User:Zykov/SimpleOnFootGM

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Simple On Foot GM

Summary

The simplified On-Foot GM style uses the character's combat stats and a simple 2d6 roll for resolving on foot challenges. This is in no way an official Admin supported method of On Foot GMing.

Rolling

+roll 2d6+<mod>

+roll 2d6+4

Representation

It is recognized that the following may not be an accurate representation of a character based on their pilot stats, and is only used as a guideline for a quick translation. See below for how these stats get used and translated to modifiers.

Stat Name Effects
Targeting The Targeting stat represents a person's ability of Awareness and Hand-Eye Coordination. This is used for defending against melee attacks, or shooting at long distances.
Piloting The Piloting stat represents a person's ability to move Quickly and make Athletic maneuvers. This is used for hitting people in close range or performing parkour.
Intuition The Intuition stat represents a person's ability to judge a situation and predict opponents. This is used for defending against ranged attacks, and using one's Insight for tactics and Knowledge.
Skill The Skill stat represents a person's ability to use their Strength and Skilled Hand Motions. This is used for using brute force, as well as picking locks, manipulating small objects, and generally using one's body to solve a problem.

Deriving Modifiers

At the start of a scene, each person selects their character's modifiers in each stat. +3, +2, +1, and +0. For a quick translation, use your highest stats on your +pstats in that order. If you feel a better translation is needed, or you have a stat that is the same, just pick whichever you want to represent most.

Setting a Target Number

In order to set the 'difficulty' of a task, this is a simple chart. Note that '2' is missing, as we expect people to be skilled at what they do, and a '2' always succeeds.

Target Number (TN) Difficulty Ex: Tar Ex: Pil Ex: Int Ex: Skl
3-5 Easy Shooting someone point-blank Punching a training dummy Answering a highschool level question Opening a jar of pickles
6-8 Middling Shooting someone semi-aware and moving Punching a random person in the streets Answering a college-level question Bodycheck someone in hockey
9-10 Difficult Shooting someone bobbing and weaving Punching a trained soldier Answering a professional-level question Forcing open a door
11-12 Really Difficult Shooting someone behind very solid cover Punching a Gundam Fighter Answering a doctorate-level question Wrestling an alligator

Challenge Successes & Health

A challenge has a certain amount of 'successes' it needs to remove a 'dot' of progress. A simple challenge will only have 1 dot of progress. But if you need something to be a 'multi-round task', you can give it multiple 'dots' or 'hp'.

The big thing to keep in mind here is the following:

  • If the number of Successes is not reached within a round, the progress resets (to represent momentum upon a task)
  • Overage on successes per round does not contribute to Dot / HP progress (to scale something into guaranteed multi-rounds)

Examples

A door

Challenge: Door (SKL 7) - 2 successes, 1 HP

This door needs 2 people to succeed in a round to make progress on getting down this door.

Named Soldier

Challenge: Johny Trevor (TAR or PIL 8) - 4 successes, 2 HP

'Johny Trevor' will last at least 2 rounds, and needs 4 people to hit a middling-to-difficult check to 'deal with them'.

Each round, depending on when Johny's turn is, Johny rolls a 2d6+2 or similar, to set the Target Difficulty for their rolls to 'avoid damage'.

Hacking A Digital Lock

Challenge: Digital Lock (INT 12) - 1 successes, 1 HP

A critical lock that gets in the way of their retreat! If they fail to meet this challenge, you can either make it 'take longer, and the heroes all take 1 HP of damage' or add some other complication.

Running an On-Foot GM Scene

Starting things off

At the start of an encounter, each person gets <Rounds> amount of HP (or stamina, or whatever you wish to use to refer to this as), and decides their +3, +2, +1, and +0 modifiers.

For larger scenes, it is recommended to use <3>. With the lack of an on-game object system to put a description on, each player will keep track of this number themselves. Otherwise, create a google document with edit rights, where everyone can keep track of it together. This represents the ability to be up and moving.

Running an Encounter

Try to give everyone something to do. If they run out of successes to deal within a round, allow them to do things that lower the Target Number of an upcoming roll.

Searching a Room for Clues

When doing a search through an area, set target numbers to search for clues on multiple things, like a Computer, a Cabinet, etc. If they don't succeed the Target Number, it is okay to say they don't find anything in that room. If it's an important clue, give them another go next round. Or, if they don't find the critical information, have the HP dots represent 'Party Morale', and lower it by 1 for the group for not getting what they expected to find.

Challenge: Computer Secrets (INT 11) - 1 successes, 1 HP

Challenge: Search The Room (TAR 9) - 4 successes, 1 HP

Challenge: Open Locked Drawers (SKL 8) - 2 successes, 1 HP

A round of battle

When doing a combat round, consider creating 2 enemies to split amongst. Set their TNs to hit to 7 or 8, and set the successes to 'everyone, half, rounded down, minus 1'. So for instance, if you have 9 players, set your TN at 7, and require 4 successes to overcome the opponent. If they fail to overcome the encounter in that 'round', roll 2d6+2 and declare if they are defending against a Melee or Ranged attack. If the players responding to that Target Number, they lose an HP.

Challenge: Johny Trevor (TAR or PIL 7) - 4 successes, 1 HP

Challenge: Jimmy Trand (TAR or PIL 8) - 4 successes, 1 HP

A Big Boss Battle

When doing a boss battle, use the above rule of thumb. But set the encounter's <HP> to 3 if the boss goes first, or 4 if the players go first. You can balance the pressure by rolling twice, and taking the highest. If the enemy team manages to win a round and has an extra roll or two, you can let them create interference - lowering the TN for 1 round, or maybe making the boss roll twice to attack, and take lowest. Feel out what you prefer.

Challenge: Biggy Bossmang (TAR or PIL 8) - 4 successes, 3 HP

Challenge: Right Handmang (TAR or PIL 7) - 4 successes, 3 HP

Example Combat

Players roll before they pose, to help the GM prewrite.

Challenge: Johny Trevor (TAR or PIL 7) - 2 successes, 2/2 HP
Challenge: Jimmy Trand (TAR or PIL 8) - 2 successes, 2/2 HP

[OOC] Player A says, "Johny, with gun"
Player A rolls 2d6+2: 10.
[OOC] Player B says, "Johny, running in with a sword"
Player B rolls 2d6+1: 6.
[OOC] Player C says, "Johny, punching him in the face"
Player C rolls 2d6+3: 9.
[OOC] Player D says, "Jimmy, using my sniper rifle"
Player D rolls 2d6+1: 5.
[OOC] Player E says, "Jimmy, throwing daggers at him"
Player E rolls 2d6+2: 11.
[OOC] Player F says, "Jimmy, going to grapple him"
Player F rolls 2d6+1: 13.

<player poses follow>

<gm pose>

[OOC] GM says, "Jimmy and Johny are both down 1 HP. They are attacking by means of Gun - so roll Intuition (INT) to defend. They are challenging, so they will take the highest of two rolls."

GM rolls 2d6+2: 7.
GM rolls 2d6+2: 8.

[OOC] GM says, "Target Number is 8"

Player A rolls 2d6+1: 7.
[OOC] Player A says, "I got hit. Down to 2 HP."
Player B rolls 2d6+3: 3.
[OOC] Player B says, "I got hit. Down to 2 HP."
Player C rolls 2d6+2: 11.
[OOC] Player C says, "Safe."
Player D rolls 2d6+2: 4.
[OOC] Player D says, "I got hit. Down to 2 HP."
Player E rolls 2d6+3: 4.
[OOC] Player E says, "I got hit. Down to 2 HP."
Player F rolls 2d6+1: 9.
[OOC] Player F says, "Safe."


Challenge: Johny Trevor (TAR or PIL 7) - 2 successes, 1/2 HP
Challenge: Jimmy Trand (TAR or PIL 8) - 2 successes, 1/2 HP

<we start again at the top of the round>

General Tips

Prewrite

As poses and numbers come in, start writing up the response ahead of time. Don't wait for the last pose to come in before you start writing your big GM pose.

Succeed Together

As a GM, it is your job to knit and entwine player actions. Especially in a boss encounter. If a character fails a roll, but the whole team succeeded a challenge, set them up narratively to help someone else succeed. Make things feel good. Help the characters interact together.

Rule of Cool

There are some characters for whom some things are Not A Problem. If Domon Kasshu wants to go through a door, he is going through that door. There are various situations where you may not wish to associate a difficulty, or just let a specific character style of a challenge. Helping people Express Their Character in that way can be important. If needed, just give the character in question an Extra Modifier for a challenge.