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Post by slortar on Jan 27, 2010 10:30:05 GMT -5
One of the common complaints about WNM is that it's too campy and there's not enough grit to it. So, in this thread, I'm going to brainstorm ways to "grit up" the system if that's what you're going for. As it stands, the system already allows for some pretty unpleasant things. You can die from radiation poisoning and electrical fires, for crying out loud. So... Grit Variant Rule #1Disallow or Ignore the Silly Stuff. This mostly boils down to the sillier Talents in the player section (Ripped Shirt, Red Shirt, Catch Phrase, etc) and a lot of the random GM-oriented stuff like the entry on Cloud Monsters and most of the material in the Appendix. Grit Variant Rule #2Death's Door.The basic system assumes that once you run out of HP, you go unconscious and start taking STR damage. It also assumes you automatically stabilize, because it's not really a very harsh combat system. With this rule in play, once you're reduced to that point, you lose 1 point of STR per turn (in addition to any further damage you're taking). Once you run out of STR, you're dead. Medical treatment will stop the STR loss.
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Post by slortar on Jan 27, 2010 10:34:03 GMT -5
Grit Variant Rule #3InjuriesAny single attack that causes STR or more damage potentially causes an injury to some body part. Make a STR + Phys check vs a DC equal to the damage taken. If the roll is successful, there is no injury and no penalties are accrued. If the roll is failed, the injury is temporary. It lasts a few days (a sprained ankle, for example). If the roll is failed by 10 or more, the injury is more serious and lasts for a few weeks. Example: a broken ankle. If the roll is failed by 20 or more, the injury permanently damages that body part (but might be fixable in sick bay). Example: arm blown clean off. If it's not immediately obvious from the context where the attack hits, then roll a d6 and compare: 1 Head 2 Left Arm 3 Right Arm 4 Torso 5 Left Leg 6 Right Leg Examples of injuries: Head: Eye injury, hearing, concussion, broken/sprained jaw, bloody/broken nose, nasty bleeding gash. Arms: Sprained arm, broken wrist, broken fingers, bleeding wound. Legs: Sprained ankle, broken knee, bleeding wound. Torso: Broken rib, nasty wound, sprained back. Penalties vary from a -2 or -4 to an appropriate action to a 50% that you simply can't do something related to that injury because a necessary body part just isn't working right. The GM may also decide that multiple smaller wounds may "stack" to force an injury check. For example, if Lieutenant Smith takes a severe beating during a barroom brawl, the GM might decide that the 15 or so hp worth of damage he took from various punches and kicks may "stack" into one injury roll. If he fails, then he might suffer a cracked rib or a dislocated jaw. The GM can also "Dial" the DC's to his desired level of deadliness. If you really want the game to be more punishing, then instead of using 0/-10/-20 for the various level of injuries, you can try using 0/-5/-10 or some other split. Of course, this means after a few combats, half the crew's going to be hobbling around with peg legs and eye patches...
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Post by slortar on Jan 27, 2010 10:36:28 GMT -5
Just as a first go. I don't think the injury rule adds too much overhead but it is pretty grim for the base game's assumed tone. More as I think of them. I'm kinda tempted to port in the hull breech/explosive decompression rule from version 1 of the ship combat system. I've always thought that could lead to interesting/fun situations. Of course, the real answer to making the system grittier is to follow Rule #1 and then...tell stories in a grittier manner. I'm really just using this thread to float out alternate rules with interesting mechanics that can be swiped and easily integrated if that's what you're interested in.
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Post by Ronin84 on Jan 27, 2010 10:56:39 GMT -5
Grittier number 3 I might decide to use...I do like some of these!
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Post by slortar on Jan 27, 2010 12:14:00 GMT -5
Thanks!
And now...
Grit Variant Rule #4
Hull Breaches.
An area of the hull blows wide open in a random area within a given department. Anybody within close proximity to the Hull Breach takes 3d10 damage from the explosion. If they pass a DEX + Phys save vs DC 20, they only take 1d8 damage from the explosion.
Unless the GM has a reason to be specific about who is close to the hull breach, just assume a 50% chance that 1d6 crew members are nearby (use a smaller dice range for ships with less crew than a Constitution class starship).
If steps aren't taken to fix the hull breach, all air in that section bleeds into space within 2d6 minutes. Anybody within the same room as the hull breach has to make an opposed STR + Phys roll to avoid being sucked into the cold vastness of outer space by the escaping air.
The opposing roll has a bonus equal to 3d6-3 (minimum 0, roll separately for each character, but only roll once per character per event). The GM may adjust this number up or down depending on how far away the character is from the breach. The GM may also give the character a bonus if they find something to hold on to.
Failing the roll on a given turn drags that character 10' closer to the hole. If they pass through the hole, they have been shot into the vacuum of space and without adequate protection will begin to die in the usual ways.
Even if the character successfully resists the pull, the GM may call for another roll that turn for anything they're holding onto.
Successfully making the roll means that not only does the crewman avoid getting sucked closer to the breach, they may also (depending on context) move slowly towards an exit or an appropriate control panel.
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Post by jaysun on Nov 17, 2010 18:07:53 GMT -5
If you ever decide on slapping together a GM Guide or something you could include these.
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Post by slortar on Nov 18, 2010 8:26:55 GMT -5
I was thinking about eventually stuffing them into the Appendix somewhere in the main document when I got the bugs worked out of them. Or maybe putting them into a movie era book where everything's been "updated" to the early 80's.
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okumarts
Lieutenant
Drawing is what I do...
Posts: 51
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Post by okumarts on Nov 18, 2010 15:53:24 GMT -5
What makes WNMHGB so good is the camp. It's what makes the Original Series charming and the current iterations seem weak in comparison.
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Post by slortar on Nov 18, 2010 16:59:38 GMT -5
Granted. They didn't have as much competition so could get away with budget-stretching things like recycling warehouses full of WWII costumes or cowboy sets. It made for some entertainingly random viewing. On the other hand, tasty, tasty hull breeches.
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Post by jaysun on Nov 18, 2010 17:21:42 GMT -5
I was thinking about eventually stuffing them into the Appendix somewhere in the main document when I got the bugs worked out of them. Or maybe putting them into a movie era book where everything's been "updated" to the early 80's. Putting them into the Appendix is a good idea. Movie era book...sweet.
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