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#61
Painting and Modelling / Re: Duel scale Chaos themed wa...
Last post by maglash1017 - April 30, 2023, 10:50:18 AM
Nice progress! I think the oil wash does look nice but it doesnt seem like the type of effect that you'd need oil paints specifically for, a regular acrylic wash will probably do just fine.
#62
Community News and Announcements / Re: 2023 Conclave Events
Last post by TheNephew - April 28, 2023, 12:50:57 PM
I'm currently free for the 24th, and less-certainly for the 10th as well.
#63
Community News and Announcements / Re: 2023 Conclave Events
Last post by MarcoSkoll - April 28, 2023, 11:19:41 AM
At the moment, I've got a few yeses and maybes for the 24th, but very few people interested in the 3rd or 10th, so that seems like the most likely date (assuming it's still available).

I do have to check my own availability for the 24th, but I will try to get back to you.
#64
Community News and Announcements / Re: 2023 Conclave Events
Last post by Cortez - April 25, 2023, 06:13:48 PM
Unfortunately it looks like I'm working on the 10th and the 24th. I could try and book the day off though,but would need to know soon.
#65
Community News and Announcements / Re: Kickstarter for Sistema28:...
Last post by mcjomar - April 24, 2023, 07:11:07 AM
Quote from: cpt_goblin on April 23, 2023, 06:55:38 PMSolved using D10. Only 1 dice...per example,
Not a bell curve.

A bell curve using dice requires that it be two dice added together, as per examples.

Anything using a single dice is "percentile based" and binary - a situation that is well known for being statistically "swingy".

Please view the site linked previously, and compare the graphs for a single dice (Dx), vs graphs for multiple dice (nDx) (where n = number of dice and x = type of dice, where n is always 2 or greater).
#66
QuoteThis is a reference to a statistical graph
wow...Can you imagine..time ago when I read that comment, I looked in internet and saw that about statistical curves, but I didnĀ“t though he was literally talking about it in that context. Interesting, I need more research. In Sistema28 I mentioned two different kind of dice rolls:

- Hazard situations, solved with D6 rolls. The higher the result, the better.
- Situations solved using skills, that can be "Bell Curves". You apply modifiers in relation with your status and the situation and the chances of success is determined in a percentage. A roll over the limit means the action is over your possibilities. Solved using D10. Only 1 dice...per example, you have a 43WS, you need 1,2,3 or 4 in D10 for a 40% possibilities. In this way, for my point of view, you streamline the dice roll and it adds an interesting effect in campaign. If you have a skill of value 49%, you still need a 4 in D10. The same like having 41%... but in a campaign will be easier to upgrade 1pt to achieve 50% in that skill that another. But maybe is not the skill you really would like to upgrade...


QuoteIf I were just going to simplify it? I'd make speed (Initiative/20) with no +1 and make actions 3+ by default*....

aha.. picking that idea and also simplifying the number of dices you roll, I arrive to this method:

Dice Rolls: Unlike superheroes, sentient and thinking people in violent situations can be influenced by the stress of the moment and act with greater or lesser alacrity. At the beginning of a character's activation, the player will make a D6 roll. The result will indicate the number of actions that the character will be able to perform during his activation, up to a maximum equal to his current Speed value.

Speed = I/20


This uses a only one dice, gives you a minimum of 1 action, and the maximum will be not too crazy, because a high level character with Initiative 90, still have a max. of 4 actions per turn. In Sistema28 the maximun profile value is 100, and you only find very very rare characters  arriving at that point (Speed 5).
Average characters will have around 3 actions maximun, and the Bell Curve will give you more chance to achieve your max. Speed every turn.

Quote(assuming any ruleset was keeping a detailed injury system)
yes, but instead of injury loation in every shot, you determine damage and, if you fail the T roll for over Base Injury Value (rebranded to "Pain Threshold" = T/10), then you are Stunned (also changes a little the stunning mechanic..) and you deduct -10% to WS, BS and Initiative (affecting Speed...).

Also you have a Trauma (slight changes to Bleeding).


Getting shot in Sistema28 really f***s you. I want players to feel scary for their appreciated kitbashed characters... to think in retreats, to look more for cover or to pin down the enemy before run to it... to help combat friends, to push back for recovery... And the idea is to keep that psychology of wounds in combat from Inquisitor, for playable wound effects, but without location rolls (after the game is the time for wound effects and location in campaign..if you survived).
In this system characters are more vulnerable to some threads, small weapons are deadlier, armor and cover are more "realistic"... I like the introduction of "Pinning Down" the enemies (loved Flames of War..)



Thanks for the comments, keep the discussion alive! Hope soon we will upload content to the social networks, we recently openned a wargaming studio :)

#67
Community News and Announcements / Re: 2023 Conclave Events
Last post by MarcoSkoll - April 18, 2023, 06:03:49 PM
... it's been longer than I thought since I first asked this, but I've not had many answers back yet on availability. If you're interested and haven't yet let me know dates, please do so ASAP!
#68
Quote from: cpt_goblin on April 13, 2023, 09:18:15 PMStatOPatrick says:
QuoteBougth a copy of Inq few years ago, for playing small narrative games with friend on the kitchen, love every aspect of this game, including mechanic with preprogramming actions of every character.
Interesting fact - in one of interviews Gave Thorpe (mai  game designer of Inq) answered for a question 'What will you change in rules of Inq, if you will have such opportunity?" - And Gav ansvered - "Preprogramming actions on a 4+"
But for me it is one of catchy special snowflakes of whole system
Well yes, this is one area where I don't necessarily agree with Gav on the rules!

I think a bit of randomness here gives characters a chance at doing cool and heroic things before their opponents can react, but without making it certainty. The statistics could perhaps do with some tweaking (it's rather silly when a lighting fast assassin manages to roll only one walk action), but it's just more interesting than the "you get two actions" approach most other RPGs need to use to avoid cheesy tactics.

If I were just going to simplify it? I'd make speed (Initiative/20) with no +1 and make actions 3+ by default*. (This is kind of the core of what IRE does, although IRE mostly removes the +1 by encouraging characters to store reactions when they're in combat - but if you're not building in a reaction system, just remove it by default).
This keeps some randomness to it, but skews the percentages away from failing most of your actions. Also, reducing characters' speeds by 1 also means that, while rolling maximum actions is a bit more common, maximum actions is one less, so a high speed character can't suddenly get a stupid number of actions.

It does make losing speed from injury more serious (assuming any ruleset was keeping a detailed injury system) - it costs you two-thirds of an action on average, not half of one - but this is part of why IRE removes the -1 speed penalty for a Heavy leg injury (it also makes the arm and leg injury tables more consistent) to reduce quite how much a character's speed is likely to be penalised during the game.

* I wouldn't modify the roll based on Nv or Ld here; it means looking up things more often, and my experience has been that looking things up is one of the biggest time sinks of the game. (I think one of the bigger improvements I've made to Inquisitor is my streamlined character and quick reference sheets).
#69
Community News and Announcements / Re: Kickstarter for Sistema28:...
Last post by mcjomar - April 14, 2023, 08:14:11 AM
Quote from: cpt_goblin on April 13, 2023, 09:18:15 PM(I don't understand what means "Bell scale"...)

It actually means "Bell Curve".

This is a reference to a statistical graph which describes (for example) the statistical likelihood/chance/probability of achieving a value when rolling two (or more) dice and adding the result together.

https://anydice.com/ is a good site to look at probabilities.

https://anydice.com/program/1 is a basic example, which usually loads when you first go to the site/page.

Adding dice together (2d6, 3d6, 4d12, etc) always results in a statistical bell curve, with the centre of the bell curve being the most likely values you'll get, and the left/right ("upper/lower") ends being less likely.

Personally, I quite like this, as it means you can render certain rolls to be reasonably reliable, and then by adjusting X - where X is the score you want to "beat" (i.e. roll higher than, in my example), you can make it harder by moving X to the right/up , or easier by moving X to the left/down to achieve whatever you're rolling the dice for.

This is good when you want reliable likelihoods, but still want to account for rare rolls (the top and bottom/left and right ends of the bell curve graph).
If, however, you prefer less reliable rolls/statistical likelihoods, and prefer more "swingy" (gambler-ey? not a word, I know) results, then rolls which rely on a single die (or "dice" as many are used to saying anyway, even though in english die is the singular of dice) are exactly what you're after.
#70
I have been thinking on this issue... definitively a kind of randomness in number of actions per turn is in the essence of original Inquisitor and it offers a difference against conventional wargames.

But I don't like to roll more than a dice, I believe it is a slowdown and not attractive for newcomers. I am even thinking to change weapon's damage from 3D6+2 from a simple 1D20. lol.

What do you think about this idea:

- max. Speed = Initiative/20+1 (IRE's way). Note it on the sheet and doesn't need to calculate again.

- Number of Actions = Roll Nerve (Nv) or Leadership (Ld). Success: Max Speed; Failure: 2 actions; Goof*: 1 action

*Goofs are 0's on D10 in Sistema28.





Or this different one:

- Number of actions = roll only one D6. Result is number of actions that turn, until a maximum of Max. Speed.






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