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Post by cadriel on Aug 22, 2014 7:08:06 GMT -6
So I'm slowly plotting to run Metamorphosis Alpha for a bit in Google+ hangouts. And I have a couple of questions about rules.
I'm not looking for "canonical" rulings here, but just some ideas on how judges run their games and what works best.
First: with disruptor pistols and rifles, do you use the charts on pages 8/9 (based on ranges and 3d6) or the weapon class vs armor class table on page 19? It seems like there are 2 sets of rules for this. Or do both apply in some way?
Second: it seems to me like everything, whether an NPC or a mutation, needs at least scores in Mental Resistance, Dexterity and Constitution. Mental Resistance because the Mental Strength Chart requires it on both axes, Dexterity for order of combat, and Constitution for poison. Am I missing something, or do you assign such scores to NPCs and mutations?
Third: Morale is listed under "Non-Player Characters" but isn't referenced anywhere else. What morale rules do you use? In my D&D games I usually do a 2d6 roll-under morale values, which are set somewhere in the 6-10 range, a la B/X. This would seem to work naturally with the MA rules: given a base morale score of 8, -2 would get a value of 6, while +2 bumps it up to 10.
I'm also interested in any other interpretations or house rules that you guys use as MA judges.
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Post by amityvillemike on Aug 22, 2014 13:32:03 GMT -6
You're going to have to house rule a bunch when running MA. It's simply the nature of the game. Don't worry about getting things wrong; if they work, you're doing fine.
Here's how I adjudicate things either in my home games or on the road running convention scenarios:
First: I use the charts on pp. 8-9. Effectiveness of disruptors is determined by rolling 3d6 and comparing the result with the range and armor/protection worn by the target. No to hit roll using the WC tables is necessary.
Second: I note Dexterity on all creature stats, MR only when a creature has a mutation, and Constitution never. If it becomes necessary to determine a creature's ability score during the course of a fight, I either pluck a guesstimate out of the air or roll 3d6 and use the result. YMMV as I try to avoid over-preparing for my games. If you like to prep more, then determine all three scores before a fight.
Three: You can use B/X style morale. I don't get that complex. If something happens that might cause a mutant to cut and run (In my home game, one PC used illusion generation a lot to try and scare away threats), I simply determine how likely it is for the creature to break and assign a spread on a d6 ("If I roll a 3 or higher on 1d6, it flees" for example). I've also had a player roll a die and I roll a die, and if he/she rolls better than me, the creature runs away.
In the forthcoming Goodman Games' deluxe reprint, I wrote an essay on game advice for the referee when running MA. Some of the above appears in that article. Hopefully others will benefit from the lessons I've learned running MA once that book comes out. Good luck and have fun!
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Torreny
Level 4 Theurgist
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Posts: 171
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Post by Torreny on Aug 22, 2014 23:50:34 GMT -6
Regarding those creatures too, you'll note in the book that some of them have stat scores listed for that stuff. Otherwise, yeah, I'd recommend jotting your own down, or generating them on the spot. You could very simply rule a creature's Constitution as its specified Hit Dice, as that is basically what Constitution is in MA. And the Dexterity stuff, I've always just rolled it up on the spot. For morale, I use the values taken from OD&D/Chainmail, relabled for creature/elite status, rolling the 2d6 and what.
While we're at it though, how do others run radiation exposure/damage with the overland radiated areas (Like Mr. Ward's oft-used radioactive forests). Do the characters take the damage per round as if they were in an adventure area, or per move of overland travel?
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Post by Finarvyn on Aug 23, 2014 11:46:00 GMT -6
While we're at it though, how do others run radiation exposure/damage with the overland radiated areas (Like Mr. Ward's oft-used radioactive forests). Do the characters take the damage per round as if they were in an adventure area, or per move of overland travel? I run most of my old school games with the same philosophy, that length and mass and time can be left vague and I "wing it" from there. As such I tend to let radiation damage occur "per move" so that characters take damage, then players get to react. They may keep going or turn back, not knowing how far the danger might last. I tend to think of my radiation zones in terms of turns of movement rather than in terms of feet.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on Aug 25, 2014 9:26:25 GMT -6
If it's not a obvious blast from a creature or weapon or glowing artifact I tend to have the exposure take a long time to add up and the players might not notice until they wake up after sleeping and discover the lesions, hair loss, and upset stomachs (along with damage).
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Post by Finarvyn on Aug 25, 2014 14:39:21 GMT -6
A good point. If nothing else, it makes folks get paranoid when near radiation.
Nowadays I usually pattern my view of MA radiation levels after Jim Ward's explanation. He told me in an e-mail or on a message board that he thought of radiation a lot like kryptonite in the Superman comic books. You get too close and suddenly things happen. Not too realistic, of course, but a lot of fun.
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Torreny
Level 4 Theurgist
Is this thing on?
Posts: 171
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Post by Torreny on Aug 26, 2014 6:23:03 GMT -6
If the radiation is intense enough, realistically, one could very well vomit and fall unconscious before dying from continued exposure in that state, which isn't always too fun. I like to describe the players a feeling like being out in summer sun, or hotter before rolling overland damage, but it's definitely like Ward's kryptonite up close. Making intensity 18 radiation appear like Cherenkov radiation is fun too.
Back to rulings, I've had the slug ejector only capable of 2 attacks per round. 20 per several seconds-time with a bolt-action makes me think someone mistyped this. And honestly, I keep picturing this device as an over-glorified Nerf gun. And I'm sure it goes without saying: adding new mutations to the lists. I've also occasionally made the PSH's hit dice d8's to help encourage people's interest in playing them. Only one of my players has ever cared for playing a straight human regardless. Apparently, having the computer as your friend, and the perks that come with that, and the followers, isn't a good enough equalizer for Hulk strength and an inability to feel something biting your rear every round. I've had radiation shielding that reduces the intensity by half, otherwise affecting the character like normal. And there's often the inclusion of D&D monsters for quick-fix mutants.
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Post by greentongue on Aug 26, 2014 18:53:18 GMT -6
I see it is "mutagenic" radiation and not the "hard" radiation of atomic decay. That is why it passed through the ship's shielding. =
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