Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Tomasque on April 20, 2020, 08:56:17 pm

Title: Neon Nightmare [Combat Test]
Post by: Tomasque on April 20, 2020, 08:56:17 pm
I'm planning on running an urban dungeon crawl sometime soon, but I'd like to test out the combat system first. If you're unfamiliar with urban dungeon crawls here's how I'd describe them: Imagine a group of adventurers going from room to room in a dungeon, but the adventurers are armed with modern/improvised weapons, the rooms are full of 20th/21st century decor, and there's copious amounts of violence and flashing lights. To see an example of this, check out the aptly named BLOOD AND NEON (http://www.bay12forums.com/smf/index.php?topic=162993.msg7375018#msg7375018), or play some Hotline Miami.

As for this game in particular, it'll be more competitive than cooperative, and - although they'll be on the same map - players won't be interacting with each other directly. If you're interested in giving the combat test a shot, then read the rules right here (https://docs.google.com/document/d/1RjIAx-8frJctfSf26vl9fbmOPCK9c63NinYUHa0Ld8E/edit?usp=sharing). Since this is just a combat test, the rules about dying/looting don't apply.

Once you sign up, I'll give you some random weapons. We'll be able to start things proper once I get 3 or so players.
Title: Re: Neon Nightmare [Combat Test]
Post by: The Canadian kitten on April 21, 2020, 12:04:35 am
Looks fun. I would like to join
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 21, 2020, 12:15:35 am
Sure.
Title: Re: Neon Nightmare [Combat Test]
Post by: syvarris on April 21, 2020, 12:34:57 am
In, I really enjoyed Dubs' testgame, and it's always fun to test new systems.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 21, 2020, 12:37:57 am
if it works well maybe i'll have to steal from it for tactical hell :V
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 21, 2020, 03:35:37 am
Spoiler: The Canadian kitten (click to show/hide)

Spoiler: Egan_BW (click to show/hide)

Spoiler: syvarris (click to show/hide)

I'll post the fight scenes in the morning.
Title: Re: Neon Nightmare [Combat Test]
Post by: King Zultan on April 21, 2020, 04:08:14 am
I'm interested in joining this if there is still room.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 21, 2020, 04:11:07 am
bop
Title: Re: Neon Nightmare [Combat Test]
Post by: H4zardZ1 on April 21, 2020, 01:18:17 pm
ptw, might change my mind later
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 21, 2020, 09:32:07 pm
Spoiler: King Zultan (click to show/hide)

I've changed you ranged weapons work. Since I decided to forgo a grid system, thrown weapons now have a -2 base to their roll, which can scale up to -5 due to cover.

Anyway, the maps are ready. I just need each of you to choose what you'll equip before entering.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 21, 2020, 09:36:55 pm
No preview of what we'll be fighting? Aww.

Bat.
Title: Re: Neon Nightmare [Combat Test]
Post by: Naturegirl1999 on April 21, 2020, 09:38:18 pm
If I’m allowed, I would like to join
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 21, 2020, 09:48:35 pm
If I’m allowed, I would like to join

Sorry, I think 4 people is my limit.
Title: Re: Neon Nightmare [Combat Test]
Post by: Naturegirl1999 on April 21, 2020, 09:49:16 pm
Ok, will the combat be here too? I can still watch, maybe I can join when someone dies?
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 21, 2020, 09:59:00 pm
The combat will happen here, but people won't get switched out when they die.
Title: Re: Neon Nightmare [Combat Test]
Post by: The Canadian kitten on April 21, 2020, 11:02:18 pm
cleaver
Title: Re: Neon Nightmare [Combat Test]
Post by: King Zultan on April 22, 2020, 02:20:44 am
Hatchet
Title: Re: Neon Nightmare [Combat Test]
Post by: Naturegirl1999 on April 22, 2020, 06:08:10 am
Ok
Title: Re: Neon Nightmare [Combat Test]
Post by: syvarris on April 23, 2020, 12:45:05 am
Razorwire gloves
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 23, 2020, 03:02:09 am
Spoiler: The Canadian kitten (click to show/hide)

Spoiler: Egan_BW (click to show/hide)

Spoiler: syvarris (click to show/hide)

Spoiler: King Zultan (click to show/hide)


Spoiler: Cool Side-View (click to show/hide)
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 23, 2020, 03:36:26 am
narration phase (https://youtu.be/xpW2UDGnhJU)

[russian accent]"oh please, this is all I get? disappointing. let's show them who's boss, Mister Bonk."
ER closes the distance to the first goon in two steps and immediately smashes him in the side of the head with "Mister Bonk", his metal bat. If that fails, of course, He hits the goon again. And if that fails, he hits the goon a third time, but harder.
That done and without missing a beat he pulls a pool cue out from his sleeve and smashes it over the office employee's head, splintering the wooden rod. Almost. He hits the employee again, this time with just enough force to snap the pool cue in half. Having created a serviceable stake, he rushes down the chainsaw-wielding goon and jams the cue through the man's eye.
Title: Re: Neon Nightmare [Combat Test]
Post by: The Canadian kitten on April 23, 2020, 04:56:31 am
I shall first sprint towards the dog and attack using my cleaver. (swing 1d6)  Then, run back and attack the big goon once. (Swing 1d8) Then, I shall kill causal 1 with (swing 1d6). Wait, is the l thing in the attack sequence showing that it is separate from the other attack sequence?
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 23, 2020, 05:29:15 am
narration phase (https://youtu.be/xpW2UDGnhJU)

[russian accent]"oh please, this is all I get? disappointing. let's show them who's boss, Mister Bonk."
ER closes the distance to the first goon in two steps and immediately smashes him in the side of the head with "Mister Bonk", his metal bat. If that fails, of course, He hits the goon again. And if that fails, he hits the goon a third time, but harder.
That done and without missing a beat he pulls a pool cue out from his sleeve and smashes it over the office employee's head, splintering the wooden rod. Almost. He hits the employee again, this time with just enough force to snap the pool cue in half. Having created a serviceable stake, he rushes down the chainsaw-wielding goon and jams the cue through the man's eye.
That song has good vibes.
By the way, you don't have to provide those if statements in the future - just describe the attacks you do, and you'll skip the rest of those attacks automatically once they die.

I shall first sprint towards the dog and attack then run back and attack the big goon twice. Then, I shall kill causal 1 and attack number 2 and then throw it at number 2's face.
Tell me what sequences you're using, and/or the attack types, please.

I forgot to write the Tempo that each enemy has, so I'll add that right now. Give it a look in case it changes your action.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 23, 2020, 05:32:57 am
The If statement is because the last hit of the metal bat only happens if the first two miss.
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 23, 2020, 05:34:49 am
You don't even have to mention that one - I'll add it in if the other two fail.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 23, 2020, 05:42:35 am
Yes, but you called this phase narrative phase, so I'm going to describe things as flavorful as possible rather than listing out attacks and their targets.
Title: Re: Neon Nightmare [Combat Test]
Post by: King Zultan on April 23, 2020, 07:08:26 am
I quickly run and jump up onto the laundry machines, run along them until I'm next to the goon, and jump onto him and chop at his head with the hatchet, then when he goes down I throw the hatchet at the dog, grab the dead goon's shovel and run round the corner with it and stab the Berserker with it.


(What program did you use to make the laundromat?)
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 23, 2020, 04:33:42 pm
(What program did you use to make the laundromat?)

I didn't make it, I just found it by looking up "laundromat layout". I think it's made in SketchUp, though.
Title: Re: Neon Nightmare [Combat Test]
Post by: syvarris on April 23, 2020, 10:28:21 pm
"Yeeehahahaha!  Excitement!  Danger!  STRIFE!  Die."

Charge into goon 1 in a frenzy, punching his throat and crushing his windpipe (thrust 1d4).  Then rush past him and leap over the counter, and dive into the spastic, repeating the same attack before bashing his head repeatedly, laughing maniacally the whole while (thrust 1d4, swing 1d6+1).

Then snap the pushbroom, and throw it at the berserker--or if it can't be thrown, snap it and charge him, impaling him to the shelving behind him.
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 26, 2020, 10:49:56 pm
I've put this off for long enough. I'll just assumed Kitten uses the Cleaver's 1st and 2nd sequences.

Spoiler: The Canadian Kitten (click to show/hide)

Spoiler: Egan_BW (click to show/hide)

Spoiler: syvarris (click to show/hide)

Spoiler: King Zultan (click to show/hide)

That'll be it for this fight, I think. There were some hidden enemies (each person but Kitten had one), but I don't think its worth it to continue this fight even so. I have a fairly big workload right now, but I'll try to set up a new match soon.

In the meantime, give me some input, if you have any. I'd be happy to change the second fight to fit your ideas - it's a playtest, after all.
Title: Re: Neon Nightmare [Combat Test]
Post by: Egan_BW on April 26, 2020, 11:43:51 pm
well that was unsatisfying
Title: Re: Neon Nightmare [Combat Test]
Post by: Tomasque on April 27, 2020, 03:07:45 am
I had the same feeling. What do you think should be changed to make the next fight better?
Title: Re: Neon Nightmare [Combat Test]
Post by: Naturegirl1999 on April 27, 2020, 06:35:52 am
Would I be able to join the new match or is it still the players from the previous match?
Title: Re: Neon Nightmare [Combat Test]
Post by: King Zultan on April 28, 2020, 03:11:46 am
I was expecting the fights to last a little longer, but otherwise it was enjoyable.
Title: Re: Neon Nightmare [Combat Test]
Post by: syvarris on May 02, 2020, 02:50:58 am
I'd like it better if the deaths from other players were made clearer.  "Ohp, he's already dead.  Somone else must've done something cool!" is boring.  Even something like "...but as you prepare to strike, a gout of blood sprays from his neck as someone in an adjacent reality kills him." would be an improvement.

I'm also not entirely sure about the system, tbh.  Since we know what attack types an enemy has, and unblocked player attacks are all autokills, most enemies can be eliminated with no real risk.  Enemies with perks mix that up a bit, but perks are invisible, so they feel a bit random IMO.