|
Post by Nero Grimes on Jun 19, 2011 18:07:42 GMT -5
|
|
|
Post by Brent Wolke on Jun 20, 2011 11:15:54 GMT -5
A buddy of mine really likes Risus but avoids most conflicts until he is absolutely sure he has the upper hand because he's afraid of being on the wrong side of the Risus "death spiral"....which can be short and brutal.
As such, I've contemplated hacking in Hit Points, but it just doesn't work within the concept of cliches, because of course, not everything is physical harm.
The one thought I had was essentially allowing "wounds" without removing the effectiveness of the cliche. My Alien Menace (4) can lose up to 4 "wounds" before he's out of the combat, but he still keeps rolling 4 dice every round until he does.
It doesn't remove the 'deadliness' of a combat, but ensures up until the end, it could go either way: You can have "second winds" and "come from behind" victories.
|
|
|
Post by Nero Grimes on Jun 20, 2011 20:11:21 GMT -5
You could always lift the damage system from D6 or Fudge
|
|
|
Post by risusmonkey on Jun 21, 2011 9:40:49 GMT -5
You could always lift the damage system from D6 or Fudge Using a stress track from FATE could certainly work. You could also take the PDQ approach and damage cliches that aren't being used.
|
|
|
Post by DJ Suptic on Jun 21, 2011 13:07:30 GMT -5
Pumping cliches, lucky shots and questing dice, and 1 time use bonus equipment all can help even out the odds a bit too. The Deadly Combat rules in the Risus Companion (where each round's winner is chosen by the highest rolled single die, as opposed to highest total) really soften up the difference in cliche levels as well.
|
|
|
Post by Brent Wolke on Jun 21, 2011 18:22:39 GMT -5
Pumping cliches, lucky shots and questing dice, and 1 time use bonus equipment all can help even out the odds a bit too. The Deadly Combat rules in the Risus Companion (where each round's winner is chosen by the highest rolled single die, as opposed to highest total) really soften up the difference in cliche levels as well. Right, which is what I meant by having the upper hand. The best circumstances, the right cliche for the right time, and so on.
|
|
|
Post by DJ Suptic on Jun 21, 2011 20:35:16 GMT -5
Well Brent, your Wounds system does a good job of keeping a person effective longer in combat. Maybe make it a point to show that losing combat isn't necessarily fatal, or in some cases, losing isn't even a bad thing. If the worst case scenario of losing combat to a bouncer is 'Getting tossed out on the street yet again', and you're generous with the healing rate, then your player will learn to happily jump into combat whenever it presents itself.
|
|
|
Post by Nero Grimes on Jun 21, 2011 20:48:12 GMT -5
My favorite weird rule is a pool of bonus die, in a Fudge group, pennies in a bowl. The catch is a player just can't take a point, someone has to hand him/her one. Let the Out Of Character games begin.
|
|
|
Post by risusmonkey on Jun 22, 2011 10:01:26 GMT -5
My favorite weird rule is a pool of bonus die, in a Fudge group, pennies in a bowl. The catch is a player just can't take a point, someone has to hand him/her one. Let the Out Of Character games begin. That's totally how Old School Hack handles Awesome Points. Having run the game three times, I can definitely say it's a hoot.
|
|
|
Post by msjackson on Jun 23, 2011 15:15:17 GMT -5
I was actually thinking of hacking the health system from OSH for Risus. Not sure how it would work exactly, but I was thinking that everyone would have the same number of health points (5 in OSH) and as you passed certain bench marks, say when you dropped to 3 and then again when you dropped to 1 you lose a die off your cliche.
Or something like that.
|
|