The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Creatures and Scale
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Creatures and Scale Goto page Previous  1, 2, 3, 4, 5, 6  Next
View previous topic :: View next topic  
Author Message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Apr 27, 2021 11:49 pm    Post subject: Reply with quote

Darklighter79 wrote:
Could these rules be adapted to special situations like a massive swarm attack?
Hundreds of small/medium creatures treated as one walker/capital ship opponent?

And this concept on another scale (pun intended)... There is a species in Hellas (a Hellenic history/mythology inspired space opera RPG), where individuals of the species are actually a hive of insects lead by a queen, who work together to achieve a humanoid form and act as a sentient "person." That's on my to-do list to adapt to Star Wars. Each wound status kills some insects of the hive, and healing involves procreating more insects to replace them. The hive altogether has character-scale.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 28, 2021 1:51 am    Post subject: Reply with quote

Sounds a lot like the Cree-Va from D6 Space (see the Aliens book, pg. 89).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 28, 2021 1:54 am    Post subject: Reply with quote

Darklighter79 wrote:
Could these rules be adapted to special situations like a massive swarm attack?
Hundreds of small/medium creatures treated as one walker/capital ship opponent?

I’d prefer to stat the individual creatures as smaller-than-Character-Scale (in the area of -8D or more), then give them an equivalent of a Coordination bonus based on the size of the swarm.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 28, 2021 1:57 pm    Post subject: Reply with quote

Naaman wrote:
IMO, any natural attack that allows a creature to "hit everybody" or get a bonus on attack or damage should always come with a trade off.

Not all trade-offs are - or should be - quantifiable in a stat, though. The Rancor’s trade off may be that it has to eat 100 kilograms of meat per day, and not some sort of combat weakness.


Quote:
My original suggestion was to allow the creature to modulate it's scale modifier (up to it's max damage, while taking a reciprocal penalty on its attack).

It may end up having that effect, but I'd prefer to phrase it in terms of some other form of bonus that offsets the Scale penalty.

Quote:
But another idea could be to consider the creature "over extended" during/after the attack, imposing a penalty to its reaction skills for the round. Coupled with the RoE attack/damage rules, this could give smaller attackers the opportunity they need to win ("wait for it to try to bite, then shove the spear into it's mouth!"... or some such).

This somewhat dovetails with my current concept for Brawling and Melee combat, where a single roll of Attack / Reaction covers an entire round of combat, but trying to do both at once incurs a -2D penalty (-1D each for MAP and CAP, but the penalty can be eliminate by choosing to go either Full Attack or Full Defense. In this case, certain, more effective attacks - such as claw sweeps or bull rushes - could be offset by requiring the attacker be unable to make a defense / reaction roll to counter.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 28, 2021 1:59 pm    Post subject: Reply with quote

garhkal wrote:
Maybe then, for larger critters, when they DO attack they can attack Multiple targets with NO maps!?

Or perhaps they can ignore MAPs equal to their Scale modifier, in order to keep it from getting out of hand.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14023
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Apr 28, 2021 2:43 pm    Post subject: Reply with quote

CRMcNeill wrote:
Naaman wrote:
IMO, any natural attack that allows a creature to "hit everybody" or get a bonus on attack or damage should always come with a trade off.

Not all trade-offs are - or should be - quantifiable in a stat, though. The Rancor’s trade off may be that it has to eat 100 kilograms of meat per day, and not some sort of combat weakness.


OR maybe after performing said 'sweep attack', if it DOES manage to grab someone, it MUST spend 1d rounds, trying to eat him, before it can attack someone else..

CRMcNeill wrote:
garhkal wrote:
Maybe then, for larger critters, when they DO attack they can attack Multiple targets with NO maps!?

Or perhaps they can ignore MAPs equal to their Scale modifier, in order to keep it from getting out of hand.


That's a better compromise.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Apr 28, 2021 6:04 pm    Post subject: Reply with quote

CRMcNeill wrote:
Whill wrote:
...There is a species in Hellas (a Hellenic history/mythology inspired space opera RPG), where individuals of the species are actually a hive of insects lead by a queen, who work together to achieve a humanoid form and act as a sentient "person." That's on my to-do list to adapt to Star Wars. Each wound status kills some insects of the hive, and healing involves procreating more insects to replace them. The hive altogether has character-scale.

Sounds a lot like the Cree-Va from D6 Space (see the Aliens book, pg. 89).

I think there is a very good chance that Jerry was inspired by the Cree-Va when designing the Myrmidons. I haven't asked him about it, but he is a long-time, multiple game licensee of the D6 System (but Hellas is unfortunately is not D6-based).
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Apr 30, 2021 1:55 am    Post subject: Reply with quote

As I get deeper into this, I just wanted to make a quick post about what sorts of skills Creatures might have access to:
    DEX
    -Brawling Parry
    -Dodge
    -Pick Pocket (think Monkeys or Raccoons)
    -Running
    -Thrown Weapons (rocks or sticks)
    KNOW
    -Intimidation
    -Survival
    PER
    -Hide
    -Search
    -Sneak
    STR
    -Brawling
    -Climbing/Jumping*
    -Lifting
    -Stamina
    -Swimming*
    *species dependent
    TECH
    -None, but potentially some species-specific skills for basic construction (beavers are a prime example)
Other skills may present themselves, such as a Burrowing skill under Strength to accommodate subterranean creatures like the Graboids from Tremors.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3191

PostPosted: Fri Apr 30, 2021 12:12 pm    Post subject: Reply with quote

I could see in the case of pets (or "animal companions" for characters whose concept revolves around the "ranger" or "druid" type) creatures also having the persuasion or bargain skill, attempting to manipulate their master with "puppy dog eyes" or displays of affection (like cats rubbing up against their owner while purring in order to get strokes along the head or back).

Or perhaps holding out on a task unless a treat is offered, etc. This may or may not come into play with creatures as opponents, but could come into play if trying to "tame" an otherwise hostile creature or when training an animal.

Some such instances may be covered by the PC's persuasion/bargain skill, with the animal simply rolling willpower to resist (might want to add willpower to your list).
_________________
.
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14023
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Apr 30, 2021 2:51 pm    Post subject: Reply with quote

CRMcNeill wrote:
As I get deeper into this, I just wanted to make a quick post about what sorts of skills Creatures might have access to:
    DEX
    -Brawling Parry
    -Dodge
    -Pick Pocket (think Monkeys or Raccoons)
    -Running
    -Thrown Weapons (rocks or sticks)


I could see adding melee, for those who are large enough to pick up a branch to use. Same for melee parry.

CRMcNeill wrote:
KNOW
-Intimidation
-Survival


I might add in languages (A # do speak), and maybe willpower.

CRMcNeill wrote:
PER
-Hide
-Search
-Sneak


Seems right.

CRMcNeill wrote:
STR
-Brawling
-Climbing/Jumping*
-Lifting
-Stamina
-Swimming*
*species dependent


And flight for those with wings.

CRMcNeill wrote:
TECH
-None, but potentially some species-specific skills for basic construction (beavers are a prime example)Other skills may present themselves, such as a Burrowing skill under Strength to accommodate subterranean creatures like the Graboids from Tremors.


I could see some having a minimum level of first aid...
Maybe a tech skill, to represent them building their homes..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sun May 02, 2021 12:43 pm    Post subject: Reply with quote

garhkal wrote:
CRMcNeill wrote:
KNOW
-Intimidation
-Survival

I might add in languages (A # do speak), and maybe willpower.

Willpower seems to be a factor of a creature's orneriness code.

garhkal wrote:
CRMcNeill wrote:
As I get deeper into this, I just wanted to make a quick post about what sorts of skills Creatures might have access to:[list]DEX
-Brawling Parry
-Dodge
-Pick Pocket (think Monkeys or Raccoons)
-Running
-Thrown Weapons (rocks or sticks)

I could see adding melee, for those who are large enough to pick up a branch to use. Same for melee parry.

Now we are getting into sentience. If I had to stat out great apes, I would stat them as full characters (thus with willpower and not orneriness). Star Wars seems to have a less blurry line between "creatures" and "characters." Are there any film creatures that should even have melee skills?
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14023
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun May 02, 2021 3:03 pm    Post subject: Reply with quote

Rancors. That's the only one i know of.. But it's been a great many years since i even READ the creatures guide.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3191

PostPosted: Mon May 03, 2021 12:02 am    Post subject: Reply with quote

I forgot about ornriness...
_________________
.
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 30, 2021 4:35 pm    Post subject: Reply with quote

Whill wrote:
Now we are getting into sentience. If I had to stat out great apes, I would stat them as full characters (thus with willpower and not orneriness). Star Wars seems to have a less blurry line between "creatures" and "characters." Are there any film creatures that should even have melee skills?

I'd be more inclined to go with a Special Ability of "Prehensile Limbs", which allows a Beast to pick up, throw or make simple movements with objects because it can grasp them (which not all animals can).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 12, 2021 7:33 am    Post subject: Reply with quote

After some consideration of the size-and-combat issue, I've mostly settled on giving larger creatures a bonus to Brawling equal to 1/2 of their Scale to account for the greater size of the weapon being used (headbutts, giant claws, etc). The two options would be to either insert it straight into the Skill list by applying the bonus to the Brawling skill, or to include it as a special feature based on the creature's size.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4, 5, 6  Next
Page 3 of 6

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0