Written and posted by random_username (AKA Munchkin Clown) on the Palladium Books Forums.
"http://palladium-megaverse.com/forums/viewtopic.php?f=8&t=129640"
Version: 1.0
Final Revision: 364 (clarified content, personal abbreviations, and minor formatting).
Currently: Finished.
Spoiler Note: Spoilers are mainly used to streamline the appearance of this system by containing examples, and so forth within them. Any Example Details are only quick relevant approximations, not absolute values.
TRANSITIONING FROM VETERAN PLAYER TO GAME MASTER: ... The expected minimum to fully benefit from all of the following.
Know Your Enemy and Know Yourself
"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." {Sun Tzu, The Art of War}
Creating an appropriately challenging Rifts campaign to deal with an extremely diverse group of player characters can be difficult.
Maintaining a balance between the GM's Campaign Challenge Level versus the mix of Players' Rifts Tactical Gaming Experience is often one of the main ways of doing so. For ease of use Player's Rifts Tactical Gaming Experience is simplified to Player Competence.
This system only intends to make the components of these basic factors easier to recognize, detail, express, and make use of.
This is achieved by primarily focusing on the combative aspects of characters and campaigns. Each of these Competence levels require an increasing degree of cohesive use of character abilities and player tactics. Thus this is not simply the raw power of a character it is also how tactically well it uses those abilities. Achieving this requires a more thorough exploration of the game system which tends to increase the individual's appreciation for quality, comprehensive gaming.
Ultimately players and GMs struggling with the many problems that arise from a lack of game balance should benefit most from this basic process. Experienced players and GMs who have played and Game Mastered at all such levels up through Epic will probably have their own ways of approaching this concept but may still find it interesting.
BASIC USAGE PROCESS: Step-by-Step walk-through.
Spoiler:
USAGE:
* Players are expected to play their characters as close as possible to their full potential, which is based on their current level of understanding and application of the game.
* Probably requires personally play-testing one or more times in order to adequately understand this system.
* Otherwise a very quick, simple and effective system for creating combat encounters.
* Should be simple enough not to clash with any existing GM gaming styles.
* Most effective for generic combat encounters regardless of type (tech, monster, magic, psi).
* Custom, one-of-a-kind opponent NPCs (leaders, recurring villains, and so forth) can still benefit from the combined upper stat limits for a single creature encounter for the group.
* Beyond that it should make campaigns more enjoyable for players via a greater variety of balanced encounters through a simple process. For the GM it is an extremely easy to use system that simplifies combat preparation efforts.
* Friendly game of Baseball metaphor: Any Pitcher can throw a fast ball aiming for the exact center of the strike zone every time. For a GM this would be his best guess for an encounter that is essentially always predictably easy for his Players. This system aims for balanced yet challenging combat encounters. For the pitcher that would be knowing the exact shape of the strike zone as well as the essential capabilities of the batters. Then working that zone with every type of good pitch available: curve ball, knuckle-ball, and so forth without any wild pitches. Thus challenging the batters to their full limits.
* And just as my forum signature says: If something makes the RPG experience better that's great. If not don't use it.
* So have fun, be well, and hopefully this system makes gaming better for all participants.
PURPOSE:
* For the GM: Provide two basic ratings each comprised of two basic measurements that are used to easily gauge encounter possibilities:
-- Campaign Challenge Level: This covers the base number of proportional opponents and their degree of tactical competence.
-- Average Similarly Powerful Opponent: This is simply the Average Player Character stats for a standardized raw power comparison. The stats are the maximum MD per single action attack using the main weapon and the maximum relevant MDC.
* For the Players: Encourage players to improve the quality of their gaming.
-- Realize that everyone at the higher levels had to progress through the lower levels to get there. Thus there is no dishonor in doing so.
QUICK REFERENCE SUMMARY TABLE:
This entire article may have a lot of information but once the system is understood all people really need is the following table (if anything) plus their own GM Quick Combat Encounter sheet as well as possibly one or more lists of Simplified Opponent Stats that can also be used for Random Encounters. Beyond this is simply the GM's gaming skills (innovation, preparation, research, and so forth). Printing Table Tips: Windows Accessories "Snipping Tool" + "Paint". For slightly misaligned columns but with a white background go to upper right corner of this forum page has "Topic Options" button, switch it to "Print View".
Spoiler:
TYPICAL GM QUICK COMBAT ENCOUNTER INFO:
Based on Example 2 used in most of Part Two. A GM's actual version of this will probably be simplified further.
Spoiler:
PART ONE: KNOW YOUR PLAYERS AND KNOW YOUR GM.
INITIAL APPLICATION:
* Players can rate their expected play style level (Beginner, Novice, etc) by simply answering a few key questions:
-- Have you played Rifts before? ... No = Beginner. ... In one or two campaigns = Possibly Beginner but probably Novice. ... Three or more campaigns = Usually Intermediate or better.
-- If yes have you also been a GM for Rifts? ... No = Usually Intermediate or less. ... Yes = Usually Intermediate or better.
-- What are your favorite combat maneuvers or tactics? ... Unaware of tactics = Beginner or Novice. ... Any tactics such as ambushing opponents and so forth = Intermediate or better.
-- What are some of the best player build combos that you have played? ... An unmodified power armor or robot vehicle plus big gun = Probably Intermediate or less. ... Who also used his +10 or more autododge bonuses while piloting it = Probably Intermediate or Advanced. ... Who then used customized ammo and comprehensive tactics to be able to solo kill The Four Horsemen of the Apocalypse from WB4:Africa = Probably upper range Advanced and Possibly Epic.
* GM then determines the appropriate corresponding Campaign Challenge Level and whether that level is higher than his GM abilities. Typical campaigns for experienced players are often either of Intermediate CCL that aspire to being Advanced, or Advanced CCL that aspire to being Epic.
* Knowing the expected Campaign Challenge Level the players can then actually make characters. This allows less comprehensive players to realize the difficulties they may be facing and strive to improve their game play. This also deters the more comprehensive players from creating overpowered characters for lower level campaigns.
* Once the actual characters are made the Average Player Character stats can be calculated. The characters can then be re-evaluated and possibly play tested to verify that the Campaign Challenge Level is still correct.
RATINGS COMPATIBILITY:
* BNI: Ultimately any combination of players and GM's campaign that are of Beginner, Novice, and Intermediate can usually result in a fun game session.
* A: Having any Advanced players usually requires that the GM's campaign be of either Intermediate or Advanced competence as well.
* E: The Epic level generally requires calm, patient, and mature participants or it can easily degenerate into frustration for any or all participants at any moment. Advanced characters seem more like Beginner characters if played at this level of campaign. Epic characters only play in Epic Campaigns. Special Case: upper range Advanced Campaigns may be intentionally designed by the GM to transition the characters and the campaign into being Epic.
DIFFICULTY RATINGS:
BEGINNER (B):
Basically people start off with their best guess for building a character who ends up being completely obliterated in a remarkably spectacular or equally as likely remarkably unspectacular way. No real understanding of the basic game mechanics. It may take several characters before overcoming this. This generally only occurs during first and possibly second campaign played in. Playing the game is like running through a minefield while blindfolded. Will be slaughtered in 1-on-1 combat versus similarly powerful opponents. Beginners are essentially in the process of transitioning into Novices. This is an introductory gaming level.
Play Style Example - Common Sense: Unarmored SDC player starts a fist fight with an apparent human who is actually a metamorphosed dragon. This is one of the more common - "Welcome to the mega-damage system" intros. This example may have even appeared in canon (possibly a story in the original RMB), etc.
NOVICE (N):
Has played several characters over time, usually in several campaigns and possibly with various GMs. Good grasp of the basic and essential game mechanics. Has about a 50% chance of surviving 1-on-1 combat versus similarly powerful opponents. Novices are essentially in the process of transitioning into Veterans. This is a slightly more complicated introductory gaming level.
Play Style Example - Common Sense: Usually knows better than to insult the Glitterboy with the boom gun already pointed at him.
INTERMEDIATE (I) - VETERAN:
"Veteran" of numerous campaigns, may have been a GM for some. Comprehensively builds characters utilizing essential combinations of skills, abilities, equipment, and tactics. Almost always competently wins and finishes his appropriate 1-on-1 portion of combat then moves on to aid other players, etc. This is essentially the standard competent player status. Veteran Players who are not interested in also being a GM are often fine with just being Veteran Players.
Play Style Example - Tactics Possibility: Uses a jump, flip, or other maneuver or movement to get around the opponent to gain that auto-critical from behind attack (RUE HTH Basic and Expert), etc.
Spoiler:
ADVANCED (A) - ELITE:
Elite Veteran of even more campaigns, has almost always been a GM for at least one (usually an Intermediate CCL campaign). Uses at least one truly exceptional, moderately obscure, combination of skills, abilities, equipment, and tactics. Able to competently regularly eliminate at least 2-to-1, as many as 5-to-1, or even 10-to-1 apparently similarly powerful opponents. These reflect the three sub-levels of: Lower Advanced (2, 3 or 4:-to-1), Medium Advanced (5, 6 or 7:-to-1), and Upper Advanced (8, 9, or 10:-to-1) which are essentially simply at the GMs discretion. Maintaining interesting and challenging combat situations (without reverting to extreme overkill) can begin to become a challenge for the GM. This is the "Elite" level to which most players eventually aim to achieve with their characters. This is NOT a slaughterfest, the players are genuinely challenging their characters and wits to maintain this level of competence. The player's characters are still easy enough to understand that the GM can simply put in more powerful or higher level equivalent versions of them to keep things challenging if nothing else.
Play Style Example - Character Design Possibility: Autododges 90% to 95% of attacks (excluding missile volleys of 4+).
Spoiler:
EPIC (E):
The combinations of species (or subspecies), abilities, skills, tactics, and/or equipment have reached brutal levels of effectiveness. Huge portions of core material opponents are completely ineffective vs the characters. Being able to appropriately challenge one character without slaughtering the rest of the group can become difficult. This rating can perhaps cover the widest range of abilities since it technically lacks an upper limit (a few basic exceptions exist, see below).
The majority of an Epic character's abilities are brutally effective combinations of:
* Immunities: Physical, Energy, Magic, Psionic, etc.
* 1000s or even 10000s of easily renewable MDC.
* Inflict 100s or 1000s of MDC from a single attack: which has nearly unlimited use including via excessive ammo, PPE, ISP, etc and is their main combat attack.
* Ridiculous personal mobility: mach speeds, teleporting, phasing (intangibility, etc), nearly undetectable stealth, autododge with huge bonus, etc.
* Various other epic and nearly game-breaking abilities: building rune weapons (customized greatest then paired weapons), and so forth.
* A character that reaches the point of being either Immune to all forms of attack or able to automatically eliminate any target will probably be unplayable. This would be a GM level of power not an epic level of power (hehe).
Ideal Usage:
* A campaign specifically designed to function for this power level of characters.
* Running such a campaign should not be more than a mild to medium challenge for the GM. Epic GM is best, Advanced GM may be possible, Intermediate GM very unlikely.
* An appropriate canon setting might be open warfare in Atlantis that appropriately humbles the characters into more subtle tactics. Those player characters that are immune to magic should be still be overwhelmed. Even if further combined with immunity to physical and energy, such characters will still be blasted with psi-attacks for damage and other effects.
* Custom empires, creatures, and so forth may also be necessary.
* Epic Characters tend to develop Epic Enemies in offended empires and organizations. As such they are usually known in the upper ranks of enemy empires: Splugorth, various pantheons, etc. While this is not usually the leaders of such empires it may quite possibly include their head of security or military.
* The various Lore skills may end up including details about epic characters just as for any famous powerful being (Lore:Magic, etc).
Play Style Example - Combined Abilities Effectiveness: Able to either completely destroy or completely bypass all opponents from a particular empire. The CS with its limited psionics and limited independent vanguard magic ends up having gaps in its defenses. Combinations of ridiculous mobility abilities are ideal for this particular incursion. Immunities are also helpful and finally damage is necessary. Could literally travel unimpeded through enemy lines, kill Prosek, and then back out again.
Spoiler:
COMMON INDIVIDUAL PLAYER STATS:
Beginner: GM discretion.
Novice: GM discretion.
Intermediate: 60 to 180 MD. 600 to 1000 MDC. Up to 3000 MDC Group Vehicle.
Advanced: 180 MD to 360 MD. 1000 to 3000 MDC. Up to 9000 MDC Group Vehicle.
Epic: 360 to 3000+ MD. 3000 to 20000+ MDC.
PART TWO: CREATING BALANCED YET CHALLENGING COMBAT ENCOUNTERS.
PLAYER COMBAT ENCOUNTER SURVIVABILITY:
Each player rating has a basic ratio for dealing with 1-on-1 versus similarly powered opponents.
Beginner (1): Unable to survive 1-on-1.
Novice (2): 50% survivability 1-on-1.
Intermediate (3): should win 1-on-1.
Advanced (4): should win 2-to-1, 5-to-1, or even 10-to-1.
Epic (5): is more of "me versus that entire empire over there." The ratio for any epic encounter is entirely at the discretion of the GM. Note: for each group of 20 opponents one of them is statistically rolling a natural 20 on each attack. This is rendered irrelevant if the character is immune to the effects.
Special: Beginners in Beginner Campaign Challenge Level campaigns have a 10% to 25% survivability 1-on-1 or whatever the GM prefers. In any other CCL it is treated as 0%. Beginners may be in "introduction to the gaming system campaigns" of Beginner CCL. Alternatively they may be in higher level campaigns where they have difficulty effectively contributing in combat even if heavily armed and armored.
CAMPAIGN COMBAT ENCOUNTER DIFFICULTY:
The campaign uses the Campaign Challenge Level which is essentially a kind of average of all the Player Competence Levels.
* Each player level has a rank number from 1 to 5. Add together all of the ranks from all from all of the players. Then divide this by the number of players and round up if .5 or more. This will give the closest appropriate Campaign Challenge Level.
* This Campaign Challenge Level is then applied as if it were the Player Competence Level of all players when utilizing the various 1-on-1 ratios.
* Having any Advanced Player Characters means the minimum Campaign Challenge Level should be Intermediate.
* Epic Player Characters should really only play in Epic Challenge Level Campaigns.
Example 1: One player each of: Beginner (1x1), Novice(1x2), and Intermediate (1x3). The appropriate basic Campaign Challenge Level is Novice [(1+2+3)/3 = 2 = Novice]. This means they each treated as if having a 50% survivability in 1-on-1 versus similarly powered opponents. Presuming all three player characters were Glitterboys then an appropriate challenge for the group would be versus 1.5 Glitterboys (50% x 3). Thus an appropriate challenge for the group would be 1 Glitterboy, or 1 GB + 1 medium power armor unit, or 1 GB + 2 heavy body armor infantry units. For a quick comparison by using the individual player competence levels instead the amount would still be 1.5 Glitterboys (1x0 Beginner, 1x0.5 Novice, 1x1.0 Intermediate).
Example 2: One player each of: Beginner (1x1), Novice (1x2), Intermediate (1x3), and Advanced (1x4). The appropriate basic Campaign Challenge Level is Intermediate [(1+2+3+4)/4 = 2.5 = 3 = Intermediate]. On average each should be able to win 1-on-1 versus similarly powered opponents. All four are Glitterboys so the resulting appropriate challenge for the group would be 4 Glitterboys (1 x 4). For a quick comparison by using the individual player competence levels instead the amount would be 3.5 Glitterboys (1x0 Beginner, 1x0.5 Novice,1x1.0 Intermediate, 2x1.0 Advanced).
DETERMINING AVERAGE PLAYER COMBAT STATS:
Players are unlikely to all be using the same primary gear and to always be fighting opponents using identical gear. Therefore a quick average of primary stats: maximum MD per primary single action attack and maximum MDC are used for a more effective reference to design encounters. Critical hits are not included in these maximums.
MD Per Attack: Determine the maximum amount of damage each character does with their primary single action attack. Add those together and divide by the number of players.
Example: 1 player using boom gun with 180 maximum MD, 1 with a 60 maximum MD heavy rifle, 1 caster with single action most efficient and preferred combat spell doing 30 maximum MD, 1 master psionic cyber knight dual wielding psi-swords with a total maximum of 48 MD. The average maximum MD per party member is then 80 (79.5): [(180+60+30+48)/4 = 318/4 = 79.5 = rounded up for simplicity to 80].
MDC Per Group Member: Determine the maximum MDC each party member normally has. Add those together and divide by the number of players.
Example: 1 player using super heavy power armor with 770 MDC, 1 in light power armor with 220 MDC, 1 caster with 1 action recastable personal MDC field of 60 cast-able roughly 10 times via half his PPE (presumes the other half is for offense) = 600 MDC, 1 cyberknight who lacks the bonded armor instead relies upon a tech-based custom-built heavy personal force field providing 190 MDC that replenishes itself every hour. The above group has a total of 1780 MDC, with an average of 445 MDC per party member [(770+220+600+190)/4 = 1780/4 = 445] this is then rounded up to 1800 MDC total and 450 MDC average.
AVERAGE "SIMILARLY POWERFUL OPPONENT":
Use the average player combat stats as an equivalent. Based upon how the group actually performs the stats can be adjusted accordingly. A good basic range for these is up to 25% less than the average stat. Simplifying uneven numbers by rounding up; typically by up to 5%. If the number of opponents ends in .5 simply use half of the standard maximums to determine what that .5 can apply to.
Example: For the mixed party above the stats are: 80 MD max per attack, and 450 MDC. This means the average 1-on-1 opponent base for this group would be roughly equal to a heavy power armor combatant with close to 450 MDC using a 2D4x10 MD main weapon. Power Armor, Robot Vehicles, Monsters, and other opponents in the 350 to 450 MDC range should be fine and a main weapon (or attack) in the 1D6x10 to 2D4x10 MD range should also be fine.
EQUIVALENT OF ONE AVERAGE SIMILARLY POWERFUL OPPONENT (SPO) VIA MULTIPLE OPPONENTS:
Simply try to keep the maximum MD output and maximum MDC totals of the lesser ones roughly the same as for a single regular one.
Continuing Example:
80 MD max per attack and 450 MDC.
One Opponent: 2D4x10 MD and 450 MDC.
Two Opponents: 1D4x10 MD and 220 MDC each. This is also a good reference for determining a single "0.5" similarly powerful opponent.
Three Opponents: 4D6+2 MD and 150 MDC each.
Four Opponents: 3D6+2 MD and 110 MDC each.
Five Opponents: 2D6+4 MD and 90 MDC each. 2D8 MD attacks would also be appropriate if they exist. Scaling it up to a flat 3D6 MD should also be fine.
Six Opponents: 2D6+1 MD and 75 MDC each.
And so forth...
FEWER BUT MORE POWERFUL OPPONENTS:
Simply multiply the maximum MD per attack and maximum MDC by the appropriate total actual 1-on-1 ratio of Similarly Powerful Opponents for the group.
Continuing Example: the above group of four characters is in an Intermediate Challenge Campaign yielding 4.0 SPOs (4x1). Their average SPO stats are: 80 MD per attack and 450 MDC. As such they could face any mix of opponents who's total combat stats are:
320 MD per attack maximum, and 1800 MDC. From 80 x 4 = 320 MD, and 445 x 4 = 1780 MDC = rounding up from 1780 to 1800 MDC is fine.
One Opponent: 5D6x10+20 MD and 1800 MDC.
Two Opponents: 2D6x10+40 MD and 900 MDC. 2D8x10 MD or 3D6x10 MD attacks would also be appropriate.
Three Opponents: 2D4x10+30 MD and 600 MDC. 2D6x10 MD would also be appropriate.
MIXED: COMBINATIONS OF THE THREE BASIC TYPES:
Basically the same as for "Fewer but more powerful opponents" except expanded to include average Similarly Powerful Opponents and Lesser opponents. The combined total of all units is still limited to the standard same combined total MD and MDC. This will probably be the most common way of creating encounters since it allows any combinations of any power level within the limits of the maximum MD and MDC for any encounter.
Continuing Example:
320 MD per attack maximum, and 1800 MDC for maximum combined totals.
Mixed Opponent Group 1: 1 "More Powerful" unit 2D6x10+40 MD with 900 MDC, 1 "average SPO" unit with 2D4x10 MD with 450 MDC, and 2 "Lesser" units of 1D4x10 MD with 220 MDC each. With combined totals of 320 MD and 1790 MDC.
Mixed Opponent Group 2: 3 "Average Similarly Powerful Opponent" units with 2D4x10 MD with 450 MDC each, and 2 "Lesser" units of 1D4x10 MD with 220 MDC each. With combined totals of 320 MD and 1790 MDC.
Mixed Opponent Group 3: 7 "Lesser" units of 1D4x10 MD with 220 MDC, 2 "Lesser" units of 3D6+2 MD with 110 MDC each. With combined totals of 320 MD and 1760 MDC.
EXTENDED COMBAT ENCOUNTER DIFFICULTY RANGE:
Expanding the encounter difficulty range is easy enough. Typically simply adjust either the number of opponents OR one, possibly both of the two similarly powerful opponent stats by 50%. This encounter range adjustment can be used to more appropriately balance the encounters to reflect the player's current capabilities. Alternatively it can simply provide a greater variety of appropriate power levels for combat encounters.
Easier: reduce either the number of opponents by 50% OR reduce one, possibly both of the two average Similarly Powerful Opponent stats by 50%.
Harder: increase either the number of opponents by 50% OR increase one, possibly both of the two average Similarly Powerful Opponent stats by 50%.
Overkill: +100% number of opponents, and/or +100% one or both SPO stats.
OTHER KEY FACTORS:
Each GM will have to determine which other key abilities need to be included in any given encounter. All opponents should be able to have one or two special abilities regardless of the player characters design. Also, if any of these special abilities would make the NPC too powerful then simply apply some of the reductions for "Easier" combat encounters to balance it out: -50% MD, MDC, or number of opponents. Epic opponents simply have as many as the GM deems appropriate.
Number of attacks:
-- Same amount or more opponents than player characters: Opponents can have between 50% to 100% of the amount of attacks that the player with the most attacks has. Example: If 8 attacks per melee is the most any player has, then the opponents could have 4 to 8 attacks per melee.
-- Less opponents than player characters: Opponents can have up to +50% or even +100% of the best player actions per melee if the players outnumber them by design. All at GM's discretion.
Special Abilities:
* Flight for combat: If the majority of players have flight then there is no problem including similarly flying opponents.
* Autododge: Any degree of autododge can make the players work a little harder for their victory. However this does mean more dice rolling for the GM though.
* Immunities:
-- Immunity to Energy is extremely easy to obtain due to magic and TW modifications. This means tech weaponry is then limited to physical damage types versus the target. Except for single-shot, high MD physical projectile weaponry, most physical attacks are lesser attacks: burst fire for rail guns (lower to-hit bonuses), lower MD for missiles, melee attacks, etc. Combined with autododge this is quite an easy and effective defensive combo.
-- Immunity to physical is usually limited to superhuman powers, werebeasts, vampires, and so forth.
-- Immunity to magic is quite rare (the humanoid bird-man from WB2: Atlantis), and often only available in limited ways: certain magic types only; a class that uses ISP to counter PPE expenditure; possibly a superpower, extremely high saves versus magic can help somewhat but successful saves often simply reduce the effects (see Carpet of Adhesion), power armor/vehicles, and so forth.
-- Immunity to psionics tends to be even rarer, also tending to be available in limited ways: save versus psionics on natural 1 or greater due to extremely low base save (master psychic or psi-stalker) and high save bonus; a class that uses ISP to counter ISP expenditure; possibly a superpower, heavy power armor/vehicles, and so forth.
* Limited use attacks: Volleys of missiles, and so forth. Useful opening attack weaponry for NPCs who are destroyed fairly quickly.
* Various Other Special Abilities: Faster than fastest player speeds, teleporting, nearly undetectable stealth, phasing (intangibility, etc), and so forth. All at GM discretion.
SUMMARY:
Check the "Quick Reference Summary Table" and the "Typical GM Quick Combat Encounter Info" in the introduction section that is prior to Part One.
PART THREE: ACTUAL OPPONENTS.
PREDETERMINED AND IMPROVISED ENCOUNTERS:
The GM now has a quick reference of basic stats used to determine encounter difficulty. This means he can now predetermine any number of generic or specific Non-Player Characters and determine how they easily fit into the encounter stat ranges. Generally the MD per attack stat is the primary stat for determining balanced encounters, while MDC is secondary. These NPCs will no doubt be anything the GM deems appropriate for his campaign and for which has or can create stats for. This can also make it easier to improvise an encounter quickly.
SIMPLIFIED SPECIFIC OPPONENT STATS:
Simple opponent designs allow the GM to keep track of fewer key relevant stats:
* Initiative Bonus (if any).
* Main ranged and melee attack: attack bonus, parry bonus, damage, damage type (physical, energy, magic, psionic, etc), attack type (single shots, bursts only, etc), range, ammo clip size, number of ammo clips.
* Attack actions per melee.
* Main body MDC, primary called shot area and MDC.
* Ground speed, other speeds.
* Special abilities.
* Preferred Tactics.
* Tougher Variations: possible additional special abilities to increase difficulty and provide variety.
* Various Other Stats: Included if GM deems them appropriate.
-- Aimed Shot Bonus: As of RUE this requires multiple attack actions to use.
-- Dodge bonus: This means NPCs are expected to trade attacks for the possibility of dodging.
-- Roll with fall/impact/explosion: This is often +0 and usually less than +5.
-- Vulnerabilities or Weakness: If any, may include less obvious tactics.
-- And so forth: All at GM's discretion.
Example:
Encounter 1: 1 unit per SPO: [80 MD, 450 MD]
A simple generic medium power armor based opponent could be listed as: +0 Initiative, +8 to hit with the 2D4x10 MD energy weapon (single shots only, rifle-style built-in arm weapon, 4000 foot range, unlimited shots), or +6 to-hit or parry with 4D6 MD punch, 6 actions per melee, 450 MDC main body with 110 MDC helmet, and 40 mph ground or 200 mph flying. Tactics: ambush, sniping, hit-and-run. For tougher variations can include: a +6 autododge, TW Impervious to Energy modification plus minor or major psionics (duration per use, number of uses), and so forth. [80 MD, 450 MDC]
RANDOM ENCOUNTERS:
GMs that enjoy random encounters can also assign a number to each of these encounter possibilities on a quick summary list. Then simply roll the most appropriate die type that covers them all; ignoring or re-rolling results without an actual corresponding encounter. These can be further refined into lists just for specific settings such as: all cities, one specific city, all wilderness, one specific wilderness (Coalition States Wilderness Territory, Federation of Magic Wilderness Territory, etc), all underwater, etc.
Some of the most common lists will probably include:
* CS Wilderness Territory Encounters: With combinations of many completely different types of CS Patrols such as mixes of Air and Ground capabilities, infantry, AI robots, power armors, robot vehicles, aircraft, tanks and APCs.
Example:
Encounter 2: Mixed Opponents: 1 APC with 3 gunners, +2 Flying Light Armors, +3 AI Robots: [320 MD, 1660 MDC]
-- 1 APC with 3 gunners: +0 initiative, +5 to-hit with 1D4x10 MD laser turret (3 turrets, single-shots, 5000-foot range, unlimited ammo), or +3 to hit with 1D4x10 MD Ramming and Running Over attack, 5 actions per melee x3 gunners, 600 MDC plus 100 MDC side hatch, 120 mph ground, 2 volleys of 4-missiles doing 4D6x10 MD with 2 mile range. Tactics: Ambush, hit-and-run. Tougher Variation: missile capacity increased to 3 to 5 volleys. [120 MD, 600 MDC].
---- Each of the crew of 3 gunners also has mostly irrelevant gear of: +0 initiative, +3 to-hit with 3D6 laser pistol (single shots, 500-foot range, 20 shots), or +3 to-hit or parry with 1D6 MD melee knife, 5 actions per melee, 70 MDC body armor with 40 MDC helmet. The laser turrets are their primary attack so this pistol is not included in the overall stats. Since the armor will eventually be relevant in actual combat (due to being boarded or via last stand) it is included in the overall stats. [zero MD, 210 MDC]
-- 2 Flying Light Armors each has: +4 initiative, +6 to-hit with 1D4x10 MD rail gun burst (bursts, 4000-foot range, 100 bursts), or +5 to-hit or parry with 3D6 MD punch, 7 actions per melee, 200 MDC plus 70 MDC helmet, 350 mph flight or 60 mph ground, 2 volleys of 2-missiles 2D6x10 MD with 1 mile range. Tactics: Ambush, snipe, hit-and-run, scouting. Tougher Variation: +4 Autododge. [80 MD, 400 MDC]
-- 3 AI Robots each has: +6 initiative, +8 to-hit with 1D4x10 MD particle beam weapon (single-shots, 3000-foot range, unlimited ammo), or +7 to-hit or parry with 4D6 MD retractable MD sword in arm, 6 actions per melee, 150 MDC plus 80 MDC head, 160 mph ground. Tactics: flushing ground targets out from hiding then either falling back to APC, or luring them into open, or leading them away if far too powerful. Tougher Variation: +6 Autododge. [120 MD, 450 MDC]
Could further break it down into having: one CS Patrol Encounter Sheet, one Creature Encounter Sheet, one Mercenary or Bounty Hunter Encounter Sheet, etc. Then randomly choose between those (roll a 1D6, 1-2 CS, 3-4 Creature, 5-6 Merc) when an encounter occurs in the CS Wilderness. Later when the players are in an unclaimed wilderness could simply roll between the Creature and Merc encounters. Later they wander into Federation of Magic Wilderness Territory and roll between FoM, Creature, and Merc encounters.
Although most likely unnecessary these can be further broken down into lists of only: average similarly powerful opponents, OR single powerful opponents, OR mixes of different power levels whose totals are the equivalent of one single powerful opponent.
RANDOM POWER LEVELS:
Those that enjoy a random power level of encounters as well can also randomize the number of Similarly Powerful Opponents. Simply use the Campaign Challenge Level Opponent Ratio MULTIPLIED by the number of actual players. Use that resulting number. Find a die type where that number is one of the middle numbers on that die. Then just roll that die and use those results. Note: A single die is used since it provides equal chances of each result.
Example: CCL Intermediate has 1-on-1 ratio and there are four players yielding a total of four SPO. Both a 1D6 and a 1D8 have "4" as one of their middle numbers (3,4 on 1D6; 4,5 on 1D8). The GM can simply then use whichever die type seems appropriate: 1D6 easier challenge, 1D8 tougher challenge. The Extended Combat Encounter Difficulty Range is also precisely covered for a base 4 SPO group when using a 1D6: -50% = 2; +50% = 6. The extension to that range is a possible "1" result. It does however also add in the possibility of a 3 or 5 result.
Variation Example: Advanced CCL: CCL Advanced is a special case since it already has a range of opponent ratios from 2-on-1 to 10-on-1. As such rather than randomize the number of SPO simply randomize the ratio. Roll 1D10 and use the result as the opponent ratio. 1 = 1-on-1, 2 = 2-on-1, and so forth up to 10 = 10-on-1. However using a narrower range is also fine. Lower Advanced groups could use a 1D4 or 1D6. Medium Advanced groups could use a 1D6 or 1D8. These ratios are at the GMs Discretion.
Example: Random Power Level for Encounter 1 versus the Continuing Player Example (see Quick Combat Encounter Sheet):
CCL Intermediate 1-on-1, with 4 players = 4x1 = 4 SPO. So use a 1D6 (for easy to hard) or 1D8 (for easy to overkill) for random power level. SPO rated at 80 MD and 450 MDC. The solitary opponent type in this encounter is an Average Similarly Powerful Opponent. The randomly rolled number of SPO for this encounter is then simply the number of units of this type.
1D8 Rolled (Overkill range) = Adjusted number of units.
1 = 1 Generic Medium Power Armor unit.
2 = 2 Generic Medium Power Armor units.
3 = 3 Generic Medium Power Armor units. Standard 3 player Encounter for this group, if one was absent from the current gaming session.
4 = 4 Generic Medium Power Armor units. Standard 4 player Encounter for this group.
5 = 5 Generic Medium Power Armor units.
6 = 6 Generic Medium Power Armor units.
7 = 7 Generic Medium Power Armor units.
8 = 8 Generic Medium Power Armor units.
Example: Random Power Level for Encounter 2 versus the Continuing Player Example (see Quick Combat Encounter Sheet):
CCL Intermediate 1-on-1, with 4 players = 4x1 = 4 SPO. So use a 1D6 (3,4 middle numbers: for easy to hard) or 1D8 (4,5 middle numbers: for easy to overkill) for random power level. SPO rated at 80 MD and 450 MDC. This is a mixed unit encounter based on the total sum of all SPO stats which is then divided however the GM prefers. The randomly rolled number is simply used as a multiple of the SPO stats. The differing totals allow the GM to determine which combination of units can be used for this encounter.
1D8 Rolled (Overkill range) = Adjusted number of units.
1 = 80 MD, 450 MDC. = Reduced to just 2 Flyers.
2 = 160 MD, 900 MDC. = APC, 1 Flyer.
3 = 240 MD, 1350 MDC. = APC, 1 Flyer, 2 Robots. Standard 3 player Encounter for this group, if one was absent from the current gaming session.
4 = 320 MD, 1800 MDC. = APC, 2 Flyers, 3 Robots. Standard 4 player Encounter for this group.
5 = 400 MD, 2250 MDC. = APC, 3 Flyers, 4 Robots.
6 = 480 MD, 2700 MDC. = APC, 4 Flyers, 5 Robots.
7 = 560 MD, 3150 MDC. = APC, 5 Flyers, 6 Robots.
8 = 640 MD, 3600 MDC. = 2 APCs, 4 Flyers, 6 Robots.
ABSENT PLAYERS:
When running a campaign with 4 or more players occasionally one or more of those players will be absent from the current gaming session. In that case just reduce the number of players used to calculate the number of Similarly Powerful Opponents. Generally there is no need to recalculate the average Similarly Powerful Opponent stats (MD and MDC) though it can be done if the GM prefers.
Example: For both Encounter 1 or Encounter 2:
CCL Intermediate 1-on-1, normally has 4 players = 4x1 = 4 SPO. However only 3 players are able to play in the current game session = 3x1 = 3 SPO. When rolling for the Random Power Level of Encounters simply roll a 1D4 (with 2,3 middle numbers) or 1D6 (with 3,4 middle numbers). If simply using it as a Preset Power Level encounter then simply treat it as a set Random Power Level Encounter of a die roll of 3, instead of the usual 4.
EXAMPLE RANDOM ENCOUNTER SHEET:
Spoiler:
PART FOUR: FULL RECOVERY TIME BETWEEN COMBAT ENCOUNTERS:
Recovery time between encounters generally varies based upon the individual Player's Competence Level.
* Beginner: Whatever the GM tells him.
* Novice: Whatever the books say for standard HP, SDC, MDC (innate or repairs), PPE, and ISP recovery times. Includes medical treatments, access to ley lines, MDC Vehicle Repair Shop, and so forth.
* Intermediate: Each Veteran player usually has one or two ongoing methods for speeding up his recovery time, which primarily means replenishing MDC.
-- A Typical Veteran: might have a collection of Naruni Super Heavy Personal Force Fields (Rifts Mercenaries). He begins by wearing a full or 90% full MDC one which then suffers about 75% to 100% MDC loss in a battle, thankfully with the overkill absorption rule. Between combat encounters he then has time to switch it out for a replacement full MDC one. In the meantime the other force field belts are regenerating MDC via recharging energy or whatever. He wears the force field over his Super Heavy or Heavy Body Armor for which he has backups which are stored in the group's vehicle, nearby safe-houses, or a Temporal Wizardry portable dimensional pocket.
---- Note 1: The player may only need to have one Naruni Super Heavy Force Field and then simply have to replace the energy pack when the MDC is depleted. This is only if the GM allows it. However doing so could easily result in an essentially unlimited amount of IN-COMBAT MDC. Being able to easily replace the force field's naruni e-clip ten times per combat encounter would be a huge amount of MDC. He could also then simply store dozens or even hundreds of additional naruni e-clips in the same way as with other excess gear above. Such an option is more likely to be allowed in an Advanced or Epic campaign. This is otherwise a very basic and mostly self-sufficient method.
---- Note 2: A TW modification may allow essentially the same option except its powered by PPE or double ISP meaning it inherently has a very limited number of uses.
-- Other Gear Options: Using tactics to constantly capture vehicles, robot vehicles, power armor, and body armor whenever such opponents are encountered. These backups are then stored in the group vehicle, nearby safe-houses, or wherever. Having a group innate ability teleporter (unlimited once per melee or minute is ideal) can help for storing and retrieving the lighter items from longer distances.
-- PPE: Casters who can cast the Talisman spell can make their own PPE storage containers.
-- Innate MDC: Players that rely upon their innate MDC need to have a good, constant method of healing MDC. This can be a high bio-regeneration that can fully heal the player in 1 hour or less, or ideally 10 minutes or less.
-- Other Options: Many more options exist.
* Advanced: Even more methods than Intermediate.
* Epic: Similar principles to Intermediate and Advanced except it now applies to 1000s or even 10000s of MDC, and tends to include Invulnerabilties, and so forth.
PART FIVE: OTHER THINGS TO CONSIDER.
PREGAME TACTICS VS IN-GAME TACTICS:
Pregame tactics are mainly the increasingly effective combinations of abilities, skills, gear, and so forth used in the character design. These can also increase the availability of various maneuvers and tactics in-game. Applies to both PCs and NPCs.
In-game tactics are either individual or coordinated team-work efforts ranging from simple to complex actions and strategies:
* Distracting opponents.
* Ambushing opponents.
* Complex infiltration plans.
* Quick exit strategies.
* Efficiently capturing and transporting gear (loot).
* While in combat in a flat open field: firing a missile volley at the nearby ground to instantly create an elongated crater, using it as a foxhole and trench for cover and concealment while sniping medium to long range opponents, hopefully still having enough room to be evasive.
* And so forth.
GM TACTICS VS PLAYER TACTICS:
The GM typically has many NPCs to play. Out of necessity GMs will often rely slightly more on raw power for the NPCs and slightly less on in-game tactics. Most NPCs are essentially targets to be destroyed by the players so GMs don't have excess time to explore all the tactical possibilities for each.
Comparatively each player only has one character to play. The higher the quality of the playing of each character the longer it is likely to survive.
This means the player group is typically comprised of several people each of whom is developing increasing sophisticated tactics for the characters. They are also effectively a team of people who can coordinate their efforts. This also means the GM is always outnumbered in terms of actual participants. Making this all the more challenging by the GM having to divide his tactical efforts between multiple NPCs. Ultimately it is this inherent imbalance that is essentially the basis for this system.
Example: An Intermediate CCL, with 5 Intermediate and thus Tactical Players versus the solitary Intermediate GM who is outnumbered 5-to-1 in terms of actual tactical participants. Using a 1-on-1 ratio the GM sends 5 SPO NPCs to attack the players. While he does have the benefit of coordinating their efforts he is still dividing his tactical efforts between 5 NPCs. Effectively the GM is now outnumbered tactically 25-to-1. Now obviously it isn't generally quite this extreme since GMs will use many methods to offset this inherent imbalance. Ultimately using this system and GM-know-how most GMs should be able to reduce this effect to be able to effectively use the opponent ratios listed for each rank of CCL.
Comparison Example: Compare to a race between 5 experts each using their own radio-controlled car versus 1 expert having to simultaneously control five radio-controlled cars. Even if the solitary expert had the ultimate, custom built, hand-held controller just for this purpose he'd still have a heck of a challenge running them.
FURTHER RELEVANCE OF TACTICS:
This system is essentially based on the appropriate expectations of the players in terms of quality, tactical playing.
WITHOUT factoring in the tactical aspects:
* 4 Intermediate players versus 4 Intermediate Similarly Powerful Opponents should statistically only have a 50/50 chance of success.
* This by the way is the success rate of Novices who by definition do not use Tactics.
The practical side of accounting for players using their full potential of combat tactics should actually yield almost constant success for the players.
So the basic range is this:
* If the players do not play up to their full appropriate potential then they are essentially walking targets with about a 50% chance of survival.
* If they do play up to their full potential in appropriate character design (pre-game tactics), personal in-game tactics, and team-work coordinated in-game tactics then that 50% chance jumps to a fairly constant 100% winning chance.
* If the players use mild to moderate levels of their inherent tactical potential they probably have roughly a 75% chance of winning.
There are also several included ways of making encounters easier, harder, or even an overkill rating. All of these have the intention of keeping up an appropriate range of combat difficulties to keep things interesting and fun.
Standard Balanced Yet Challenging Combat Encounters Yielding an Expected 100% Player Winning Rate:
4 Beginner Players versus 1 Beginner Similarly Powerful Opponent. A basic introductory campaign level.
4 Novice Players versus 2 Novice Similarly Powerful Opponents. A more complicated introductory campaign level.
4 Intermediate Players versus 4 Intermediate Similarly Powerful Opponents. 50% of the success rate is based on comprehensive tactical gaming.
4 Advanced Players versus 8 to 40 Advanced Similarly Powerful Opponents. 50% of the success rate is based on comprehensive tactical gaming.
-- Lower Advanced vs 8 to 16 SPO; Medium Advanced vs 20 to 28 SPO; Upper Advanced 32 to 40 SPO. Subcategories of Advanced at GM's Discretion. Ratios: Lower (2, 3 or 4:-to-1), Medium (5, 6 or 7:-to-1), and Upper (8, 9, or 10:-to-1).
4 Epic Players given any encounter via GM discretion. Pre-game tactics (character design) and In-Game tactics tend to reflect the "us versus that entire empire" notion.
GAMING SKILL PROGRESSION:
This is typically any progress pattern of Beginner Player, Beginner GM, Novice Player, Novice GM, that then reaches Intermediate Player. From there the individual will ideally progress in order through: Intermediate GM, Advanced Player, Advanced GM, Epic Player, Epic GM. The main reason: the player becomes an expert at controlling one character at a certain level of skill. Building upon that the GM of the same level has to be an expert at controlling many characters often simultaneously as well as so much more. Some players may be able to seem to skip the GM side of things but will have missed out on sooo many aspects of quality gaming. These often include a lack of: humility from self-respect and knowing your true capabilities, respect for the GM and GM process, comprehensive appreciation for the game and quality gaming, and so forth. A perhaps slightly odd but essentially appropriate out-of-game comparison would be similar to the difference between a Special Forces Soldier (non-GM) and a Special Forces Leader / Instructor (GM). Martial Arts Masters who are students of a Martial Arts Master Instructor would also be similar.
EFFECTIVENESS:
Hopefully this system leads to more appropriately balanced gaming and perhaps aspirations to explore higher challenge levels.
COMPARABLE SITUATION:
In a way this is like having a group of car drivers: an Indy race car driver, a stock car driver, a smash-up-derby driver, a taxi driver, a civilian driver, and someone who just obtained their driver's license. Then deciding what race they should all drive in.
Spoiler:
ORIGIN:
My earliest versions of this were simply addressing the question of "What is Power Gaming" in a round-about-way by first establishing a relevant context for the issue.
http://palladium-megaverse.com/forums/viewtopic.php?f=8&t=128159&start=50#p2504796
This summary and comparison system addressed more than just that issue. Since it might be of use to both players and GMs in general it seemed appropriate to move it to its own posting subject. The overall effect of the system reminded me of the Sun Tzu quote so it seemed like a good opening for this.
For anyone interested in what the current version revision number is simply use the "edited" number of "times in total" on the last line of this forum posting.
QUESTIONS:
Generally if I've written this well enough there really should not need to be any questions. Context + Process + Actual Play Testing = Part 1 + Parts 2 to 5 + Actual Play Testing = should be understandable. Depending upon GM experience it may take several play testing uses to work through the system.
If however I have left out any key piece of information or issue then by all means ask away.