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  • File : 1260942173.png-(169 KB, 747x550, tf2 the anime 05.png)
    169 KB Anonymous 12/16/09(Wed)00:42 No.7155165  
    So, for a while now, I've been thinking about making a tabletop game based on TF2, as I think the setting could be fun.

    One problem that keeps coming up as soon as I begin is how to do it, a homebrew wargame would fit the ideals of the actual game the most, but the players would probably have more fun role playing and what not if each one made a character that fit one of the nine classes.

    tl;dr TF2 tabletop game, ideas?
    >> Anonymous 12/16/09(Wed)00:46 No.7155211
    To make a roleplaying game, you really need more things to shoot at than just other people with the same abilities you do. I mean the occasional encounter with NPCs with class levels can be fun, but not EVERY fight.

    The only way I can see TF2 working as a role playing game would be if you liberally mix it with stuff from the rest of the Valveverse. Lots of zombies, lots of... whatever the bug things from Half Life are.
    >> Anonymous 12/16/09(Wed)00:48 No.7155237
    rolled 14 = 14

    >>7155165
    A group of rag tag blue and red mercenaries. Betrayed by their team, they join together to create the Rebellion. Purple. Together they fight against the Announcer, the Red, The Blue, even god damn motherfucking Saxton Hale is the BBEG.

    Holy fuck this sounds awesome.
    >> Anonymous 12/16/09(Wed)00:50 No.7155260
    As an RPG I was thinking of making the party mercenaries, and the enemies and targets completely different characters than what's been shown, but still reasonable within the TF2 world.

    For example, one day they might have to assassinate this big corporate CEO guy, so they could either go into his heavily fortified building (IE, dungeon in most RPGs with traps, and henchmen both other mercenaries and regular 'come en masse and suck' variety) or they could choose to lead their sniper and/or soldier through the less guarded but still occupied building next door and take him out from one of the higher up buildings, which would involve either sneak in-sneak out tactics or a mad dash to get to where they want to while the party takes care of/holds off the security guards trying to get them to leave the building.
    >> Anonymous 12/16/09(Wed)00:52 No.7155285
    People need to die, a lot. Don't let them play anything but the nine classes from the game. Look up the story for TF2, RED and BLU are opposing industries fighting over land and resources; make the players aware that they are cogs in the corporate machine and see what they make of it. Make sure they can get the alternative items in the game as random drops etc.

    Part way through the game, auto-balance half the team to the other side; don't tell them about this in advance.

    And start making classes, I suggest not having a level advancement in the classes; I'll start drafting up some D20 versions if I get the time.
    >> Anonymous 12/16/09(Wed)00:56 No.7155317
    >>7155285

    If I pit them against each other at some point, it would become troublesome to play spy effectively.

    However, this still sounds good.
    >> Anonymous 12/16/09(Wed)00:58 No.7155343
    >>7155317
    The Spy can do even more stuff in a roleplaying game than he can in the game. Since he actually has the potential to switch sides on his own, completely, not just as a disguise... but the players won't know that until it's too late.
    >> Anonymous 12/16/09(Wed)00:59 No.7155357
    >>7155165
    What's this from?
    A TF2 reference? In my Japan?
    >> Anonymous 12/16/09(Wed)01:02 No.7155387
    >>7155260
    >>7155285
    >>7155237
    >>7155211
    >>7155165
    /tg/, please make this happen.
    >> OP 12/16/09(Wed)01:02 No.7155389
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    >>7155357

    I'll start posting more of these with my responses, they're just awesome.

    Having them die often does sound rather true to the source, but it creates a problem. How is it handled?

    Do players come back via a timed resurrection? Or should they die and reroll characters every session with it coming to a close with just one character alive to complete the objective?

    While the latter sounds more suspenseful and dramatic, it sounds like it would become serious bullshit if it happened every session.
    >> Anonymous 12/16/09(Wed)01:08 No.7155444
    >>7155389
    Could always just have them come back at the next Resupply station/Spawn point/whatever. They just have to wait a bit until the party gets to it.
    >> Anonymous 12/16/09(Wed)01:08 No.7155449
    >>7155389

    THE PYRO'S GLOVE FINGERTIPS ARE SUPPOSED TO BE YELLOW. RAGE.
    >> Anonymous 12/16/09(Wed)01:13 No.7155502
    >>7155389

    Make all members of the same class have the same stats (or with only slight variations so you only roll a die or two when creating stats).

    I've been thinking about doing this sort of thing using the Savage Worlds rules. They seem well-suited to a TF2 RPG.
    >> OP 12/16/09(Wed)01:14 No.7155527
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    >>7155444

    Sounds good.

    Another thing I was thinking of is how to handle changing classes, I was thinking that every character could take points in generalized skills, and gain points in their actual class skills as they play. In between sessions they're also awarded experience to spend on class skills, so they can keep up with the party if they change to a class they don't usually use.

    Hm... I'd also better set a cap on that based on their... I don't know character level so they don't put all their points in one class.

    For example, before playing 'Greg' puts all his class skills into Sniper, and all his general skills into long range weaponry. Now this is fine, but it comes to a point where the party needs more high impact damage. So he changes to Soldier so he can, I don't know, blow up a wall far away. Now before he would get a bonus to his roll due to his points in Sniper and long range weapons, but now he just gets the bonus for long range weapons.

    At least that's what I was thinking, I'm really not that experienced with game creation and I know you guys tend to get little projects like this done... or abandoned and left for dead, so I figured I'd just run it all past you.
    >> Anonymous 12/16/09(Wed)01:15 No.7155534
    >>7155285
    Here

    >>7155389
    Well in the game you die a lot; what happens when you do?

    You see a mysterious menu where you can pick who you want to return as and then after a time limit you return to life in the base camp / whatever point; it's not really explained.

    I think it would be best to just have them mysteriously appear back at the camp, leave it as something for them to ponder. If it becomes a problem, figure out something involving the corporations and let them slowly reach the truth behind the mysterious respawns and the true nature of the corporate war.
    >> Anonymous 12/16/09(Wed)01:16 No.7155556
    woah! hold on there! pump the brakes.

    is this from a real anime? if so, what is it called?
    >> OP 12/16/09(Wed)01:17 No.7155572
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    >>7155556
    They're fake, damn convincing though.
    >> Anonymous 12/16/09(Wed)01:18 No.7155578
    I like the idea of this.

    My first thoughts are to give the players the ability to customize weapons loadouts and abilities. The already playable classes could be prebalanced presets / NPCs. Though just choosing a class at respawn would keep you from having to reroll and make the game faster. Would continued survival, or kills and objective completions be rewarded with XP?
    >> Anonymous 12/16/09(Wed)01:19 No.7155588
    >>7155572

    FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

    damnit, Japan! get on that!
    >> Anonymous 12/16/09(Wed)01:20 No.7155599
    OP, do you have any more of these pictures? I want them!
    >> Anonymous 12/16/09(Wed)01:22 No.7155626
    the line quality is too poor to be japanese
    >> OP 12/16/09(Wed)01:23 No.7155640
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    >>7155578
    Hm, I didn't really consider that.

    One reason I don't DM/GM tabletop RPGs very often is because there's too much number crunching with the XP for me, so I was thinking just setting up specific amounts of XP to award the party each session based on their collective success.

    However, stuff like that should be rewarded. Maybe with something like rerolls. They could reroll on shitty future rolls, and they would earn a reroll each session they're the MVP. This would be kept track of with +1 point for each kill, -1 for each death, and +1 for a class bonus, a special achievement unique to that class, for Spies it would be a sapped & destroyed device, for Snipers it would be headshots.

    There would be a scoreboard out with everyone able to see it at any time, so they can keep track of where they are on the MVP standing.
    >> OP 12/16/09(Wed)01:25 No.7155659
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    >>7155599
    I have this, and two more.

    Will post the others while talking about the game itself.
    >> Anonymous 12/16/09(Wed)01:26 No.7155663
    >>7155578
    It is rewarded with hats.

    The longer you survive, the fancier your hat.

    Why not make it a set of houserules and a total conversion setting for Paranoia?

    Friend Computer is now The Announcer.
    >> Anonymous 12/16/09(Wed)01:29 No.7155696
    >>7155663
    >implying that Friend Computer was not The Announcer to begin with
    Please report to the nearest Suicide Booth for immediate termination. Have a nice day!
    >> OP 12/16/09(Wed)01:30 No.7155710
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    >>7155663
    I've never played Paranoia, but a brief run through its Wikipedia page certainly makes it sound fun, I'll give it a shot sometime as it is and put a TF2 spin on it if it feels as good as it sounds.
    >> Anonymous 12/16/09(Wed)01:30 No.7155716
    >>7155663
    are we talking about Jagers here?
    >> Anonymous 12/16/09(Wed)01:31 No.7155732
    >>7155663

    I think the game master should be the announcer, since that's basically what she does.
    >> OP 12/16/09(Wed)01:33 No.7155749
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    >>7155732
    Given the new details given in the comics, I think the GM should be called the Administrator, but I think her bitter comments should be left out of the role, as they could distract from the actual descriptions of the environment and could really get weird when role-playing NPCs.
    >> Anonymous 12/16/09(Wed)01:41 No.7155875
    >>7155640

    I get stuck with DMing a lot and I agree with the hate on fiddly amounts of XP. As a player, I like more immediate rewards anyway. I wouldn't give rewards for individual kills. Definitely keep a kill tally, and maybe reward the player with "Hats" that would provide some sort of minor bonus, or do something ridiculous yet useful in a very specific situation. After 100 or so kills, If we're talking lots of dieing, this shouldn't be too ridiculous after a couple of sessions, maybe hand one or two out. I think capturing the flag or some other sort of objective completion should be rewarded with better equipment, but again, in moderation. I feel that handing the players a cookie every time they do something they're supposed to breaks the mood of the game. After all, the announcer doesn't really care that you've done it personally, just that it happened.

    I like the MVP idea. it gives all the players a personal reason to out-kill the guy next to him.

    Players should only be able to improve in the classes they use. Racking up a lot of kills as say, a heavy to level your scout skills would be odd. Somehow, this whole game should be conducted on a battlemap.

    The more I think about it, the less I like the idea of leveling and the more I want to trend toward giving the players equipment options and one-use bonuses like rerolls.
    >> OP 12/16/09(Wed)01:41 No.7155886
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    Another thought occurs, criticals.

    All RPGs have them, but TF2 alters them to a point.

    Should one roll for crits on a second die? For that matter, how to handle mini-crits delivered by Jarate and the Targe?

    I think a second die would work, and full crits would be %200 damage, and mini-crits would be %150, rounding up.

    Though a better idea would be appreciated.
    >> Anonymous 12/16/09(Wed)01:43 No.7155905
    >>7155716
    You obviously don't play the game. It is hugely prestigious to have a cool hat on your TF2 character, even though most of the time the hats are awarded on a random basis.
    >> OP 12/16/09(Wed)01:46 No.7155941
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    >>7155875

    I understand, but on the one hand, players will want to feel actually rewarded by their playing, especially if they end up playing for a long time, so leveling their skills only makes sense.

    But making it so you can only level the class you're playing as will force players to wedge themselves into a niche, as with long-term multiple session games if they need to change classes, they would be so underpowered with the other classes they might as well stick with what is getting its ass kicked at the moment.

    That's why I proposed the leveling the way I did, though I'll admit, it is a bit convoluted.
    >> Anonymous 12/16/09(Wed)01:47 No.7155963
    >>7155886
    Well, maybe you should hold off on the Targe, since it hasn't even been awarded yet.
    >> Anonymous 12/16/09(Wed)01:51 No.7156011
    >>7155886
    http://tf2wiki.net/wiki/Critical
    Basically you get a critical hit 2% of the time (ignoring the special-case upgrade weapons, like the Axstinguisher and Jarate), and critical hits do 3 times as much damage as a normal hit.
    >> OP 12/16/09(Wed)01:53 No.7156038
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    >>7155285
    >Make sure they can get the alternative items in the game as random drops.

    See, this is something I always disliked about TF2 and am considering revising it. The items are supposed to be 'sidegrades,' with a detrimental and positive side each item that makes it an even trade, though making them attainable makes them almost always preferred. I spend a damn week using the flare gun before deciding the shotgun was just a better weapon for me. Although, I also dislike the idea of making it randomized, and think making the weapons (sidegrades or not, I'm still not sure) attainable in game based on the campaign, though that would display a level of favoritism based on who gets the new item.

    Overall, I have some arguments for and against random item drops, but I'm just not sure which to use.

    Though I'll probably end up just making them randomly dropped sidegrades.
    >> Anonymous 12/16/09(Wed)01:55 No.7156067
    >>7156038
    You do know that you can earn the other weapons through the achievement milestones.

    So maybe you can have the various companies send them the alternative weapons based on their accomplishments.
    >> OP 12/16/09(Wed)01:57 No.7156092
    >>7156011
    >Standard weapons have a 2% base chance to critical, while melee weapons have a 15% chance. Added on top of that chance is an additional number that increases linearly from 0% to 10% based on total damage done by the player in the last 20 seconds, with a cap of 800 damage. For example, having only killed a 200 health soldier will add a 2.5% chance to critical, totaling at 4.5%.

    This sounds like too much damn math for every roll. I think working out a solid number would work better, like just rolling 1d20 separate from the rest of the dice, or 1d10 for melee weapons.
    >> OP 12/16/09(Wed)01:58 No.7156109
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    >>7156092
    Forgot my pic, running out of theme stuff here.
    >> OP 12/16/09(Wed)02:00 No.7156130
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    >>7156067

    Yes, that could work.

    Though again, keeping track of all the achievements the actual game has sounds like a serious pain in the ass.

    Maybe it could work in conjunction with that MVP idea, whereas players earn/lose points based on kills/deaths, but the class bonus goes into the MVP table and a 'personal record' which awards them a new item when it reaches a certain point.
    >> Anonymous 12/16/09(Wed)02:05 No.7156192
    >>7155941

    I hadn't thought of that, yes. I think there needs to be maybe two different portions you can level.

    Class specific points could come from achievements, and stat boosts could come from completing objectives maybe? Class benefits could have little impact on play and come frequently, while player benefits would act more like a traditional level. You could still reward the player with one-shot bonuses like +1 to a given roll. They would do well to come in card form so you can hand them out and pass them around easily.

    "Let's see, three with one sticky bomb cluster? That nets you a "Drink 'Til it Hurts No More!" ( SINGLE USE ITEM: Player may ignore a shot that would otherwise kill him.)

    While hats are a tremendous prestige for a player in game, they don't offer any real benefit to the player.

    While I haven't played it, I endorse the idea of using Paranoia as a base for a TF2 RPG.
    >> Anonymous 12/16/09(Wed)02:09 No.7156234
    >Though again, keeping track of all the achievements the actual game has sounds like a serious pain in the ass.

    If you have character sheets, just write it down. If you go the wargame route, just have them be cards you hand out. The players will be sure to remember at the very least.
    >> OP 12/16/09(Wed)02:12 No.7156277
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    >>7156192
    I like the card idea.

    Got me thinking, as far as class-specific points go, maybe you use them as currency to buy cards that act as items, with the update weapons being somewhat expensive compared to the others.

    For example, a Pyro would get a set amount of class points every time he ignites more than one person at the same time, we'll say 10 points. He could either spend those points on the 'Almost there' card which upon use slows the burning target's movement speed as long as he's on fire and can only be used once. Or he could save up 120 points to pay for the Ax-tinguisher which would be a permanent item he can swap his regular axe for.
    >> Anonymous 12/16/09(Wed)02:12 No.7156280
    You could give things that are skill-based tactics, in-game, to the players as level-up abilities. Like, level 3 Soldier gets a rocket jump. Level whatever Medic can split-uber, ubercharging two people at once, for half as long.

    And then you can add non-game stuff as limited-use or even non-combat abilites. Like, say, Soldier can carry around one "homing missile," or Scout can run up 20 feet of vertical wall, or silliness like that.

    As for setting, I like the idea of making it a sort of camp, Pixar style action-movie setting. Like The Incredibles. "You must sneak into Doctor Grubendorff's hidden volcano lair, and destroy his army of laser dino-borgs before he can take over the world!"
    >> OP 12/16/09(Wed)02:19 No.7156363
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    >>7156234
    We've pretty much settles on RPG, it's begun to sounds pretty awesome.

    But again, there are too many achievements for everyone to keep track of, it would end up with every player checking the list every time they get a kill, which would kill the pacing.

    I think having class points awarded on 'achievements' works better, with each achievement being one class specific repeatable event. What I think would work at the moment would be the following:

    Scout - 10 points for capping a point or getting the intel out of a certain area.
    Solder - 10 points for killing a mid-air target.
    Pyro - 10 points for having three targets on fire at the same time.
    Demoman - 10 points for killing a target in a trap.
    Heavy - 5 points for every target killed while guarding a certain point.
    Engineer - 5 points for every device used to its fullest potential. Either a sentry kill, or a teleporter used. 5 points upon getting a dispenser to level 3.
    Medic - 10 points for every Ubercharge used.
    Sniper - 10 points for every headshot.
    Spy - 10 points for every device destroyed.

    I really have no clue what to do about dispensers as far as rewards go, and Spy's sounds a little too specialized to me.
    >> Anonymous 12/16/09(Wed)02:20 No.7156383
    >>7156192
    If you're just gonna use paranoia, use perversity points as awards.
    >> OP 12/16/09(Wed)02:21 No.7156388
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    >>7156280
    The setting is definitely what drew me into starting this, but I was never sure what would be too weird or not weird enough.

    Using the Incredibles as a base sounds like a good match, thanks.
    >> Anonymous 12/16/09(Wed)02:24 No.7156422
    >>7156277

    I like this idea, but equipment should be purchased in the respawn room. "Almost there", on the other hand, should be something the player can spend his points on at any time. That way we don't have players magically swapping out their weapons mid-fight.

    There would effectively be a few classifications of purchases.
    1.Spawn room only purchases
    2.Anytime purchases
    3.and maybe start of the match purchases. Expensive things that could last all of one match but have a really useful effect. Something like

    "Straight from the Pot", Ungodly caffiene jitters raise this players reaction speed by *X* for the match. 120 points.

    >>7156280

    I imagine the homing missile and what I have affectionately dubbed "The Brooklyn WALLtz" should be one-shot anytimes.

    I absolutely love the setting idea. I would have so much fun playing that.
    >> OP 12/16/09(Wed)02:25 No.7156429
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    >>7156383

    I am actually mostly unfamiliar with Paranoia.

    Could you elaborate?
    >> Anonymous 12/16/09(Wed)02:27 No.7156452
    Use the ideas from /v/'s Single Player threads.

    RED and BLU team up against GRN, BRN, GLD, and even PPL. Each color is good at different things and has a theme.
    >> Anonymous 12/16/09(Wed)02:32 No.7156501
    >>7156452

    I'm unfamilliar with these threads of which you speak.
    More teams would be pretty cool, although giving each one a specialty seems more Advance Wars than Team Fortress 2.
    >> Anonymous 12/16/09(Wed)02:35 No.7156535
    >>7156501
    I worked for GRN for a while - the Global Resource Network? Not a bad gig, let me tell you. Granted, corporate troubleshooters don't have the same leeway they do in RED or BLU, but it's still a good job. Flexible hours, and if you want to talk equipment, they had the best of the best. Thing is, they also had crooked accountants. You wonder why they had so many cutbacks? Had to restructure after the embezzlement.
    >> OP 12/16/09(Wed)02:36 No.7156541
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    >>7156422

    This sounds good to me.

    >>7156452

    Whenever I doodle them fighting, I usually give each color different looking costumes.

    BLU would be the team the players play as, and would appear as they do in TF2.
    RED would be the main antagonist, but sometimes autobalance to. Appear as they do in TFC.
    GRN would be a sort of other extreme to BLU, nature loving anarchists, with similar weapons, but overall less developed gear.
    YLO would essentially be an all-female team, for whatever reason.

    I have no clue what PPL would look like, and I have idea how these teams relate to one another.
    >> Anonymous 12/16/09(Wed)02:41 No.7156588
    >>7156541
    GLD would be the man-behind-the-man team.
    >> Anonymous 12/16/09(Wed)02:52 No.7156707
    >>7156363

    If you make each kill one point, then that pool can go to purchasing and one-shots.

    Capping intel and objectives can give points to be put into a player's global stats and abilities.

    Performing feats like burning multiple foes could give more points for the purchasing pool. Like a hard-worker bonus. Including all of the achievements would slow the game to a crawl, you're right, but just one would get mighty stale to me.

    Maybe five or ten? I imagine that each player could have a description of the classes available to him, a quick list of achievements, and how many points they're worth. While the player would keep a main character sheet, he could also keep all of his class-specific information on notecards that he would bring out when he was playing that class.


    I'll doodle up what I'm thinking in a bit.
    >> OP 12/16/09(Wed)02:55 No.7156738
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    Well, I'd say we got the basics down, and I really like what we've got so far.

    Then there's the stats.

    As far as HP goes, I'm not sure if we want to keep that as is, or lower it all a bit. Because Heavy having 30 HP would be way easier to deal with than his default of 300.

    As far as basic stats go, I think the only one inherently necessary are HP and speed, but generalized weapon skill may also be necessary. I think a charisma stat should also exist for the few non-combat encounters available, but I'm not sure how to handle that. Maybe it would have an in-combat effect like determining the Spy's disguise success, or determining the strength of taunt-kills.

    But then, it's all just brainstorming really.
    >> OP 12/16/09(Wed)03:05 No.7156842
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    >>7156707
    Also sounds good.

    However, another issue lies in coming up with enough achievements for each class.

    Easiest way would probably be to use the one achievement I posted earlier for each class, and take the other's from the actual class specific achievements.

    For example, a Heavy's could be:

    Heavy Given - 5 Points - Kill someone while guarding a specific zone.

    Iron Kurtain - 20 Points - Take 1000/100 points of damage in a single life.

    Marxman - 10 Points - Kill an enemy in mid-air.

    Permanent Revolution - 10 Points - Kill 5 enemies without spinning down.

    0wn the Means of Production - 10 Points - Kill a Demoman after he has set down 8 stickybombs.

    Factory Worker - 5 Points - Kill three enemies while using a dispenser.

    Division of Labor - 20 Points - Kill ten enemies while being healed by a Medic, without either of you dying.

    ...probably a few more, but these are just examples. They're different from the actual achievements, because they will need to be repeatable.
    >> Anonymous 12/16/09(Wed)03:22 No.7157002
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    >>7156842

    I like the way you think. Repeatable is a must, I agree.

    To be honest, I don't get to play TF2 because my computer is too failtastic to run it (upgrades on the way!). I do however, absolutely love the game from the times that I actually do get to play it. That, and wicked nostalgia from TFC.

    Anyway, cards like these could hold all the information for each class. including what the player has "unlocked". Multiple achievements will give the player more options for play, with multiple avenues for reward. One alone would really force the player into one particular pattern.

    One-shots should be on their own cards, and if you've ever played monopoly, you know that it's possible to keep such a thing organized.

    Everything but speed and HP should probably be governed by the player stats. Well, maybe strength too, in case the character has to lift something, it would be hilarious to see a high-level scout out-lift a heavy. Generalize that to "If it isn't a physical attribute, send it to player stats."?

    How many stats and what ones are the question.

    For the player maybe:
    1:Reaction (somehow incorporate into initiative and dodge)
    2:Accuracy
    3:Charisma
    4:Dexterity?
    I got nothin' else.

    Character attributes (we can fit these onto the cards if we shrink the character portrait area.)
    1:speed
    2:HP
    3:Strength
    4:Dexterity?
    Can't think of any more.
    >> OP 12/16/09(Wed)03:38 No.7157194
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    >>7157002
    Those sound about right for stats, though I think dexterity can be scrapped. Players should have full on sheets with all their stats, class experience, generalized skill experience and what not on it, while the classes get corporate-styled ID badges that are given to the one playing them.

    I also think players should have an intelligence stat, it could determine how quickly Engy's devices go up, and also act as a spot check against spies.
    >> Anonymous 12/16/09(Wed)03:41 No.7157223
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    Stats fit onto card.
    >> Anonymous 12/16/09(Wed)03:47 No.7157283
    >>7157194

    Putting class specific info on the cards was to facilitate quickchanging of classes. Could we fit their achievements, their stats, and their equipment all onto one sheet in an easy-to-read fashion? While my ink cartridges hope so with wild abandon, I'm a bit skeptical.

    Also, INTELLIGENCE! That's the one I couldn't think of! Can anyone guess why?
    >> OP 12/16/09(Wed)03:50 No.7157303
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    >>7157283
    No you had it right, class-specific info should be on the cards, which are styled after executive IDs.

    I just think the player-specific info should be on full sheets, maybe styled like classified documentation.
    >> Anonymous 12/16/09(Wed)03:56 No.7157361
    >>7157303

    Then I guess my reading comprehension just gets fucked at around 2:00 AM.

    If you actually intend to put this together I'd like to continue to help. If only with designing the visual end of things. Playtesting too.

    Just for the record,

    Stats for character:
    HP
    Speed
    Strength

    Stats for player:
    Reaction
    Accuracy
    Intelligence
    >> Anonymous 12/16/09(Wed)04:06 No.7157446
    Rolling for mini-crits doesn't sound like a good idea. In-game if you shoot a Jarate'd guy you're going to mini-crit no matter what. If you shoot a burning enemy with a Flare Gun, it's going to mini-crit. The mini-crits should be like they are in-game.
    >> Anonymous 12/16/09(Wed)04:08 No.7157469
    Hmm... someone mentioned assassinating the CEO of a corp earlier... made me think of the battles in No More Heroes for the Wii. So, the image in my head now is-

    Team of mercs enters the target's base, and must fight their way through "rooms"- battlefields similar to those in the TF2 games- and occasionally find rooms where they get there before the mooks do, but cannot proceed for a set amount of time (a la the choke points in Left 4 Dead where you start up a noisy bridge to the next area, which brings the horde down onto you), thus allowing the team to set up for a defensive battle. Finally, just before making it to the room where the CEO is waiting, the team gets a call from the Administrator- she informs them that their target is, in fact, not a weakling fatcat, but an enemy on the level of Saxton Hale. Once the fight is over, they go home, spend the points they earned via kill-count and achievements on new weapons, one-use items, and skills.
    >> OP 12/16/09(Wed)04:13 No.7157513
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    Sounds good, I'll probably work on this a bit more tomorrow, but right now I've just got the thread up to brainstorm ideas.

    If you want to help long-term though, I'm gonna need a bit more than then anonymous if you want to stay in contact.

    On a game related note, I'm not sure how combat should work. I think it should be move a set distance, attack, then the opponent rolls for evasion.

    But the attack phase could be an issue, should it just be roll for accuracy and critical or should each weapon have a different die?

    Seeing how the stats work, I think using something like Rogue Trader's d% 'roll under' rule might work as far as rolling for stats goes, though that can get a little complicated.

    I'm thinking each weapon would have their own set-in-stone damage, and the player rolls for accuracy, they then apply an accuracy bonus for their associated generalized skill, and another bonus for class skill.

    Using a roll under system with d%, this could look like:
    Soldier has 54 accuracy, he rolls a 62, but with his Soldier skill of 6 that brings it to 56, still a miss. But his long-range weapon skill of 4 also brings it to 52, a hit.

    Using this model, I think before attacking the player must name the skill they're using, if the opponent is far away in this scenario, they can use either long range weaponry, or explosives, because of the rocket launcher. The difference between the accuracy and roll would be the roll-over necessary for the dodge. In action:

    The Soldier rolled a 52, but needed 54. This means the Scout has to roll a 2 or above to dodge. He rolled a 1. Factoring in reaction however, he rolled a 24. Enough to avoid the blast.

    Hm. With weapons that do splash, they may also need to make a Speed check to see if they get away.

    But then, that's all very number-y and sounds a bit too complicated, but it would also work in most of the variables involved in such a situation.
    >> Ignition 12/16/09(Wed)04:28 No.7157642
    i wonder how TF2 would play as a warhammer substitute
    >> Anonymous 12/16/09(Wed)04:29 No.7157645
    >>7157513
    email slipped my mind.

    That sounds really hard to play quickly with, honestly.

    I think we should find a way to use smaller numbers or modifiers derived from the stats themselves. I don't have much RPG experience, but I have enough to know I like fast, simple rules.

    I like the moving a set distance and attacking bit, but I think we should just find a kind of set defense for the opponent. Maybe modify it depending on circumstances.

    Let's say a pyro bursts into a room and is confronted by a sniper. The pyro can either interrupt his move and stop to attack the sniper or continue moving and flame at a penalty. This penalty would be taken out of the die roll for his attack. (like a -1 or something small, since we can't have players stopping every time they have to shoot.)

    If, say, the sniper were scoped in and unaware of his surroundings, he would have a penalty to his defense, making him a sitting duck for said pyro.

    But that seems like it would be very limited. I'm probably not the best person to talk game mechanics with.
    >> OP 12/16/09(Wed)04:36 No.7157706
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    >>7157645
    Me neither frankly.

    How about, PCs move a set distance, make a roll of 1d10 + Accuracy + Generalized Skill - Movement Penalty (1 if moving, 2 if moving as scout, 0 if moving as heavy) against the opponent who would also roll 1d10 + Reaction - Ambush Penalty (1 if scoped, 2 if backstabbed).

    The cost of the stats would get higher as you level, so while at level 1 each one costs 1 point, once it hits, say 7, it would cost 20 points to upgrade to 8. For example.

    With splash weaponry, targets would also have to roll 1d10 + Speed to save from that.
    >> The other guy 12/16/09(Wed)04:37 No.7157712
    As a general rule, I tend to think that rolling less dice is better. My gaming experiences are pretty limited to only Labyrinth Lords, D&D 3.5th and 4th editions.
    >> Anonymous 12/16/09(Wed)04:41 No.7157728
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    Cards are played on a tabletop and are thus a tabletop game.
    >> Anonymous 12/16/09(Wed)04:43 No.7157744
    >>7157642
    A TF2 tabletop wargame would be pretty cool.
    >> OP 12/16/09(Wed)04:43 No.7157751
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    >>7157706
    Also, your class skill would modify the damage of the weapon.

    I know we mentioned it should be set in stone, but if we don't modify it with this stat it just means one more number to cram into the accuracy roll, or scrap that altogether, which I must say, I don't entirely hate.

    By taking out class-skill (say, my Demoman stat of 5) and going with just generalized skill (like my Explosives stat of 4) it could keep weapons set-in-stone while encouraging players to try different classes as they play.
    >> Anonymous 12/16/09(Wed)04:47 No.7157778
    If you're planning on basing this off the game, you have to make the Pyro the absolutely most overpowered class.
    >> The other guy 12/16/09(Wed)04:50 No.7157808
    >How about, PCs move a set distance, make a roll of 1d10 + Accuracy + Generalized Skill - Movement Penalty (1 if moving, 2 if moving as scout, 0 if moving as heavy) against the opponent who would also roll 1d10 + Reaction - Ambush Penalty (1 if scoped, 2 if backstabbed).


    How about PCs move a set distance and make a roll of 1D10+accuracy-opponent's reaction+situational modifiers? I'm not sure we need generalized skills for shooting. It's all pretty point and click if I remember correctly.

    With shotguns we could give a small variable scale depending on how much they missed their roll by. 1under being -2 damage, 2 under being -4 damage and so on and so forth to whatever makes sense as an end cap.

    Love the graduated stat costs.

    As a DM, I'd rather reference a table than roll more dice. It's just easier to have the PCs tell me what they got and reference it with a character's defense.

    Maybe if we went by a legacy system it would be simpler.

    Regardless, I need some sleep and I'm going to disappear for a couple days during the gap between when my new computer gets hooked up (tomorrow) and DSL gets set up (a couple days) A really akward time to get involved in something. So if I don't respond to emails, that's why.

    And projectiles that aren't bullets will need move speeds.
    >> OP 12/16/09(Wed)04:59 No.7157870
    >>7157808
    I think the generalized skill needs to be in there do, because it's far harder to use the grenade launcher properly than it is to use the flamethrower.

    However, making less rolls seems the way to go.

    It might work even better, if there were actually two sets of rules for combat, one for PvDM and the other for PvP, in PvP both sides roll, but in PvDM just the players roll.

    For PvDM I think the check should be 1d10 + Accuracy + General Skill -/+ Situation - Opponent's Reaction.

    Additionally, giving weapons their own movement speed seems silly, because it may mean rolling initiative for a rocket, or wedging it in somewhere in the order list. That's why I think those should just get an additional check for speed, the reaction stat to see if they got out of the way of a full-on shot (which most people will with the rockets) and the speed stat to see if they avoided the blast. However, a roll shouldn't be involved to see if they got away from that one.

    Also, I am out of TF2 pictures.
    >> Guardsman Terry 12/16/09(Wed)05:02 No.7157888
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    Anyone have Legend of Sniper: Jarate of Time?

    In return /tg/ Snoipah.
    >> The other guy 12/16/09(Wed)05:05 No.7157906
    >>7157751

    I hadn't been thinking of it along the lines of explosives/ballistics/stream(fire). You have swayed me, I like the idea of people being better at certain things. That's how the game is after all. I sucked with the machine guns, but do love me a rocket launcher. And the player page has a ton of unused space yet.

    We'll need to just list off skill that come to mind. Modifier cards and stuff can come later, right now, we need basic mechanics.

    http://www.indie-rpgs.com/forum/ Here's a website on the topic of games, maybe we can borrow a system or two.

    So it's 1D10roll+skill-move-reaction(+/-)scenario?
    We should find a way to incorporate crits(2X damage) into this as well. One less roll is time spent plotting your next move. If your roll is "X" over your opponent's defense then you crit?
    >> OP 12/16/09(Wed)05:05 No.7157907
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    >>7157888
    10 seconds in google, and suddenly I have tons of new TF2 pics.

    Much obliged.
    >> LDT-A 12/16/09(Wed)05:08 No.7157926
    >>7157778
    >Implying the Pyro is even close to overpowered
    The only reason the Pyro is overpowered is because of the way people REACT to the Pyro. If people acted like The Pyro was just a Medic with a Bonesaw charging them, they would be fine. But for some reason a bright primary coloured thing with a gasmask running at them spewing flames in front of it causes most players to flee and in the process screw up any coordination they had with the rest of their team, allowing the Pyro to kill them at leisure. A team that holds firm in the path of a charging pyro has no trouble with them.

    Unrelated: Maybe for the endgame where they run into the Announcers personal guard or uncover the conspiracy or whatever, have them come up against 3 or so classes that are not in the game, but would fit in the universe. This should provide a level of "Shit just got real" to proceedings, and give them the impression that their discovery of the conspiracy IS SIGNIFICANT. As in "We have never heard of anything like these guys, ergo we are the first time a spiral race has made it this far etc etc".

    Tailor them out beforehand to try and break any repetitive tactics you've noticed your players using, but also as kind of dark, twisted versions of their favoured classes. I'll follow up with some examples of the sort of thing I'm thinking of next post.
    >> Anonymous 12/16/09(Wed)05:09 No.7157942
    I'll go ahead and add this on sup/tg/ then.
    >> Anonymous 12/16/09(Wed)05:10 No.7157952
    Why the fuck is there an anime sniper with lyrics from Relient K's "Saraha" as the OP's pic?
    >> The other guy 12/16/09(Wed)05:11 No.7157962
    >>7157870

    The PVP rules should be supplementary for people looking to run it with a large group as more of a wargame.

    I see your point on projectiles and agree. Tracking the initiative of a rocket would suck worse than more rolling.

    Maybe displace the character half of their move if they successfully avoid a rocket? Bah, I'm too tired to think of systems.

    I'm making good on that promise to sleep/disappear for a day or two RIGHT. NOW. This has kept me up until 3:00AM, Jeez. I'll probably scribble in a notebook for hours afterward. Send me an email or two later.
    >> Anonymous 12/16/09(Wed)05:11 No.7157966
    >>7157926
    The announcers private team is recolor/clones of the party but with different class names and slight bonusses, like a bizzaro team.

    Doctor
    Sharpshooter
    Assassin
    Builder
    Bomber
    Trooper
    Tanker
    Explorer

    something like that.
    >> OP 12/16/09(Wed)05:13 No.7157983
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    >>7157906
    Looking up how TF2 actually handles crits, it does triple damage, ignoring range modifiers and what not.

    So, since we don't have a defense stat, rolling a 10 could just be a crit, triple damage if it hits, while mini-crits would do double damage (more than it is in actual TF2) but would last roughly half the time they usually do (in the case of Jarate.)
    >> Anonymous 12/16/09(Wed)05:14 No.7157990
    >>7157966
    Make it that the Announcers Guard corporate army are cliche FPS versions of the TF2 characters. So they all professionally fill their roles in a balanced and efficient manner.

    TF2 classes minus the personality factor.
    >> LDT-A 12/16/09(Wed)05:23 No.7158048
    >>7157926
    So right lets say as an example you have a party who MOSTLY plays as a team of Soldier, Medic and Sniper/Engineer.

    The Officer: Say in terms of canon is the Soldiers older brother, whom the Soldier is so bitter about that he never mentions. Appears as charicature of the valiant high ranking military officer, fighting with a combination of dual pistols, and some retro-tech cybernetic enhancements that allow him to punch hard and jump high at the expenditure of some ammo equivalent. Say your soldier has been exploiting rocket jump, this guy will counterjump and punch him in the face, or at least attempt to.

    The Occultist: A British man with classical villain facial hair and a dark trenchcoat, supposedly an old adversary of the Medic from the War. Has a few generic weapons but has a wicked looking weapon which allows him to charge up his hellcharge-meter by doing damage with it, before releasing it as a radial burst of hellfire that heals friendlies and damages and slows enemies. This means that the medic can't simply hold back and let his companion soak up damage so he can attack with the uber fully charged, as this will allows the Occultist to have HIS charge ready as well.

    The Trooper: A faceless foe with a reasonably accurate assault rifle, and the ability to deploy lesser utilities such as a landmine and a shield. To serve as a nemesis for an engineer or sniper.
    >> OP 12/16/09(Wed)05:24 No.7158057
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    >>7157990
    So... the TFC classes?

    >>7157926

    They made it, the Soldier, the Engineer, and the Spy. They had pushed into the control room. They had reached the announcer herself. She swiveled her chair to turn to them, a bitter grimace on her wrinkled face. She stood up, and began to walk around her desk to them, "You know mercenaries, you have a spy among you..." They kept their guard up, they knew this. They had worked with him the entire time, she was planning something. "No no, not him you idiots, him." She had pointed down the hall to her left, a small man with a mustache and umbrella walked out, clapping slowly. It was the civilian. "Thank you for taking me this far, and letting me see just what you could do, I told her all about you. She was... impressed." The announcer took on an angry glare towards him, he settled down, a look of terror on his face. She whistled. The civilian rubbed his neck, "Ow, something... bit..." he fell down. Dead. From the same hall emerged a man with a mask covering his head, a digital monocle covering his left eye. The Assassin. Behind him, came a man covered in camouflage, with warpaint on his face, holding a heavy rocket launcher with a small red box in his hand. The Veteran. And finally, came a man almost identical to the engineer, but without goggles, and instead, a lit cigarette. The Industrialist. The announcer went back to her chair, which was built on a teleporter. A teleporter rigged to exploder afterwards, the party wasn't through yet.
    >> LDT-A 12/16/09(Wed)05:26 No.7158070
    >>7158057
    Thats the sort of thing I was thinking of.
    >> OP 12/16/09(Wed)05:30 No.7158093
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    >>7158070
    That's the thing though, I really just described the Team Fortress Classic classes, which are somewhat overpowered compared to TF2's in some cases, most notably the grenades, like Soldier's nail grenade, Heavy's bomb-in-a-bomb bomb, and (bound to be fun in the tabletop game) the Spy's hallucination grenade.
    >> OP 12/16/09(Wed)05:33 No.7158115
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    >>7158093
    Oh, also the Engy's EMP which sets off all the grenades in your pockets.
    >> Anonymous 12/16/09(Wed)05:40 No.7158164
    >>7158093
    >>7158115
    You could just make them all untrained and out of practice, like they don't see action much and just get paid to stand guard most of the time.
    >> LDT-A 12/16/09(Wed)05:42 No.7158184
    Hmm I guess then you have a choice between doing TFC and have boss levels of power, and some nostalgia thrown in, or go crazy like my examples and have them matched to your players albeit possibly at the cost of devastating specific abilities and foreshadowing in terms of story.
    >> OP 12/16/09(Wed)05:47 No.7158221
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    >>7158184
    Really it's up to the GM.

    I would use the TFC classes, because TFC is still played today, by people who felt 'betrayed' by Valve or just have a crap PC.

    Throwing in the TFC classes as these lost souls, abandoned in favor of inferior, but more pleasant, mercenaries, seems like a good boss fight to me.
    >> Anonymous 12/16/09(Wed)05:50 No.7158256
    >>7158221
    Desperate for a paycheck in these days, and they finally get a chance at revenge at the people who took their jobs. Maybe a little rusty due to being out of work, but definitely still lethally proficient at their old jobs.
    >> LDT-A 12/16/09(Wed)05:52 No.7158270
    >>7158221
    They would certainly have some good motivation to go all out on the brightly coloured usurpers. I mean imagine being not only being pushed out of your job, but by a bunch of unproffesional clowns.
    >> OP 12/16/09(Wed)05:53 No.7158277
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    >>7158256
    Perfect.

    If anyone has any other ideas they want to throw in before I leave now's the time, it's almost 4 AM here.
    >> Anonymous 12/16/09(Wed)05:57 No.7158308
    >>7158277
    I think that pretty much covers it.
    >> OP 12/16/09(Wed)06:01 No.7158342
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    >>7158308
    Well alright, I'm going to bed.

    Last one in the thread lock up and archive when you're done okay?
    >> Anonymous 12/16/09(Wed)06:25 No.7158492
    >>7157983
    Does this map exist?
    >> OP 12/16/09(Wed)11:01 No.7160491
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    Ugh, I wound up getting a lot less sleep than I thought.

    Which is great! Means I can discuss this with morning /tg/, though I'm not sure what else can be added... thread's gettin' kinda big... any final ideas to throw in before I write up some prototype rules?
    >> Vekter !OIqMj3oAUI 12/16/09(Wed)11:07 No.7160552
    I wake up and find what might be the best /tg/ thread in a while.

    OP, if you run this through FG or something, let us know.
    >> OP 12/16/09(Wed)11:14 No.7160608
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    >>7160552
    Well I don't have anything really written down yet, but I will be consulting this thread for good ideas.

    That being said, what is FG?
    >> Anonymous 12/16/09(Wed)12:08 No.7161012
    >>7158256
    >>7158270
    >>7158048

    You could have the TFC guys show up earlier (or possibly multiple times) in a bid for revenge, and then have them show up again just before the final boss (i.e. the Announcer) having been heavily modified so that they can combat the PCs on an even footing (especially if the antagonist characters have similar themes to the PCs)
    >> Anonymous 12/16/09(Wed)14:35 No.7162453
    >>7160491
    Personally, I don't like the idea of being able to switch between classes at any time, or respawning- I know they're both important parts of the PC version, but I think they would pretty much ruin any attempt at a story-line. I mean, if you can't actually die, then there's nothing to be afraid of- you'll just respawn, and eventually make it to the end.
    >> OP 12/16/09(Wed)14:41 No.7162509
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    >>7162453

    Right...

    But dying frequently makes the game, part of the spirit.

    But I do see your point.

    Perhaps a limit on respawns...?

    Maybe one respawn per resupply room, and as you move up with the objective you find other rooms, with only the latest room working for you.
    >> Anonymous 12/16/09(Wed)15:08 No.7162776
    The entire group shares the nine classes. Each player picks one; if one dies, they respawn as one of the unused classes while the one they were controlling gets taken for "serious medical attention" or is otherwise out of commission until the next session. Basically, a shared pool of nine lives.
    >> OP 12/16/09(Wed)15:25 No.7162960
    >>7162776
    That's...

    perfect.

    Though sounds a little restrictive, after a certain time some of the classes should be resurrected.

    That way players are more willing to risk their favorite class in high-danger scenarios where they aren't 100% sure what they're dealing with.
    >> Anonymous 12/16/09(Wed)15:29 No.7162999
    >>7162960
    They get all nine back at the start of the next session. Or the next break. Or the next objective.
    >> OP 12/16/09(Wed)15:32 No.7163031
    >>7162999
    Objective sounds good.

    Making this huge map with strategically placed resupply rooms would serve as an in-game point to make the players aware they can replay dead classes.
    >> Anonymous 12/16/09(Wed)15:40 No.7163107
    http://gbancroft.savevsdm.com/content/Team-Fortress-2-Board-Game.pdf

    No one has posted this yet?



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