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 Post subject: ISCR V2
PostPosted: Fri May 16, 2008 10:50 pm 
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So, here is the first draft of the Iridium System Core Reference Version 2.

ISCRV2 (PDF 2.83M)

Still needs an edit and update. Any comments are appreciated.

Thanks,
Bill

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 Post subject: Re: ISCR V2
PostPosted: Thu May 22, 2008 10:30 am 
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The document looks very neat and well put together.

Of course what I want to know is:

1) What has changed? (IE: What do I need to be looking at and comparing between documents.)

2) How (if at all) will these rule changes affect Nebuleon?

3) Do we really need LUCK and KARMA? Yes, I know it says Karma is optional, but it seems a bit like overkill to include it. Can't we just streamline the system by folding the function of Karma into LUCK and thus just have one meta STAT?

4) "Codes" sounds rather bland. Can't we call this "Honor Codes" or "Codes of Honor" or something?

5 ) While looking over the section on races it suddenly struck me that (and this may not be a good idea) that this section could be expanded futher by included a section on "Racial Conceits", being that section in which is outlined those things- Honor Codes, Religion, mores et al- that sets one race apart culturally and philisophically from other races. I'd view this as more an section to aide gamers in constructing new races/fleshing out existing ones. Thoughts?

6) Do you have any Gray Poupon? :lol:

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 Post subject: Re: ISCR V2
PostPosted: Thu May 22, 2008 7:06 pm 
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Kester Pelagius wrote:
The document looks very neat and well put together.

Of course what I want to know is:

1) What has changed? (IE: What do I need to be looking at and comparing between documents.)

Several threads about this on the boards but to summarize:
1. Everything is percentiles now.
2. Everything is roll under now.
3. Combat is now a skill check on Weapon Use modified by Defense.
4. Rounds are now broken into Cycles. Cycles contain one attack. Cycles go round robin starting with initiative. Eventually, you receive all your attacks. This means that if a guy with a dagger is fighting the guy with a zwei-hander, the guy with the dagger will receive 2 additional Cycles beyond the two the guy with the zwei-hander got.
5. Everything is open-ended rolling including init, damage and skill checks.
6. Minor cleaning up of the rules.

Kester Pelagius wrote:
2) How (if at all) will these rule changes affect Nebuleon?

I will be releasing a V2 Nebuleon later this year. Want one?
Kester Pelagius wrote:

3) Do we really need LUCK and KARMA? Yes, I know it says Karma is optional, but it seems a bit like overkill to include it. Can't we just streamline the system by folding the function of Karma into LUCK and thus just have one meta STAT?

This is tough. I am toying with the idea of having Luck replace Karma. I would do it this way. You could spend luck to directly influence rolls. So, miss your attack by 10? Spend 10 Luck. In addition, have it function as Karma by allowing the spending of 10 for a complete reroll and 30 for an influence the plot kind of thing.

I am open to suggestions.
Kester Pelagius wrote:

4) "Codes" sounds rather bland. Can't we call this "Honor Codes" or "Codes of Honor" or something?

Codes work. I appreciate what you are saying but it is clearest here. They really are the Codes that one lives by not a code of honor. I can't think of a better term for it. Again, open to suggestions.
Kester Pelagius wrote:

5 ) While looking over the section on races it suddenly struck me that (and this may not be a good idea) that this section could be expanded futher by included a section on "Racial Conceits", being that section in which is outlined those things- Honor Codes, Religion, mores et al- that sets one race apart culturally and philisophically from other races. I'd view this as more an section to aide gamers in constructing new races/fleshing out existing ones. Thoughts?

Agreed. I think a section for this would be good to add. I will work on it.
Kester Pelagius wrote:

6) Do you have any Gray Poupon? :lol:

No.

Bill

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 Post subject: Re: ISCR V2
PostPosted: Thu May 22, 2008 9:26 pm 
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HinterWelt wrote:
Kester Pelagius wrote:
The document looks very neat and well put together.

Of course what I want to know is:

1) What has changed? (IE: What do I need to be looking at and comparing between documents.)

Several threads about this on the boards but to summarize:
1. Everything is percentiles now.
2. Everything is roll under now.
3. Combat is now a skill check on Weapon Use modified by Defense.
4. Rounds are now broken into Cycles. Cycles contain one attack. Cycles go round robin starting with initiative. Eventually, you receive all your attacks. This means that if a guy with a dagger is fighting the guy with a zwei-hander, the guy with the dagger will receive 2 additional Cycles beyond the two the guy with the zwei-hander got.
5. Everything is open-ended rolling including init, damage and skill checks.
6. Minor cleaning up of the rules.


Minor. *snort*

Still it could have been worse. You could have tweaked CharGen. :lol:

HinterWelt wrote:
Kester Pelagius wrote:
2) How (if at all) will these rule changes affect Nebuleon?

I will be releasing a V2 Nebuleon later this year. Want one?


Yes, please. And a PDF/TXT version I can use to copy-and-paste sections for retooling with Fringe Frontiers/Mutant Dawn would also be nice.

HinterWelt wrote:
Kester Pelagius wrote:

3) Do we really need LUCK and KARMA? Yes, I know it says Karma is optional, but it seems a bit like overkill to include it. Can't we just streamline the system by folding the function of Karma into LUCK and thus just have one meta STAT?

This is tough. I am toying with the idea of having Luck replace Karma. I would do it this way. You could spend luck to directly influence rolls. So, miss your attack by 10? Spend 10 Luck. In addition, have it function as Karma by allowing the spending of 10 for a complete reroll and 30 for an influence the plot kind of thing.

I am open to suggestions.


Personally I'd rather see a single meta-stat in the published core games. However I'm quirky. I like the general idea of the two stats.

What I'd like to see, at least in the freebie rules, is a version of the two implemented in such as way that LUCK is clearly intended for sci-fi/western/post-apoc settings and KARMA used for fantasy/horror settings. I think having optional stats in the LITE rules is a perfectly acceptable convention. But make it clear that STATS in the core rules will be linked to genre/tropes/flavor et al.

For instrance: Someone may want to do a Cthulhu inspired something or the other. I could really see KARMA being a major part of such a gaming endeavor. OTOH KARMA just wouldn't work in a straight wahoo 6-gun environment, for me. Now if it had a bit of an oriental flavor. . . .

HinterWelt wrote:
Kester Pelagius wrote:
4) "Codes" sounds rather bland. Can't we call this "Honor Codes" or "Codes of Honor" or something?

Codes work. I appreciate what you are saying but it is clearest here. They really are the Codes that one lives by not a code of honor. I can't think of a better term for it. Again, open to suggestions.


Alas, like GAMMA TERRA, I can't think of anything that sounds better.

So CODES it is.

HinterWelt wrote:
Kester Pelagius wrote:
5 ) While looking over the section on races it suddenly struck me that (and this may not be a good idea) that this section could be expanded futher by included a section on "Racial Conceits", being that section in which is outlined those things- Honor Codes, Religion, mores et al- that sets one race apart culturally and philisophically from other races. I'd view this as more an section to aide gamers in constructing new races/fleshing out existing ones. Thoughts?

Agreed. I think a section for this would be good to add. I will work on it.


Excellent. Let me know if you need any help fleshing out any critters originating from Greek myth or legend.

HinterWelt wrote:
Kester Pelagius wrote:

6) Do you have any Gray Poupon? :lol:

No.


:shock:

:lol:

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 Post subject: Re: ISCR V2
PostPosted: Fri May 23, 2008 9:13 am 
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Instead of just Codes, how about Personal Codes?
This sounds more personal, and less generic, giving the character a sense of self that a Player can connect with (and thus use).


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 Post subject: Re: ISCR V2
PostPosted: Wed May 28, 2008 9:54 am 
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Question - looking through my notes - is this the latest version of the core rules? - I am updating my notes to jive with the current ruleset - this or the LITE rules...

-d

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 Post subject: Re: ISCR V2
PostPosted: Wed May 28, 2008 12:25 pm 
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torg_or wrote:
Question - looking through my notes - is this the latest version of the core rules? - I am updating my notes to jive with the current ruleset - this or the LITE rules...

-d

This is the Iridium Standard Rules Version 2. I am not sure what direction we should go with the Iridium Lite Version 2 if any. If you think about it, IS V2 and the current Iridium Lite actually resemble each other very closely. I would just need to make a roll under combat (which is in the Lite rules as an optional rule) system standard and a few other small tweaks to get them in line.

Bill

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 Post subject: Re: ISCR V2
PostPosted: Wed May 28, 2008 1:31 pm 
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Ahhh Ok - I will work from ISCR v2 then... need to re-read and compare notes on the changes - see how if effects things - if anything as far as my project goes. Lots of information lost for me (hard drive dropped a few months ago - and before that I had some back up stuff go). Anyhow recompiling from my written notes - fun fun fun.

-d

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 Post subject: Re: ISCR V2
PostPosted: Wed May 28, 2008 3:41 pm 
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torg_or wrote:
Ahhh Ok - I will work from ISCR v2 then... need to re-read and compare notes on the changes - see how if effects things - if anything as far as my project goes. Lots of information lost for me (hard drive dropped a few months ago - and before that I had some back up stuff go). Anyhow recompiling from my written notes - fun fun fun.

-d

Sorry to hear that Don. Let me know if there is anyway I can help. I will post updates to this thread. I just found an error in Karma. It should be LUC/10.

Bill

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 Post subject: Re: ISCR V2
PostPosted: Sat Sep 13, 2008 1:10 am 
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At the risk of sounding impatient, has anything developed in version 2 enough to require an update to the core file? Also, is there any kind of release date being mooted?
:D

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 Post subject: Re: ISCR V2
PostPosted: Tue Sep 16, 2008 9:14 am 
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BlackFalcon wrote:
At the risk of sounding impatient, has anything developed in version 2 enough to require an update to the core file? Also, is there any kind of release date being mooted?
:D

Sorry. I took so long responding because I thought I would be able to post up a copy of ISCR V2. I am close but many things conspire to hold me back, not limited to a pulled tendon in my arm. That said, I will do my best to have something within a week or two.

Bill

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 Post subject: Re: ISCR V2
PostPosted: Tue Sep 16, 2008 12:16 pm 
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Wowsers - cool! Thanks for the heads-up, Bill... I really didn't expect an update in that kind of timeframe.
Perhaps I can use it for the campaign we are planning and give you some feedback.

:D

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 Post subject: Re: ISCR V2
PostPosted: Tue Sep 16, 2008 12:24 pm 
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BlackFalcon wrote:
Wowsers - cool! Thanks for the heads-up, Bill... I really didn't expect an update in that kind of timeframe.
Perhaps I can use it for the campaign we are planning and give you some feedback.

:D

That would be great!

Thanks,
Bill

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 Post subject: Re: ISCR V2
PostPosted: Sat Sep 27, 2008 11:45 pm 
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I don't suppose there is going to be a revised Character Sheet for V2, is there? I think adding a %Mod box next to each Stat would be one immediate change I could suggest, along with revising the Weapon Data to take out the +to-hit entry.

Also, not knowing quite where else to post this comment, I would suggest that in the section on the Stats it would be useful under each one (i.e. Str, Agl, etc.) to list out each modifier that that Stat requires, and adding a place for each on any revised Character Sheet. For instance, at a first reading I am not sure what modifiers I need for Combat, if any, that are derived from Stats (other than %bonus to Skills).

Hope that is ok.

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 Post subject: Re: ISCR V2
PostPosted: Sun Sep 28, 2008 7:41 pm 
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BlackFalcon wrote:
I don't suppose there is going to be a revised Character Sheet for V2, is there? I think adding a %Mod box next to each Stat would be one immediate change I could suggest, along with revising the Weapon Data to take out the +to-hit entry.

Also, not knowing quite where else to post this comment, I would suggest that in the section on the Stats it would be useful under each one (i.e. Str, Agl, etc.) to list out each modifier that that Stat requires, and adding a place for each on any revised Character Sheet. For instance, at a first reading I am not sure what modifiers I need for Combat, if any, that are derived from Stats (other than %bonus to Skills).

Hope that is ok.

Here is an example of the V2 character sheet. I will post up a generic one in a bit.

I have to say, the only reason I leave in the + to hit is because you get weapons and items that mod + to hit.

As to the second comment... I think I have that one but I am not confident I understand precisely what you are asking for. Look ove rthe example and let me know if it has what you were talking about.

Thanks,
Bill

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