[FMAS] FMASuper

13 posts ยท Jan 23 2002 to Jan 25 2002

From: Laserlight <laserlight@q...>

Date: Wed, 23 Jan 2002 14:49:25 -0500

Subject: Re: [FMAS] FMASuper

From: Andrew Martin Al.Bri@xtra.co.nz
> I like the idea of rolling one or more D20. Say one D20 for street

"Okay, the thug shoots you with a.22 pistol." "Ha! Doesn't he know I'm
UltraDude? I give him a steely grin as I stand there and take it." "Okay, he
hits, rolls a d4 for damage, and it's a 4." "Yawn. I roll my d100 defense
and...01...." "Beat you by x4, that's Instant Death, isn't it?"

One of the flaws with the FMA system--I'd rather have "5d10+50" instead
of just getting bigger dice.

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 24 Jan 2002 08:59:36 +1300

Subject: Re: [FMAS] FMASuper

> Laserlight wrote:
instead of just getting bigger dice.

That's just one of the reasons, why I prefer not to work out a quality of
success on just one roll. Instead, in my variant for damage, I use multiple
dice rolls for damage.

I'm also thinking that it's a good idea to have things like
"bullet-proof"
and so on.

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 23 Jan 2002 12:52:59 -0800

Subject: Re: [FMAS] FMASuper

> Andrew Martin wrote:

> > "Okay, the thug shoots you with a .22 pistol."
instead
> of

This touches on the reasons FMAS seems unsuited to RPG's - the variety
of skill levels for RPG heroic or superheroic characters, as well as the level
of superability many RPG'ers want in their characters. Has anyone worked on
this particular issue?

Brain B2

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 24 Jan 2002 10:03:41 +1300

Subject: Re: [FMAS] FMASuper

> Brain (?!) wrote:

I've written up "S", it's a RPG system using the D4 through D12 dice system of
FMA, and relates the Dice to the Fudge levels. "S" is available at:
        http://valley.150m.com/S/S.html
Caution: the dueling combat system needs more examples, plus the version on
the web doesn't integrate movement with combat actions in a good enough way.
Also, be sure to read it thoroughly, as it's easy to get a wrong impression of
the combat system as I've just recently discovered. If you've got any
questions, please let me know.

Basically, the D4 - D12 levels have a few slight modifiers to increase
the range of skill values. For extremely high levels of skill or power, the
dice system starts rolling two dice instead of one.

Also, damage results are multiple dice rolls of weapon damage versus armour
protection or character size. Each success increasing the level of damage of
this particular wound.

From: Laserlight <laserlight@q...>

Date: Wed, 23 Jan 2002 16:08:29 -0500

Subject: RE: Re: [FMAS] FMASuper

From: Brian Bilderback bbilderback@hotmail.com
> This touches on the reasons FMAS seems unsuited to RPG's - the variety

er....didn't I do that earlier this thread?

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 23 Jan 2002 13:18:37 -0800

Subject: RE: Re: [FMAS] FMASuper

> laserlight Wrote:

> >This touches on the reasons FMAS seems unsuited to RPG's - the

Probably, but I missed it. Sorry.

From: Alex Williams <thantos@d...>

Date: Wed, 23 Jan 2002 18:38:59 -0500

Subject: Re: [FMAS] FMASuper

> On Thu, Jan 24, 2002 at 10:03:41AM +1300, Andrew Martin wrote:

This is likely a good place to interject about a published RPG based
on a die-system very similar to FMA: Ironclaw (and soon, Jadeclaw).
See http://www.ironclaw.com ...

The basic die resolution for a skilled character typically involves two dice:
One from the Stat rating, one from the Skill, with possible additional dice
from Racial or other modifiers. In practice, it works quite well.

From: Beth Fulton <beth.fulton@m...>

Date: Thu, 24 Jan 2002 11:03:50 +1100

Subject: RE: [FMAS] FMASuper

G'day,

> One of the flaws with the FMA system--I'd rather have

Actually I think the scaling dice system is much better than adding modifiers
left right and centre and you can always smooth it over with
multiple dice rather than straight modifiers - thus 2D8 instead of a D16
etc (OK you can't get a 1, but it still works pretty well).

But that's just my opinion.

Cheers

From: Beth Fulton <beth.fulton@m...>

Date: Thu, 24 Jan 2002 11:05:28 +1100

Subject: RE: [FMAS] FMASuper

G'day,

> This touches on the reasons FMAS seems unsuited to RPG's -

Actually I would've thought the opposite. Why do you feel its too restrictive?
Number of stats? Mechanics?

Just curious

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 23 Jan 2002 16:33:17 -0800

Subject: RE: [FMAS] FMASuper

To reply to this and your last e-mail, beth, I was laboring under the
misconception that, just as in DSII, the FMA system in general discouraged the
use of multiple dice rolled and added up (As in DS II when a roll of D10 and D
8 means you roll both, and take the higher result). I suppose you

COULD do some sort of progression like 1D4, 1D6, 1D8, 1D10, 1D12,
1D12+1D4,
1D12+1D6, ETC....

> From: Beth.Fulton@csiro.au

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 24 Jan 2002 13:39:00 +1300

Subject: Re: [FMAS] FMASuper

> This is likely a good place to interject about a published RPG based

Ironclaw works pretty well. I've run a small campaign using the system. But, I
couldn't understand how bows and crossbows worked in IronClaw.

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 24 Jan 2002 20:34:13 +1300

Subject: Re: [FMAS] FMASuper

> Brian wrote:

I've got a friend of mine trying exactly that for his RPG campaign.

From: Beth Fulton <beth.fulton@m...>

Date: Fri, 25 Jan 2002 11:22:10 +1100

Subject: RE: [FMAS] FMASuper

G'day,