tag:blogger.com,1999:blog-88336734685912747612024-03-13T13:36:48.255-07:00Red Ash World EngineAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.comBlogger88125tag:blogger.com,1999:blog-8833673468591274761.post-57737967205895067532013-12-27T11:20:00.002-08:002013-12-27T11:20:52.491-08:00New tool finishedThe Creation Points Calculator is done and online. You can find it here <a href="http://redash.org/calc_creation_points.php">http://redash.org/calc_creation_points.php</a><br />
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<br />
This tool is the one I have been working on for the last year (off and on). It's purpose is to address an issue I had with the Red Ash System and how it is current configured. This issue was a limitation of making truly powerful creatures, like demons or dragons.<br />
<br />
The current rule is to use a flat value of 6000 for a playable species and 5000 for any non-playable species. These points were then used to buy traits, better stats, and so on. Any points left over would be your starting population to fill the world, that is yet to be created. I have fewer points for non-playable species simply because I did not think there would be a need to manage a population of monsters, demons, or even bears. But trying to make a dragon in Red Ash just kept coming up short of the grandeur I felt these creatures truly deserve. <br />
<br />
A simple solution to this issue would be to toss more points at the problem. I tried 10k points, 20k points and while this works I felt it was...well a hack. I then thought I could make additional negative traits to "excuse" the added points being used, again to hack-ish. <br />
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<br />
The approach I decided on was to use a species life span and the various stages one goes through as a model to generate a base for these points. This allows Red Ash to generate a very wide amount of starting points and will require all in game creatures to have their age monitored and life stage advanced. <br />
<br />
The stages are broken down into: Newborn, Infancy, Toddler, Child, Adolescent, Adult, mature and Elderly. Each stage has a significance in the game mechanics and all life will fall into these groups. <br />
<br />
<ul>
<li>Newborn - The stage where the body is fully formed. But it is weak and helpless. The senses are not very acute and comprehension is limited.</li>
<li>Infancy - Shows a marked increase in the senses. The body becomes stronger and the individual can hold themselves up. basic locomotion can start here.</li>
<li>Toddler - Physical strength continues to improve and the individual can get around on there own. Agility and Coordination still need improvement. An understanding of basic communication starts (tiers 1-2 only). Mundane traits activate, like poison. I will need to add these values to the traits.</li>
<li>Child - Physical able to get around on there own with greatly improved strength, agility, coordination and senses. Communication skills are solid. Skills training can begin.</li>
<li>Adolescent - Reproduction activates but at a higher risk percentage to parent and offspring. Powered or other special traits activate. More advanced skills are open (tier 3-4)</li>
<li>Adult - Full maturity is reached, no penalties for reproduction. all skill tiers are open.</li>
<li>Mature - Increased risk for reproduction. Physical abilities begin to wane.</li>
<li>Elderly - No longer able to reproduce. Physical abilities continue to reduce. Mental abilities begin to reduce. At the end of this stage an individual will roll a 10% chance to die from natural causes. This percentage increases by an additional 5% per year that they continue to live.</li>
</ul>
<br />
In game terms this creates so very interesting questions that can be presented to the strategy player, it can also limit the rpg player in race selection when making a new character. but more on all this later.<br />
<br />
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-34091127143540066162013-05-11T08:02:00.001-07:002013-05-11T08:06:34.991-07:00Conception, Birth, Life and Death<br />
<div style="margin-bottom: 0in;">
In a game system one must wonder why
bother to have rules to for reproduction and a lifespan. In truth, it
is not needed. Unless you intend on creating a world with a dynamic population of species. A world that once the last of a
species has been killed they are then extinct.
</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
But population plays a bigger role in
the real world than people give it credit. A population that grows to
quickly can face issues of starvation, disease and the overuse of
resources like water supplies. A population the does not grow quickly
enough can be outpaced by their competitors. These issues can lead to
war or even crime.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
Dragons, the canon of fantasy rpgs, are
often the target of adventures for the fame and fortune contained
withing their lair. But what if this was the last dragon? Using the
classic western dragon archetype, that being a powerful force of
destruction, do you still seek the end of an entire species?</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
I'm not trying make a moral point. I am
trying to raise the questions of the role that a population plays in
the greater scheme of life and to this end I feel the need to justify
the existence of a creature in the Red Ash World Engine.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
As a game mechanic Red Ash will use
life span and its stages of life, plus the rules for reproduction to
determine the population points that a species has during the
creation processes and the pace that a population can grow. Implementing these new rules will require me to
remake the defined species and this will take some time.</div>
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-79900036507525245312013-02-11T04:57:00.001-08:002013-02-11T04:57:38.916-08:00Mansen Lin has added a new image to Red Ash, the DwarfOne of the iconic figures of myth, lore and RPGs now has a new image within the Red Ash World Engine. A young dwarf warrior leans up against a wall after a battle. Stop in and take a look at Mansen's image here and in his gallery.<br />
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<br />
State of the game:<br />
<br />
I have been thinking of make a change to the rules and possibly the website (again). For the website I am thinking of dividing the site into 3 sections.<br />
<br />
<ul>
<li>First would be the species generation and focus on all rules involved with the designing of species.</li>
<li>Second would be the rules for classes, class advancement, class templates and skills.</li>
<li>Third would be the game rules such as combat, sight distance, mood and handling encounters, and related rules.</li>
</ul>
<div>
<br /></div>
<div>
In addition I was thinking of making a change to the species creation process to contain a stages of life that would go from gestation to birth then through various stage of life until death. </div>
<div>
<br /></div>
<div>
Why bother, you may ask. well My system has an imbalance with 1st level characters encountering a 1st level hydra. This needs to be better thought out. The life stages is one way to handle the difference without tossing an encounter level on it. So I can include a population of many creatures that exist in a world but may not be ready for encounters themselves.</div>
<div>
<br /></div>
<div>
I am still working on this and will make a post on what I will do later.</div>
<div>
<br /></div>
<div>
All the Best,</div>
<div>
Chris J.</div>
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-67937244337998600252013-01-19T08:59:00.002-08:002013-01-19T09:08:12.714-08:00New map added: The City of Rivers End<div class="separator" style="clear: both; text-align: center;">
<img alt="Small Map of the City of Rivers End" border="0" height="320" src="http://www.redash.org/images/small_map_of_the_city_of_rivers_end.jpg" title="Small Map of the City of Rivers End" width="269" /></div>
<br />
Finally got the city map done for the city of Rivers End. This will be a part of my upcoming adventure for the Red Ash World Engine and took me way to long to make. A large image can be seen <a href="http://www.redash.org/images/map_of_the_city_of_rivers_end.jpg" rel="nofollow" target="_blank">here</a>.<br />
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<br />
Each Hex is 10 meters in diameter or about 32 feet and 10 inches. The numbers on the buildings will be referenced in a small booklet that will give details about the building and its occupants. With a population of about 30,000 many of these structure will end up being 2 stories or more. <br />
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<br />
The purpose of the booklet will be to record a place like a city, town or dungeon at a specific period of time, its condition, inhabitants and so on. So when playing in the world you play in a specific time. I am thinking this will be separated into ages and kingdoms, but now I'm getting ahead of myself ;).<br />
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I will not make the population by hand but I will design a script (PHP) to do it and fill in the buildings details. I plan to model my data structures of off the information found at <a href="http://www222.pair.com/sjohn/blueroom/demog.htm" target="_blank">Medieval Demographics Made Easy</a>. I will need to modify it to meet the needs of my system and society, but it is a great starting place.<br />
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<br />
My next map will be the small village to the south and maybe one farm that are also a part of the first adventure.<br />
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<br />
All the Best!<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-9129603231893611282013-01-14T17:40:00.000-08:002013-01-14T17:40:00.314-08:00Mansen Lin has added a Added a new imaage for the Saurian Species!Mansen was kind enough to offer another image and this time for the Saurian species. Saurian are big, Titan sized reptilians known for their fierce social morals and a strict belief eat or be eaten.<br />
<br />
Stop in a take a look at the new image on the species listing <a href="http://www.redash.org/species/saurian.php" target="_blank">here</a> or at Mansen's Red Ash Gallery with the bigger image <a href="http://www.redash.org/gallery.php?aid=2" target="_blank">here</a>.<br />
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<br />
All the Best,<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-47420048947878416072013-01-06T11:13:00.001-08:002013-01-06T11:13:51.567-08:00New Image "Looking Down" by artist Mansen LinMansen sent me a new image for the Red Ash system and I "finally" got to putting it up...my fault of course. But I needed to think on just where I was going to place it and I was thinking on showing it on the main page.<br />
<br />
The reason I felt so strongly about the image is I feel it represents some of the main reasons people play RPGs, the story and the adventure.<br />
<br />
Mansen's image simply invites you into one of many story possibilities. The silver haired adventure escapes the burning city below. He climbs the cliff escaping the chaos below. Pausing he takes one more glance back.<br />
<br />
Was he the cause of the burning city? Was he escaping it? Is he being hunted? So many possibilities from one image, well done Mansen!<br />
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I ended up not placing on the main sites page. Once I scaled it down it lost some details on the climber. I finally decided to add image support in the skills. So head over to the <a href="http://www.redash.org/skills/climb.php" target="_blank">page for the climb skill</a> and have a look at a great image by Mansen Lin!<br />
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<br />
All the best!<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-54950887485742940542013-01-02T04:56:00.000-08:002013-01-02T04:56:25.504-08:00Happy 2013! ...a day late but there is a good reason...I now feel safe in that the Mayans were wrong, or was it the people misinterpreting their calendar were wrong? At any rate I will be moving forward with the maps and I hope to get to the actual adventure (done/working) this spring/summer/fall. In the mean time I will keep chipping away at.<br />
<br />
<br />
Mansen Lin sent me a new image....last week and I will post it as soon as I figure out the best spot for it. I will strive to get that up this week end.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-61210609492129089032012-11-19T04:41:00.002-08:002012-11-20T04:36:30.393-08:00RPG World mapHere is my first release for the coming rpg module for the Red Ash World Engine. This will be a free module you can download directly from Red Ash. I plan on following the first module with at least two more free modules to complete one story arc.<br />
<br />
When I am closer to having it complete I will be looking for some help in the form of editing and illustration.<br />
<br />
For now take a look at the lay of the land. On the map you will note many areas that are not labeled, this is on purpose as this is a wild and untamed land. BTW the big map is BIG so be aware if you have a slow connection it will take some time.<br />
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<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.redash.org/images/map_of_terra_of_censra.jpg" rel="nofollow" target="_blank"><img border="0" height="332" src="http://1.bp.blogspot.com/-sZ2Ulmyq6ak/UKoobl2pCMI/AAAAAAAAADo/MtH6ygvcZfI/s400/small_map_of_terra_of_censra.jpg" width="400" /></a></div>
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<br />
All the best!<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-51282678660872835542012-10-19T05:11:00.002-07:002012-10-19T05:11:30.488-07:00A "new?" look at turn based action....<br />
<div style="margin-bottom: 0in;">
I had an odd idea on turn based action
and wanted to see what others may think of it. In case you do not
know what turn based action is, let me explain.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Turn based action is where all active
members of the game have a set turn when they can an action like an
attack. Anyone that has played a table top game will be familiar with
this. From D&D to Monopoly all players have a “turn”, it's a
simple game mechanic. The problem with it is, is that this is when a
game can slow down for the other players. This is specially true when
you have a player that is not paying attention.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
So my odd idea is a simple change of
the turn based action from being a “take your turn now” to “your
action is due now”. So in something like the Red Ash World Engine
(or any role playing game) instead of having a turn for the player to
figure out what to do and to go on, they need to be ready to perform
their action. If they are not ready then they get skipped until their
next turn. While other players or NPCs are taking their turn a player
can figure out what their next action will be and ideally speed up
the combat. In play I think this would make for a more intense
combat.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
So has anyone tried this? If so what
was your experience with it? And what do I call it...?</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
All the best,</div>
<div style="margin-bottom: 0in;">
Chris J</div>
<div style="margin-bottom: 0in;">
<br /></div>
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-24676285193981804572012-10-12T04:50:00.001-07:002012-10-12T04:50:39.319-07:00The Dog Days of Summer........became the dog days of early autumn. This is just a quick note to let everyone know I am still working on Red Ash. I just took a bit of time off to play some games and decompress from the same old; work, eat, sleep cycle.<br />
<br />
Now I will need to get back to hammering my keyboard and try to finish this first Red Ash RPG Module.<br />
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<br />
Till then...All the Best!<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com1tag:blogger.com,1999:blog-8833673468591274761.post-53637911984445920352012-08-19T11:28:00.002-07:002012-08-19T11:28:21.501-07:00Why people don't venture into swamps<br />
<div style="margin-bottom: 0in;">
Besides the obvious humidity and heat,
plus the bug, snakes and reptiles, you have to hope to not cross
paths with a<a href="http://www.redash.org/species/lacerian.php"> Lacerian Assassins lurking in the shadows</a>. While
Lacerians are not widely known for being aggressive they have learned, over the years, that many view them as monsters. So stop in and take a
rare glimpse of the <a href="http://www.redash.org/gallery.php?aid=2">Lacerian Assassin illustrated</a> by <a href="http://www.mansenlin.com/">Mansen Lin</a>.</div>
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-84329952281044581422012-08-18T08:21:00.002-07:002012-08-18T08:21:47.538-07:00Orcs! Eco-Terrorist or Eco-Warrior...you decide!<br />
<div style="margin-bottom: 0in;">
The correct answer is neither. They
live to fight and fight to live. For the Orc there is no better
embrace of life than when you face death and accept the brutality of
life. This mindset is displayed by a new image from artist
<a href="http://www.mansenlin.com/">Mansen Lin</a> and his new image of the Orc Warrior doing what Orcs do
best...burning down villages. I'm sure this entire scene was just a
misunderstanding about land ownership claims.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Anyways check out the new image of the
Orc<a href="http://www.redash.org/species/orc.php"> here</a> and see the bigger image<a href="http://www.redash.org/gallery.php?aid=2"> here</a>.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Mansen's Orc also marks a slight change
in the Red Ash Website to support multiple images in the species
section.</div>
Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-35403012425032695322012-08-13T17:02:00.002-07:002012-08-13T17:02:22.309-07:00Artist Mansen Lin is Back!And he has been kind enough to bring a lovely gift for Red Ash that shows his hard work and dedication to his artist craft. Mansen Lin emailed a really cool image of a <a href="http://www.redash.org/species/centaur.php">Centaur Warrior</a>. Posed in dramatic fashion in what looks like the end of a charge where he has scored first blood! So stop in and take a look at the new Centaur image or checkout the<a href="http://www.redash.org/gallery.php?aid=2"> big image</a> in Mansen's Red Ash Gallery.<br />
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<br />
Once you are done, head over to his website and have a look at some of commercial work. <a href="http://www.mansenlin.com/">http://www.mansenlin.com/</a><br />
<br />
<br />
<br />
Combat Sim....on hold for now.<br />
<br />
I put the combat sim on hold for now as I have taken a short break to recharge my batteries. My code just was not up to the level I wanted it to be and so it needs to be redesigned.<br />
<br />
In the mean time I have been beginning to outline a module and a setting for Red Ash. Its very early but I will try to keep every one informed when I am further along.<br />
<br />
I also have been thinking about a finally writing a few pdf guides targeting different users, namely; world builders, game masters and of course players. The module will be first though so I can use that to collect feedback on the system and how its received by gamers. Something that has been suggested to me on a few occasions.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-22711516226744844442012-07-26T18:11:00.003-07:002012-07-26T18:11:57.646-07:00More art by Michael Peitsch!Michael Peitsch has been hard at work and gifted more of his work in support of the Red Ash World Engine, a Creative Commons rules set for RPG (Role Playing Game) and Strategy Game. Stop in and take a look at the new art and checkout Michael's gallery on <a href="http://narog-art.deviantart.com/">deviant ART</a>.<br />
<br />
Of the pieces 4 are weapons and include the <a href="http://www.redash.org/weapons/claymore.php">claymore</a>, the <a href="http://www.redash.org/weapons/halberd.php">halberd</a>, the <a href="http://www.redash.org/weapons/kukri.php">kukri</a> and the <a href="http://www.redash.org/weapons/scimitar.php">scimitar</a>. He also did a very nice <a href="http://www.redash.org/armor/great_helm.php">great helm</a>. But to be truly impressed check out his piece called "White Horror" which can be found as the image for the <a href="http://www.redash.org/species/tmp_zombie.php">zombie</a>, but hurry because I think the zombie caught wind of the elves and will shuffle off after them....braaaains!!!!<br />
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All the Best!<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-23758271140099137862012-07-10T06:31:00.001-07:002012-07-10T06:31:38.859-07:00Combat Sim WIP update 2Just got done with the chat portion of the combat sim. I logged into the sim using Internet Explorer, Firefox and Chrome to make 3 different characters and send messages to all and also to test sending private messages.<br />
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In the image below you can see the rounds and turn at the top. The box outline will represent the current turn, the green background will represent your next turn and the red text will represent your opponents next turn.<br />
<br />
The action bar below the turns is where I will have specific actions displayed that you can perform depending on your current weapon equipped and if you are on your turn (as an attacker) or if you are defending on your opponents turn.<br />
<br />
Depending on your melee skill level (not including any melee children skill levels) will determine the reveal order, of the selected actions areas. Lowest melee skill reveals first, a tie always goes to the defender. Once the reveal order is determined that player selects their action during a turn as either an attacker or a defender and they reveal it to their opponent. Then the opponent with the higher melee score can make their selection. <span style="background-color: white;">Once both selections are made the turn is rolled and results are recorded and displayed in the combat log.</span><br />
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Near the bottom of the chat screen you will also note a button labeled "enter another arena". This is to support more than one combat taking place at once.<br />
<br />
The large blank area on the right will populate with your opponents data once a challenger steps up and you accept. From there onward you will be in combat with them until the combat is decided.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-q4Uc9ZBpcNQ/T_wpkhA7FNI/AAAAAAAAADI/kuKt57clTbQ/s1600/ra_combat_ss2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://4.bp.blogspot.com/-q4Uc9ZBpcNQ/T_wpkhA7FNI/AAAAAAAAADI/kuKt57clTbQ/s400/ra_combat_ss2.jpg" width="360" /></a></div>
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<br />
<br />
Next up is the logic on the challenge button and to work on the combat and turn logic.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-85812560977148946522012-06-26T18:22:00.000-07:002012-06-26T18:22:45.721-07:00New Artist: Michael Peitsch and a sneak peak at my wip..I am always amazed at what great artist talents I come to know and this now includes Michael Peitsch. Michael has made a donation of one of his existing works title "<a href="http://narog-art.deviantart.com/#/d4tsd1q">Undead</a>" to grace the pages of the Red Ash <a href="http://www.redash.org/templates.php">Templates</a> Main Page and also as serves as the image of the <a href="http://www.redash.org/species/tmp_lich.php">Lich</a>, found under the Templates section.<br />
<br />
Drop by and take a look and when your done head over to Micheal's Gallery on <a href="http://narog-art.deviantart.com/">deviantArt</a> and check out Michael's other works and be amazed!<br />
<br />
<br />
<br />
While I am making this post I will also add a little sneak peak at my work in progress...the combat simulator.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-vrVI2WlmGp0/T-pav0RzfCI/AAAAAAAAAC0/y3XwZtRA6BI/s1600/ra_combat_screenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="284" src="http://3.bp.blogspot.com/-vrVI2WlmGp0/T-pav0RzfCI/AAAAAAAAAC0/y3XwZtRA6BI/s320/ra_combat_screenshot.jpg" width="320" /></a></div>
<br />
As you can see a lot still needs to be done, but a lot has already been done. The image above is page 4 in a series of pages to make a new character, select equipment, select skills and then enter this page where the combat will be held.<br />
<br />
Since I will restrict the initial use, the species is already human, equipment will already be selected and skills are limited to the bare minimum. All values you see in the left hand side will be what the user has access to. Once an opponent enters combat you will see a similar character sheet on the right side. The action bar will be populated with action you can perform based on your current weapon, condition and whether you are the attacker or defender.<br />
<br />
Below the action bar is a small block to where you will drag your action. Your opponent will also have a box above their sheet so you can see/know know when they have committed their action. As per the combat rules the character with the higher melee skill can see what the other character is going to do, with ties going to the defender. Once both side have set their action the server will, roll the dice, and display the results in the combat log area. A small chat window will also be found in this general area so opponents can show their good will and sportsmanship.<br />
<br />
So why did I design it like so..? Well I will be opening more and more of the system rules to demo in the app. My plan will be to test 2 identical soldiers at first with identical skills and equipment. This will give me an better feel for the balance of the combat rules themselves.<br />
<br />
Next I will open up armor and weapon selects and I will also open more melee skills. Then I will add higher levels increasing skill points, abilities scores and more. After that I plan on adding movement, ground based first then air later. Following this will be bringing in arcane, ritual and psyche skill trees to test and tweak spell casters. I am some what concerned that a melee may be two brutal, but we will see and I will make adjustment to the core rules as needed. Next I will add the 5 playable size categories with mixed size matches. And last I will add in the traits and the full species list with all traits enabled. By now you should have a great opportunity to try the Red Ash System out and get a feel for the combat, how the rounds and turns progress and the nuances of the selection of weapons and armor.<br />
<br />
<br />
All the Best,<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-28613944605823426152012-05-30T06:21:00.001-07:002012-05-30T06:21:20.552-07:00Red Ash Combat Sim WIP<strong>Combat Sim</strong><br />
<br />
Work is well underway for a combat sim. I am setting this up to allow testing of the combat rules and in time will be open for general use once I feel it is stable enough. this should make it a great tool to determine what to expect form a given encounter you want to put your players through. and may lead to an adjustment of experience points awarded for more difficult fights.<br />
<br />
It will be simple to start with and will mainly be used to test the rules themselves. This will be done by using the same character build and the same equipment. I should expect to find a win loss ratio of 50% more or less. This will also depend on how users perform in combat. This means that you do not just attack your opponent you have different types of attacks that can change the output a lot and of course their is the random element, the dice rolls. For example one character may have a great success tripping an opponent, due to the dice rolled, and have an advantage in the entire combat. Or the opponent may just have really bad rolls. I figure with enough matches this will be less of an issue and an average can be seen.<br />
<br />
<br />
<strong>Going forward</strong><br />
<br />
After the first round of testing I will open up the different armors, weapons and skills (weapon related). Then I will open up sizes, traits, species, other skills (including arcane, ritual and psyche trees).<br />
<br />
<br />
<strong>First level skill points changed</strong><br />
<br />
During my initial testing on paper I did notice I did not have enough skill points to buy a weapon skill for what was being used. To this end the first level is now multiplied by 3. So if a class normally gets 4 per level at first level they get 12 to start the at level 2 its 16, level 3 is 20 and so on.<br />
<br />
I already have this implemented on my developemnet system and will upload it later on.<br />
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<br />
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All the Best!<br />
Chris J<br />Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-20721775558094119072012-04-28T09:35:00.003-07:002012-04-28T09:35:50.974-07:00The Red Ash website updated....finally!After what seams a very long time, I have finally been able to update the Red Ash website to its new red skin.<br />
<br />
<br />
During the course of development I noticed a few missing pages, namely in the skills section, and they have been included now<br />
<br />
<br />
With the new skin I also fully integrated the creative commons into the pages. The legal page will need a update, which should be updated later today.<br />
<br />
<br />
I also added a new tool...The dice roller. Yes Yes I know big whoop! there are a million dice rollers out there, but I felt I should not require a user to go on a google hunt to find one, plus this one is more specific to Red Ash and its stat system.<br />
<br />
<br />
I still have a few background scripts to work on, nothing that will aft the user of the site, but need for indexing with search engines and the like. Afterwards I will begin working on a simple combat simulator. It will be simple at first and then I will add more feature to it. The goal of this tool will be to allow people to try out the combat without having to do all the math need for resolving combat turns.<br />
<br />
<br />
On a side note I also changed the "share this" scripts as seen at the bottom of the pages. I am a tad concerned over load times with on each page. If I get enough complaints I will restrict it to just the home page..so let me know how it is for you guys.<br />
<br />
<br />
All the Best!<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-18051721956670593342012-01-29T08:08:00.000-08:002012-01-29T08:08:30.945-08:00New Artist: Steven NomenaSteven Nomena has been kind enough to supply an image for the <a href="http://www.redash.org/species/elf.php">Elven Folk</a> of Red Ash. Be sure to drop in to Stevens gallery and check out his other works at <a href="http://stevennomena.blogspot.com/">http://stevennomena.blogspot.com</a>.<br />
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<br />
I have only spent a little bit of time on Red Ash as I have still been focusing on real life issue, work related. I do hope to get back on Red Ah in ernest by April or May.<br />
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<br />
All the Best,<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com1tag:blogger.com,1999:blog-8833673468591274761.post-34733553462153591282012-01-11T06:10:00.000-08:002012-01-11T06:10:10.448-08:00New Red Ash site delayed.It have been my plan to do the eventually and I was planing on doing it with the new site update. The new site is getting delayed as I work on a few paid web design projects.<br />
<br />
Since I will most likely not make my January update, I at least wanted to advise everyone that I have decided to move to a creative commons license for the Red Ash World Engine.<br />
<br />
I will be making a few changes to the system, one being that powers will be renames traits as it is a better fit.<br />
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All the Best,<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-32997961854950081542012-01-01T08:26:00.000-08:002012-01-01T08:26:52.170-08:00Happy New Year!2012 is here and our thoughts turn to new goals for the coming year. I for one have a lot more work to get the next site design up, I am having issues selecting a font.<div><br />
</div><div>OK that's not entirely it, I have been slacking off playing Skyrim. I have played the other Elder Scroll games but never lasted long as I did not like some of the game mechanics, mainly in the spell caster arena. Skyrim looks to have improved on them a great deal.</div><div><br />
</div><div>I also have been working a secondary job on contract and hope to finish it up within 2-4 weeks and then I can get back to Red Ash business.</div><div><br />
</div><div><br />
</div><div>Have a great New Year!</div><div>Chris J.</div>Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-42569261355358138412011-12-12T04:54:00.000-08:002011-12-12T04:54:24.236-08:00WorkingJust a quick note to say I have been working on a new site design for Red Ash and I will be adding a little something to the tools area to help with testing of the combat rules.<br />
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Till then!<br />
<br />
<br />
All the best,<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-63647395055473993822011-10-22T08:30:00.000-07:002011-10-22T08:30:42.362-07:00Red Ash World Engine: RPG Combat Update and development statusJust a quick post to state I made a small patch to the combat page and the Combat Actions. I made a small error in my script that displayed the PAP (Physical Action Points) cost on the MAP (Mental Action Points) cost. This has been corrected and now displays correctly.<br />
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My current work is to add rules and melee skills that will cover dual weilding of weapons. These have been written but I am going to test these before uploading.<br />
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I have also been thinking about the character creation and specifically about adding a rule to allow players to move ability score around at charcter creation. I am think of a rule that a player can move a total of 10 points from one ability to another ability with a max increase of 5 points in one. This will permit players more freedom to tweak their characters to the build concepts they plan.<br />
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I also need to devote some time to a write up on the leveling of a secondary (or more) class than that of first level.<br />
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Till then...All the Best!<br />
Chris J.Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-29474931676924302192011-10-15T14:46:00.000-07:002011-10-15T14:48:33.350-07:00Finally! Finished overhauling the combat rules of Red Ash...When I first started working on the Red Ash World Engine, I had a general idea of how I wanted the combat to go and tossed together some general rules that I honestly did not test. Well now I have and I will continue to do so for some time as the rules are expanded and tweaked.<br />
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So now I am presenting the new combat rules, fatigue system and a simple preview of a character (on a sheet even) and my combat log. With these I hope to shed some light on how the combat will unfold and provide a richer and more exciting combat experience to the players.<br />
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Here we go....<br />
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First the characters used in this series of combat testing are two twins; same size, same gear, same skill, same class and level. The idea of this is to test the combat with no unusual advantage to one character or the other. and to expose faults in the system. The combat starts with both of them within melee range and weapons ready.<br />
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So here we have Pete and Steve.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-kfW3LYGRSpg/Tpn6gYJK_pI/AAAAAAAAAB0/kao7eSD9Vvg/s1600/pete.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://2.bp.blogspot.com/-kfW3LYGRSpg/Tpn6gYJK_pI/AAAAAAAAAB0/kao7eSD9Vvg/s320/pete.jpg" width="176" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.redash.org/images/samples/pete.jpg">full size here</a></td></tr>
</tbody></table>Since Pete and Steve are identical I just used one page and change the name on one page.<br />
<br />
The combat rules and related information can be found on the <a href="http://www.redash.org/system_basics/combat.php">combat page</a> of Red Ash and the changes to the fatigue system can be found of the <a href="http://www.redash.org/system_basics/abilities.php">abilities page</a> just about 3/4th the way down the page.<br />
<br />
<br />
The combat log I used to track what was going on is here<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-vqWV8wthyUE/Tpn72WvlBEI/AAAAAAAAAB8/hf4hZti5QjU/s1600/combatlog5.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://4.bp.blogspot.com/-vqWV8wthyUE/Tpn72WvlBEI/AAAAAAAAAB8/hf4hZti5QjU/s320/combatlog5.jpg" width="315" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.redash.org/images/samples/combatlog5.jpg">full size here</a></td></tr>
</tbody></table>As the spreadsheet hides some of the information will detail the play-by-play below here and provide some addition information I hope you will find useful. If you are feeling up to it, I hope that some of you will pick up Pete and Steve and roll try the combat out for yourself and let me know what you think.<br />
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There can only be one...<br />
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<div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">First the initiative is set by a roll of a 20 sided die. This determines where in the combat Pete and Steve can begin their attacks. Combat will start with both opponents at weapons reach.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete and Steve, being twins, both have 230 life points and 64 PAP. MAP will not be tracked as it will barely get used for this combat.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete rolls 11</div><div style="margin-bottom: 0in;">Steve rolls 2</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 1, Turn 11</div><div style="margin-bottom: 0in;">Pete attacks with a Hack Attack (Hack is 2 Chopping attacks and is a full turn action for a +2 attack, -2 defense)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve being the defender this turn and having the same melee level as his brother can read the attack and decides to use Avoid for both attacks (note defense actions do not have turn cost)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 120 (Rolled 18 on 1d20 + 100 from coordination +2 from the aggressive hack attack action.)</div><div style="margin-bottom: 0in;">Pete spends 11 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 100 (rolled 2 on a 1d20 + 98 (agility of 100-2 for his armor))</div><div style="margin-bottom: 0in;">Steve spend 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 116 (rolled 18 on a 1d20 + 98 (agility of 100-2 for his armor))</div><div style="margin-bottom: 0in;">Steve spend 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete has a critical hit and a miss. </div><div style="margin-bottom: 0in;">Steve takes 90 points of damage (57x2) chopping damage -24 damage reduction from armor vs chopping and shield protection value.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete now has a -2 to his defense until his next turn for using Hack.</div><div style="margin-bottom: 0in;">Pete will go on 12 on the next turn do to the weapon he attacked with and its attack speed modifier.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 1, Turn 6</div><div style="margin-bottom: 0in;">Steve will use the Pierce combat action (Pierce is a .5 turn pierce attack)</div><div style="margin-bottom: 0in;">Pete is now the defender and can read Steve's attack action just as Steve read his on the previous turn. So now he get to select his defense based on that knowledge and chooses deflect for the bonus it grants to piercing attacks.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores a 110 (rolled 10 + 100 from coordination)</div><div style="margin-bottom: 0in;">Steve spend 8 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores a 116 (rolled 14 + 100 from agility - 2 from armor + 4 for shield bonus – 2 from last hack attack +2 for using deflect vs piercing.)</div><div style="margin-bottom: 0in;">Pete Spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve missed!</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve uses the slash combat action (slash is a .5 turn action that uses the slashing damage if a hit is scored.)</div><div style="margin-bottom: 0in;">Pete can read Steve's combat actions and so selects avoid to counter the slashing attack.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 115 (15 rolled + 100 coordination)</div><div style="margin-bottom: 0in;">Steve spend 8 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 107 (11 rolled + 100 agility – 2 armor - 2 from hack attack)</div><div style="margin-bottom: 0in;">Pete Spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve Hits!</div><div style="margin-bottom: 0in;">Pete takes 33 points of damage. (57 slashing damage-24 damage reduction from armor and sheild)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve will go on turn 7 of the next round.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 2, Turn 12</div><div style="margin-bottom: 0in;">Pete no longer suffers from -2 from hack attack.</div><div style="margin-bottom: 0in;">Pete selects the barrage attack action (barrage is 2 piercing attacks and will use a full turn for a +2 attack, -2 defense)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve seeing the attack coming selects the defensive action Deflect for both attacks.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores a 106 (4 rolled and 100 from coordination +2 from barrage)</div><div style="margin-bottom: 0in;">Pete spends 11 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 116 (12 rolled + 100 agility – 2 from armor + 4 from shield +2 from deflect)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Pete Missed!</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 122 (18 rolled + 100 agility -2 from armor +4 from shield +2 from deflect)</div><div style="margin-bottom: 0in;">Steve Spends 5 PAP</div><div style="margin-bottom: 0in;">Pete Missed!</div><div style="margin-bottom: 0in;">Steve gains a counter attack! (Deflect grants a counter attack when the defender scores 12 or more over the attacker. Counter attacks are treated as a surprise attack and so melee level does not grant knowledge of the attackers intent. Attacker can only use a half turn cost attack action for a counter attack.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve selects chop (chop is a .5 turn combat action and will use chopping damage on a hit). Steve does not reveal his attack to Pete.</div><div style="margin-bottom: 0in;">Pete is surprised and goes with Evade as a defensive action. ( a good guess it turns out)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 103 (3 rolled and 100 from coordination)</div><div style="margin-bottom: 0in;">Steve Spends 8 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 104 (6 rolled + 100 agility -2 armor +2 for evade vs chop -2 from barrage)</div><div style="margin-bottom: 0in;">Pete Spends 5 PAP</div><div style="margin-bottom: 0in;">Steve Missed!</div><div style="margin-bottom: 0in;">Pete goes on turn 13 of next round</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 2, Turn 7</div><div style="margin-bottom: 0in;">Steve selects knock-down as his attack action (knock-down is currently a Strength Check, but will most like change in the future. It does force the defender to use his strength as well and so comes down to the die roll and strength score. This is a .5 turn action)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete melee is of no use here as the selection is taken away....</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 106 (6 rolled + 100 strength)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 115 (17 rolled + 100 strength – 2 from barrage attack.)</div><div style="margin-bottom: 0in;">Pete spends 4 PAP</div><div style="margin-bottom: 0in;">Steve fails to knock-down Pete </div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve selects Piercing</div><div style="margin-bottom: 0in;">Pete sees the attack coming and selects deflect.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve score 112 (12 rolled + 100 coordination)</div><div style="margin-bottom: 0in;">Steve Spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 105 ( 3 rolled + 100 agility -2 armor +2 deflection vs piercing -2 from barrage)</div><div style="margin-bottom: 0in;">Pete spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve hits!</div><div style="margin-bottom: 0in;">Pete takes 34 damage (58-24)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve goes on turn 8 next round</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 3, 13</div><div style="margin-bottom: 0in;">Pete no linger has a -2 to defense from barrage attack last round.</div><div style="margin-bottom: 0in;">Pete uses barrage again</div><div style="margin-bottom: 0in;">Steve will deflect</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 107 ( 5 rolled + 100 coordination +2 barrage)</div><div style="margin-bottom: 0in;">Pete spends 11 PAP</div><div style="margin-bottom: 0in;">Pete now has a -2 to defense until next turn.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 103 (1 rolled + 100 agility -2 armor + 4 from shield)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Steve earns a fatigue counter and PAP is reset to 75% of 64, or 48</div><div style="margin-bottom: 0in;">Steve now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)</div><div style="margin-bottom: 0in;">Pete Hits!</div><div style="margin-bottom: 0in;">Steve takes 34 (58-24)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 122 (20 rolled + 100 agility – 2 armor +4 from shield)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Pete Missed!</div><div style="margin-bottom: 0in;">Steve gains a counter attack!</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve selects a Bludgeon combat action (bludgeon is a .5 turn attack that uses the bludgeon damage of the weapon). Steve does not show Pete his selection.</div><div style="margin-bottom: 0in;">Pete is surprised again and selects the Evade defensive actions.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 113 (14 rolled + 100 Coordination – 1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 99 (3 rolled + 100 agility -2 armor -2 from barrage attack)</div><div style="margin-bottom: 0in;">Steve hits</div><div style="margin-bottom: 0in;">Pete takes 36 damage (54-18)</div><div style="margin-bottom: 0in;">Pete goes next on turn 14 next turn</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 3, Turn 8</div><div style="margin-bottom: 0in;">Steve decides to use the Combat action Trip (Trip is .5 turn action that forces a balance check on the defender)</div><div style="margin-bottom: 0in;">Pete must roll a balance check</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 117 (18 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 103 (7 rolled + 100 agility -2 armor -2 from barrage)</div><div style="margin-bottom: 0in;">Pete spends 4 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete earns a fatigue counter!</div><div style="margin-bottom: 0in;">Pete earns a fatigue counter and PAP is reset to 75% of 64, or 48</div><div style="margin-bottom: 0in;">Pete now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve succeeds!</div><div style="margin-bottom: 0in;">Pete is prone!</div><div style="margin-bottom: 0in;">Pete has a -2 attack, -4 to melee defense and +4 to ranged defense</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve selects the chop combat action (chop is a .5 turn attack and does chopping damage if it hits)</div><div style="margin-bottom: 0in;">Pete is prone and can only avoid or brace as a defense. Pete selects avoid.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 106 (7 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 96 (5 rolled + 100 agility -2 armor -2 from barrage -4 from prone -1 for fatigue)</div><div style="margin-bottom: 0in;">Pete spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve Hits!</div><div style="margin-bottom: 0in;">Pete takes 34 damage (58-24)</div><div style="margin-bottom: 0in;">Steve goes on turn 9 of next round</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 4, Turn 14</div><div style="margin-bottom: 0in;">Pete is no longer affected by the -2 from barrage.</div><div style="margin-bottom: 0in;">Pete Stands</div><div style="margin-bottom: 0in;">Steve gets an opportunity attack on Pete and selects the Pierce combat actions</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 94 (1 rolled + 100 agility -2 armor -4 prone -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 4 PAP</div><div style="margin-bottom: 0in;">Steve scores 112 (13 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Steve Hits!</div><div style="margin-bottom: 0in;">Pete takes 34 damage (58-24)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete selects the Slash Combat Action</div><div style="margin-bottom: 0in;">Steve select avoid</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 108 (9 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 8 PAP</div><div style="margin-bottom: 0in;">Steve scores 119 (20 rolled + 100 agility - 2 armor +2 from avoid vs slash -1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete missed!</div><div style="margin-bottom: 0in;">Steve wins a counter attack!</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve selects the Slash attack</div><div style="margin-bottom: 0in;">Pete selects avoid</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 116 (17 rolled + 100 coordination – 1 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Steve gains a fatigue counter -2 atk, def, skill and -2 to land and air speed 0 min</div><div style="margin-bottom: 0in;">Pete scores 100 (1 rolled + 100 agility - 2 armor + 2 from avoid vs slash -1 fatigue)</div><div style="margin-bottom: 0in;">Steve hits!</div><div style="margin-bottom: 0in;">Pete takes 29 damage (57-28)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete goes on turn 15 next round.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 4, Turn 9</div><div style="margin-bottom: 0in;">Steve selects the slash combat action</div><div style="margin-bottom: 0in;">Pete reacts with avoid</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 108 (10 rolled + 100 coordination -2 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 119 (20 rolled + 100 agility -2 armor +2 avoid vs slash -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 5 PAP</div><div style="margin-bottom: 0in;">Steve missed!</div><div style="margin-bottom: 0in;">Pete gains a counter attack! (He won defense by 12)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete Tries to use the action Trip</div><div style="margin-bottom: 0in;">Steve must roll balance.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 103 (4 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 8 PAP</div><div style="margin-bottom: 0in;">Steve scores 111 (15 rolled +100 agility -2 armor -2 fatigue)</div><div style="margin-bottom: 0in;">Steve Spends 4 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve uses the other half of his turn to once again slash at Pete</div><div style="margin-bottom: 0in;">Pete responds with avoid</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 104 (6 + 100 coordination -2 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 PAP</div><div style="margin-bottom: 0in;">Pete scores 119 (20 + 100 agility – 2 armor +2 avoid vs slash -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 5 PAP</div><div style="margin-bottom: 0in;">Steve missed!</div><div style="margin-bottom: 0in;">Pete gains a counter attack! (He won defense by 12)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete tries to use Trip again.</div><div style="margin-bottom: 0in;">Steve must use balance</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 102 (3 rolled + 100 coordination -1 fatigue)</div><div style="margin-bottom: 0in;">Pete spends 8 PAP</div><div style="margin-bottom: 0in;">Pete gains a fatigue counter. Pete now has a -2 to attack, defense and skills. Land and air speed is reduced by -2 minimum of 0</div><div style="margin-bottom: 0in;">Steve scores 97 (1 rolled + 100 agility -2 armor -2 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 4 PAP</div><div style="margin-bottom: 0in;">Pete succeeds</div><div style="margin-bottom: 0in;">Steve is prone! He can only select avoid or brace for defense.</div><div style="margin-bottom: 0in;">Steve has a -2 attack, -4 to melee defense and +4 to ranged defense. </div><div style="margin-bottom: 0in;">Steve goes on turn 10 of next round.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 5, Turn 15</div><div style="margin-bottom: 0in;">Pete selects Hack ( hack is a full turn action with 2 chopping attacks and 1 roll)</div><div style="margin-bottom: 0in;">Steve will avoid for both attacks.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 108 (8 rolled + 100 coordination +2 from attack -2 from fatigue)</div><div style="margin-bottom: 0in;">Pete spends 11 PAP</div><div style="margin-bottom: 0in;">Steve scores 101 (9 rolled + 100 agility -2 armor -2 from fatigue – 4 from prone)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Pete hits!</div><div style="margin-bottom: 0in;">Steve takes 33 points of damage (57 chopping – 24 damage reduction)</div><div style="margin-bottom: 0in;">Steve scores 110 (18 rolled + 100 agility -2 armor -2 from fatigue – 4 from prone)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Steve gains a fatigue counter</div><div style="margin-bottom: 0in;">Steve has a -4 to attack, defense and skills. Land and air speed is reduced by 3 with a minimum of 0</div><div style="margin-bottom: 0in;">Pete missed!</div><div style="margin-bottom: 0in;">Pete goes on turn 16 of the next round.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 5, Turn 10</div><div style="margin-bottom: 0in;">Steve is prone and so stands up</div><div style="margin-bottom: 0in;">Pete takes advantage and selects the pierce action.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 91 (1 rolled + 100 agility -2 armor -4 fatigue -4 from prone)</div><div style="margin-bottom: 0in;">Steve spends 4 PAP</div><div style="margin-bottom: 0in;">Pete scores 108 (8 rolled + 100 coordination +2 from hack -2 from fatigue)</div><div style="margin-bottom: 0in;">Pete spends 8 PAP</div><div style="margin-bottom: 0in;">Pete Hits!</div><div style="margin-bottom: 0in;">Steve takes 34 damage (58 piercing – 24 damage reduction)</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve select the slash attack</div><div style="margin-bottom: 0in;">Pete sees this and responds with avoid</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve scores 105 (9 rolled + 100 coordination -4 fatigue)</div><div style="margin-bottom: 0in;">Steve spends 8 fatigue</div><div style="margin-bottom: 0in;">Pete scores 106 (12 rolled + 100 agility -2 from armor -2 from fatigue – 2 from hack)</div><div style="margin-bottom: 0in;">Pete spends 5 PAP</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Steve will go on turn 11 next round</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Round 6, Turn 16</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete selects hack (Hack is a full turn attack with 2 chopping swings)</div><div style="margin-bottom: 0in;">Steve will counter with evade for both attacks</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Pete scores 115 (15 rolled + 100 coordination +2 from hack -2 from fatigue)</div><div style="margin-bottom: 0in;">Pete spends 11 PAP</div><div style="margin-bottom: 0in;">Steve scores 101 (7 rolled + 100 agility -2 armor +2 evade vs chop -4 from fatigue)</div><div style="margin-bottom: 0in;">Steve spends 5 PAP</div><div style="margin-bottom: 0in;">Pete hits!</div><div style="margin-bottom: 0in;">Steve takes 33 (57 chopping-33 damage reduction)</div><div style="margin-bottom: 0in;">Steve has his 4<sup>th</sup> fatigue counter</div><div style="margin-bottom: 0in;">Steve is now at -6 to atk, def and skills, he is all set to a maximum movement of 1 step per turn and can not run or fly.</div><div style="margin-bottom: 0in;">Steve scores 96 (2 rolled + 100 agility -2 armor +2 for evade vs chop -6 from fatigue)</div><div style="margin-bottom: 0in;">Pete hits!</div><div style="margin-bottom: 0in;">Steve takes another 33 points of damage and drops to -27, unconscious and bleeding out at 1 per turn (or 3 rounds and 13 turns). Once his damage reaches the negative of his health (-100) he will be dead.</div>Anonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0tag:blogger.com,1999:blog-8833673468591274761.post-75314935766934618092011-09-24T11:19:00.000-07:002011-09-24T11:19:37.304-07:00RPG Turn based combat in the Red Ash World EngineTesting continues on the combat rules and I have a lot of tweeks to upload once I am further along. One area I have noticed that will certainly change is the PAP/MAP (Physical Action Points/Mental Action Points) cost during combat. With the current rules, 1st level combants will gain a fatigue counter by the 3rd round of combat and a 2nd by the 4th or 5h round with only 2 characters fighting. <br />
This is quicker than I expected from my initial design and I realised a new issue that will be presented to higher level characters. It is based on the manor in which PAP and MAP are figure, the physical and mental ability scores. While they increase based on the level advancement of the character, they do not keep up with the number of attacks one would get from weapon speed that is increased. Put in a more basic phrase, the characters are eating the PAP and MAP faster than desired.<br />
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So my solution to counter this issue is to add a new feature of root skills and that is a bonus to PAP and MAP. For every skill point you spend in a root skill or any of its child skills your character will gain a +2 in eaither PAP or MAP, or you will gain a +1 in both PAP and MAP.<br />
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I will also still be using the x3 skill points for 1st level characters. This will greatly aid the soldier in being able to use a weapon and shield. It will also help in giving a 24 point bonus to PAP at 1st level. <br />
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This rule also means high skill point classes, like the Arcanist, will have a lot of skill points and thus a lot of PAP and/or MAP. To counter this I will be increase MAP cost of spells.<br />
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In the long run I think you will find the PAP and MAP will scale much better as the character levels as you will see and increase in ability scores and skills your characters have trained in.<br />
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On a side note, I was asked in a PM why armor was not a skill, when shields are? The short answer is armor is worn, not used. It would be like having a skill in pants.... ;)<br />
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All the Best!<br />
Chris JAnonymoushttp://www.blogger.com/profile/01657991293755397505noreply@blogger.com0