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STS_Gamer

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A member registered Dec 08, 2022 · View creator page →

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No, thank you for the correspondence. I appreciate it. How does this sound: “A unit represented with a number in brackets after the Size is the minimum size before it is destroyed. As an example, a unite with Size 7[3] means that it is Size 7, but can only be reduced to Size 3 before it is destroyed.

It is possible for a unit to have a size, a damage modifier different than its’ size in parenthesis and a minimum size in brackets. So a unit with 5 (6) [3] means that the unit is Size 5, but has a damage modifier of 6, not 5; and has a minimum size of 3, at which point it is destroyed.”

This allows a unit to have a size, a different modifier for damage if required, and a minimum Size if it isn’t 0.

The default Size for Hit Points… the calculation I use now is: The square root of the weight = SIZ Constitution x SIZ/10 = Hit Points So, a person with 270 pounds has a Size of 16.4. with a Constitution of 12, the Hit Points = 12x (16.4/10) = 12 x 1.64 = 19.68, round down = 19 Hit Points.

Resilience is equivalent in function to Hit Points, but not mathematically aligned in any way as Resilience measures different things than Hit Points.

Yes, a unit can have a Size modifier and a different Damage modifier, but it would be rare. It would be rare because I wanted the Size to be somewhat of a constant, and the variablity to be in the Offense and Defense. If that different modifier is the best way to model something, go for it.

I don’t really go for having balance in matchups, since I rather think asymetry helps to drive scenarios and victory conditions. But, yeah, an ATGM team will absolutely devastate a mob of people. This is why dispersion in modern combat is essential, so that you can minimize the amount of people caught in the blast radius.

I made a lot of changes since the first versions were posted, so I uploaded the new versions.

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“Hi, a math equation recommended Platinum w/ Strife as one example of multi-scale combat systems.” Interesting… I love that. I wish you luck in making your own system.

Before I get into answering questions, I’ve been making these games and splats for 3 years now, and as I make each one, sometimes I find new things that I should have done earlier, but only started including it then. I probably should have been far more… precise when making it originally.

  1. What are the default fallback values when calculating Damage and Resilience for Size 0 characters? In Strife or in Platinum? I got huge lists of ballistics and damage ratings for weapons. It is a hobby. Both Offense and Defense are measured on the same scale 0 to 20, shown below:

This is for Strife: Offense 0 Untrained unarmed

1 Brass knuckles, Knife

2 light pistol, 1-hand melee weapons

3 Swords, longbows

4 Heavy pistol, 2-hand melee weapons

5 Shotgun, Rifles

6 Heavy rifles, machineguns, flamethrowers

7 Heavy Machineguns

8 Autocannons

9 Rockets

10 Light Cannons

11 Guided missiles

12 heavy cannon, AT missiles

13 heavy artillery barrage

14 Submarine full torpedo volley

15 10” cannon volley

16 12” cannon volley

17 Battleship broadside

18 Multiple cruise missile strikes

19 Heavy space battleship weapons

20 nuclear weapons ground zero

Defense

0 Tiny drone, Rat

1 Animals, Hawk

2 Child, Dogs

3 Adult human

4 Basilisk, Huge Alligator

5 Giant Spider

6 Wooden Gunboat, SpecOps Cyborg, Power Armor

7 Attack Helicopter, Spartan II, Yautja Hunter, T-45

8 Armored Personnel Carrier, Chinese Hvy Cyborg

9 Multi-Engine Jet Aircraft, Battle Armor

10 Panzer V, Xenomorph Queen, Protomech

11 Longsword Interceptor, Light Mech

12 Main Battle Tank, Medium Mech

13 Type-47B Scarab, USCMC Cheyenne

14 Type-55 Kraken, Assault Mech

15 Ancient Dragon

16 Kaiju, Glitter Boy

17 PAA Destroyer

18 14th Fleet Heavy Cruiser

19 Russian System Defense Ship

20 Punic-class Supercarrier

This is for Platinum:

Gauntlet 1d3

Unarmed strike 1 per full 10 STR

Brass knuckles 1

One-Handed Melee Weapons

Axe, throwing 1d4

Battleaxe 1d8

Cleaver 1d6

Club 1d6

Dagger 1d4

Dagger, punching 1d4

Flail 1d8

Gauntlet, spiked 1d4

Hammer, light 1d4

Handaxe 1d6

Hatchet 1d6

Kama 1d6

Katana 1d10

Knife 1d3

Kukri 1d4

Longsword 1d8

Mace, heavy 1d8

Mace, light 1d6

Machete 1d6

Metal baton 1d6

Morningstar 1d8

Nunchaku 1d6

Pick, heavy 1d6

Pick, light 1d4

Pistol whip 1d4

Rapier 1d6

Sai 1d4

Sap 1d3

Scimitar 1d6

Shield, heavy 1d4

Shield, light 1d3

Shortspear 1d6

Siangham 1d6

Sickle 1d6

Spiked armor 1d6

Spiked shield, heavy 1d6

Spiked shield, light 1d4

Straight razor 1d4

Stun gun 1d3

Sword cane 1d6

Sword, bastard 1d10

Sword, short 1d6

Tonfa 1d4

Trident 1d8

Waraxe 1d10

Warhammer 1d8

Whip, weighted 1d3

Two-Handed Melee Weapons

Bayonet (fixed) 1d6

Chain saw 3d6

Chain 1d6

Chain, spiked 2d4

Falchion 2d4

Flail, dire 1d8

Flail, heavy 1d10

Glaive 1d10

Greataxe 1d12

Greatclub 1d10

Greatsword 2d6

Guisarme 2d4

Halberd 1d10

Katana 2d6

Lance 1d8

Longspear 1d8

Quarterstaff 1d6/1d6

Ranseur 2d4

Rifle butt 1d6

Scythe 2d4

Spear 1d8

Sword, bastard 2d6

Sword, two-bladed 1d8

Three-section staff 1d8

Ranged Weapons

Bolas 1d4

Bow/Crossbows

25 lbs draw 1d5

30 lbs draw 1d6

40-50 lbs draw 1d6+1

60 lbs draw 1d8

70-80 lbs draw 1d8+1

90 -100 lbs draw 1d10

110 - 120 lbs draw 1d10+1

130 140 lbs draw 2d6

150 - 160 lbs draw 2d6+1

170 - 190 lbs draw 2d6+2

200 - 210 lbs draw 2d8-1

220 - 240 lbs draw 2d8

250 - 270 lbs draw 2d8+1

280 - 300 lbs draw 3d6

Dart 1d2

Javelin 1d6

Net —

Shuriken (5) 1d2

Sling 1d4

Improvised Weapons Dam

Diminutive 1

Ex: Ashtray, crystal paperweight

Tiny 1d2

Ex: Rock, mug, screwdriver, flashlight, wrench

Small 1d3

Ex: Bottle, drill, fire extinguisher, helmet, vase

Medium-size 1d4

Ex: Bar stool, bowling ball, hockey stick, nail gun

Large 1d6

Ex: guitar, computer, office chair, tire iron

Huge 1d8

Ex: ladder, mailbox, oil barrel, park bench

Gargantuan 2d6

Ex: Desk, dumpster, sofa, vending machine

Colossal 2d8

Ex: Junked vehicle, stoplight, telephone pole

5.92 Firearms

Pistol

Super Light Pistol 1d6

Very Light Pistol 1d8

Light Pistol 1d10

Medium Pistol 2d6

Heavy Pistol 3d6

Very Heavy Pistol 4d6

Super Heavy Pistol 5d6

Submachinegun Dam

Super Light SMG 1d6

Very Light SMG 1d8

Light SMG 1d10

Medium SMG 2d6

Heavy SMG 3d6

Very Heavy SMG 4d6

Super Heavy SMG 5d6

Carbine Dam

Super Light Carbine 1d8

Very Light Carbine 1d10

Light Carbine 2d6

Medium Carbine 2d8

Heavy Carbine 3d6

Very Heavy Carbine 2d10

Super Heavy Carbine 3d8

Rifle

Super Light Rifle 1d8

Very Light Rifle 2d6

Light Rifle 3d6

Medium Rifle 4d6

Heavy Rifle 5d6

Very Heavy Rifle 6d6

Super Heavy Rifle 7d6

Machinegun (burst) Dam

Super Light Machinegun 3d6

Very Light Machinegun 4d6

Light Machinegun 5d6

Medium Machinegun 5d6

Heavy Machinegun 8d10

Very Heavy Machinegun 9d10

Super Heavy Machinegun 10d10

Shotgun Dam

Super Light Shotgun(.410) 2d8

Very Light Shotgun (20 g) 3d8

Light Shotgun (16 g) 4d8

Medium Shotgun (12 g) 5d8

Heavy Shotgun (10 g) 6d8

Very Heavy Shotgun (8 g) 7d8

Super Heavy Shotgun (4 g) 8d8

  1. I guess the correct wording would be “if <value> is 0, it is skipped for calculation”? Yes, and basically 0 = 1, but I didn’t know how to properly say it.

  2. Also, am I correct in assuming that the “profession skills” there mean “this is the skill level used for any task related to that skill”? For example, Maid 50% means 50% chance of doing Maid-ly things like housekeeping (before difficulty)? Yes

Thank you for the questions, if you have any others, feel free to ask.

This is peak. Thank you so much.

This looks so beautiful and well done!

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Basically, you can just go by initiative. The line mechanic was only made to keep people to keep people from changing their target mid-combat to get some advantage. Going by initiative, like in most RPGs works just as well.

If you stack the units by who goes first, it might work out. IIRC, that is how many old map and counter wargames used to do it. Stuff that goes first is on top is on top of the stack.

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Having never used roll20, I don’t know, but if you have specific issues, I might be able to help.

What sort of tools or functions need to be added?

I made some Tabletop Simulator scenarios for it on Steam.

Thank You, I appreciate it.

Thanks.

Sure, I’ll try it, let me know what you think.

I hope you enjoy it, or at the very least find something interesting in there. What color would you recommend to make it easier on the eyes?

Absolutely awesome! Thank you.

I hope that you enjoy it. If there are any issues, let me know so that I can make it better.

I absolutely LOVE this idea. Very creative and fun!

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Ah, damn. Fixed.