much harder than fighting a novice, however following the rules in the book the target to roll under would be same in both cases. Is this how the rules were intended or have I missed a section?

The main reason I ask is because I know my players, and if I tell them they can't attempt to parry or dodge attacks because "the rules don't allow it" they'll want to play something else, plus I don't want to just throw in something of my own as it might unbalance the game.

Thanks in advance.
SteamCraft RPG / Re: PC abilities while in Animal Form
« Last post by Darius on September 13, 2016, 02:55:22 PM »
It depends on the animal.  It physically changes the shape of the animal.  It grants roughly the animals physical attributes.  The PC can retain its HP.   So, a cats will be able to be fall on all four feet, and a wolf will have sharp teeth that does damage. 

As for the skills, that becomes complicated.  The skills are retained, but the question becomes as to if they are usable.  It depends on what is being attempted could be done in that body.  So, most animals would not be able to do thieving skills or engineering.  However, knowledge would be retained. 
SteamCraft RPG / PC abilities while in Animal Form
« Last post by johnse on September 09, 2016, 05:45:49 PM »
When a PC casts the Animal Form spell, does she retain the abilities of the PC in human form?

Devils and Vampires are listed that they do. Werewolves may at higher levels. No mention is made for spell-based shape changes.
SteamCraft RPG / Re: Stacking Armor
« Last post by johnse on September 05, 2016, 04:00:20 PM »
OK. Thank you for the detailed explanation.

Re: Spiderbrains
Yes, they can do up to 4d10, but they apply AF to each of the 1d10 hits separately--thus the thought that a high AF character would be immune.

I will let my players know the reasoning behind the non-stacking of non-shields. That certainly makes for a better balance.
SteamCraft RPG / Re: Stacking Armor
« Last post by Darius on September 04, 2016, 08:13:38 PM »
Shields stack with other armor for two reasons.

1. It is meant to represent the abstract benefit of a shield plus other armor.  In reality, it should only work if the shield takes part of the blow, but that makes combat more complicated. 
2. Shields are further outside of the body and allow for partial deflection of hits that then enable less damage to be taken. 

The stacking of other armor won't really work.  Everything would be on the body so all of the energy is already there.  The rules are not intended to allow the stacking of armor.  Instead, it is the highest AF that works.  A coat and a corset aren't going to protect your head, it is meant to be an abstract method.  For more realism, you could determine AF by body part and use the advanced combat rules.

As for armor durability:

The durability of armor is determined by multiplying its AF by 10. Every hit reduces the durability by 1 point. Every 10 points of durability loss results in 1 point less of armor protection. In cases
where the durability is above 100, there is a minimal amount of protection the armor will provide regardless of its actual durability. For every 10 points above 100, there is a minimum of 1 point of protection, e.g. 110 provides at minimum 1 point, 120 provides 2 points, etc.

AF greater than damage.

Yes, fit he AF is greater than damage, then the PC is generally immune.  It depends on the damage type and sometimes hits ignore all armor protection.  But, one thing to consider.  If you are in full metal armor, you are going to move slow, be loud, and be very noticeable.  That means probably always losing initiative and sucking at saving throws.  If the PC were to end up on his back or the ground, it will take a few rounds to get up, unless someone helps.  It is hot.  You will take double damage from heat or electricity attacks.  It interferes with casting spells. 

The idea of that armor is sometimes you will need a PC to be a tank.  They will be able to go into a situation and hack and slash and take minimal damage.  If you are going into battle or exploring an ancient ruin filled with undead.  But, it isn't going to be armor people will just walk around on the street with daily. 

The adventures were designed to slowly wear the PCs down before a harder battle at the end.  These combats are designed to create some tension, add to the story, consume some PC resources, and slightly weaken the PCs.  The writer did not think that the entire group would be in decked out max AF armor.  If your group does that, then you will need to adjust.  You can either add more creatures/different types or increase their damage to balance out the combat.  But, if it is just one PC, then you shouldn't need to tinker too much.  Creatures don't have to be stupid.  They can go after the weaker ones or find some other method to deal with a high AF target. 


These creatures do 1d10/ per leg and can hit with up to 4 legs.  So, a successful hit, could in theory, do 4d10 damage.
SteamCraft RPG / Stacking Armor
« Last post by johnse on September 04, 2016, 04:03:30 PM »
The rules address stacking shields with other armor, but there also seem to be some other combinations that would work. For example, one of my players wants their character to have a reinforced corset and a lined trenchcoat. This seems perfectly reasonable in terms of bulk, and per the rules would seem to give an AF 11 with a speed penalty of 4. The lined trenchcoat could seemingly be a useful add-on to many of the armor types.

Also, if the AF is greater than the max damage of an attack, is the wearer truly impervious? Ex. spiderbrains do 1d4 of 1d10 damage if they hit, but AF is applied to each of the 1d10's instead of the total. The above combination, or a cuirass would seem to therefore be impervious.

The armor rules also mention an optional damage type rule where armor can be damaged, but I haven't seen anything else about how to handle that. Can you elaborate?
SteamCraft RPG / Re: How does Enchant Object work?
« Last post by johnse on September 04, 2016, 03:44:32 PM »
Thank you. That helps a lot :)
SteamCraft RPG / Re: How does Enchant Object work?
« Last post by Darius on September 03, 2016, 11:15:04 PM »
As the game evolved, the amount of magic and magical power was toned down.  As part of that, the creation of magical items in the rules were mostly removed.  The idea was to make them adventure for magical items and to focus more on technology.  What you are seeing is a legacy spell that was primarily left in for alchemy. 

With that said, I can give you the basics.  I will start with alchemy and then show how you can move on to other items.  First, you make a check against alchemy to know what items are needed for the potion.  For example a flying spell might require helium, a rare feather, or other parts of birds.  Then some miscellaneous stuff.  That is all determined by the GM.  The ingredient check ideally should be made by the GM secretly. 

Once the potion is made, then a caster will cast enchant item.  That prepares the potion to receive the spell.  Then, the spell you want the potion is have is cast into the potion.  For flight, that would be a fly spell.  It takes one hour be grade of the spell, i.e. a IV spell will take 4 hours.  After than the potion is usable, however a check to see if the spell took isnít made until the potion is used.  Or the GM could made a roll in secret and note it. 

The same method can be used for limited use items.  A roll against arcanum would be used to note what type of material might be needed.  Then, the enchant item spell is cast on it.  Then the spell that you want the item to have.  For multiple uses, you will cast more than one spell.  So, if you wanted three uses in boots of flying, then you will cast fly three times. 

For the creation of permanent use powerful magical items then you need to look at the Combine Energy spell.  A roll against arcanum is made to determine the parts.  Those then need to be assembled, in so far as possible.  So, lets say you wanted to make an amulet of spider climbing.  You would likely need expensive metals, maybe some gems, and certainly the part of the spider the produces silk.  Forging would be used to make the item, although some parts might not be able to be merged at the moment.  Then, you cast enchant object.  Then you can the spell you want.  Then you cast Combine Energy.  If you leave the item as the same grade as the spell, then it would be a grade III magic item.  The grade of the item times 5 gives a penalty.  In this case, it would be a 15 point penalty.  If the use of enchantment is successful, then the item is made.  If not, then the item is ruined and you must start over.  The GM will determine the limit of the power.  That is, if it usable once per day, every hour, all the time, etc.  The more times it is used, then the higher the grade of the item should be.   
Pages: 1 2 [3] 4 5 ... 10