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Bir çeviri sorunu bildirin
I don't much care for D&D, but that dinosaur race was pretty electric.
I'm imagining the starter car being a wooden cart with a lawnmower engine strapped to it. Peasant style. But you have a rake you can use to smack the other peasant cart racers.
first race plays like that 3xtreme video game on the PlayStation, before you get smacked by "The Rules" and they take your rake away. Civlilized racing has no rake combat!
First, thank you for dedicating the time to go into so much depth.
I should once again clarify that such an RP would be implemented in the same way that nation RP's on steam do, if you're aware of how they work. A turn can represent 6 months and take an entire day to complete, with nations being free to announce their actions whenever they wish.
The racing RPG would work in a similar, open ended way, likely on discord or steam. Players merely have to announce their intentions, such as buying a new car or challenging someone to a race, which the admin team would handle.
If you're interested in how nation RP's roll on steam, here's one that I ran quite a while ago, however it shows that RPG's don't have to be limited to when everyone is online, or even avaliable.
https://steamcommunity.com/groups/DisunitedStatesTheWorld#
I would say the first is more of an RPG.
BILL SMITH, Author of the Star Wars 2nd Edition, Revised and Expanded, Published by West End Games, Inc.
I hoped to avoid that trap by defining the movement rate in terms of squares or whichever suitable unit elsewhere. With the dinosaur racing example, all the dinosaurs had the same movement rate. The purpose of a race is to jossel for position so that you can use all your movement. You can’t lose your turn, not move and fall 6 or 10 seconds behind everyone else.
When I grouped all the modifiers together and called it average speed… this might be a mistake. I call on the community to help correct this error.
My weighting for the balance would be a massive amount of points for the vehicle… Say “40”, plus something smaller for the pilot say “5”? i.e. no skill insane bonus, then a +/-10 or something due to the dice. Given the car is sitting at around 60 points, I’d say don’t add more weighting to pilot skill. However nothing is pinned down, and I’m happy to note a few ideas and answer the odd question.
== == == == ==
@Sam
Q1. How much grit and science did you want?
The problem I see can be illustrated with a very simple challenge:
Can you predict stopping distance, what about in the wet, what happens when the brakes get hot... and a dozen questions in similar vein. If we could predict the stopping distance and lap times over race distance, we could quantify the system.
I think the concept shown in my first post might be closer to the solution. The difficult part can be skipped and the system can be written from the result backwards ( Ah the joy of maths ). Then all that is left is the turn and currency mechanics for buying pips or the modifier plus the re-rolling dice or buying new dice / new dice sets. Returning to the brakes again, the only thing that matters both in real racing and in the game is that your car performs better than the others; something a simple number suffices in describing.
One idea would be so have a competition via: Bosch Lapsim
http://www.bosch-motorsport.de/content/downloads/Raceparts/en-GB/55386123119410699.html#/Tabs=55402507/
I’ve had a 5 min look at the demo linked above, just a little look over to count the number of pages.
My spin off idea would be to use the sections and headings from Bosch Lapsim and carry on making an abstract game, much like above where the brakes can just be a number. I roughly counted like 22 ideas.
You could take a second leap away from reality by simple adding more detail by ‘duplicating’ subsystems: so straight line braking is different from left turn braking, different from right turn braking, high speed is different from low speed. Ditto for acceleration and cornering. This might be highly abstracted list of definitions for a series of skill checks.
The racing circuits would also need to become a little more fantastical with chains of hair pins on a steep downwards slope, spiral ramps leading to new sections, dedicated chances for overtaking and thrilling straights for that all important photo finish.
It would interesting to play with a “speed” dice, “damage” dice and a “heat” dice to add extra modifiers into the mix. This would work if the system could be automated slightly… It would be silly for the Game Master to make player rolls, but painfully slow to relay information back and forth in a live game.
To go a little further, the dice could be d6. Both the ability part say 6d6 ( average: 21) and the situation modifier ( speed, damage, heat… ) to be determined ‘later’ or related to the class of racing?
The base, previously the “40” part from the first example of 40 + 3d10. I would reduce that part, so that the dice are more dominant. So around 10 to 20 now? ( Which again could be split between subsystems ).
The interesting part of D6 pool mechanics is that you only need three cases ( case: 1, Even and Odd ). Also means we can start to throw around the odd d6 to disadvantage our neighbours and make for a more interactive game. Two tables with odd on top and even on the bottom should net around 80 levels or 80d6 as a single page or pocket mod. As this would be a percentile table, so we are only rolling two dice rather than 80...
The observant will have noted that quick turn based play ( like a mini game ) is better suited to the binary mechanics of D20 ( or D100 if used with suitable tables ), while slower more strategic meta-game results from using dice pools.