Sport Tanks and the Shangri-La

[X] Female dorm
[X] Strength. Be they barbells or bags flower, you can lift, carry, haul, and throw with the best of them.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.

Strength for hauling parts around. History for the chance to remember why some bad ideas are bad before it's too late to change things.
 
@Winged_One² and I have had several discussions on this, and the long story short is using more fidelity would require me to write ten or eleven different armor/shell interactions, and that's going to be almost as much handwaving as this since there'd inevitably be a dive into RHAe and that cesspool.
To be more accurate: I yelled at him to keep the system simple because he actually wanted to model that stuff.
 
There's literally no way to model that without modeling tank geometry, and to quote a professional:



I was doing good to model in distance here, and even that is a simplification of the first time I modeled it because v1 was literally unplayable.
Trying to model all that would be no regular hell. It would be Math Hell, the type you don't want in your ttrpg unless reading the 1st ed. Pathfinder rule book is simulating for you.
 
There's literally no way to model that without modeling tank geometry, and to quote a professional:


I was doing good to model in distance here, and even that is a simplification of the first time I modeled it because v1 was literally unplayable.
Hm. Still don't understand the rules yet so this suggestion could easily be impossible to implement, buuuut...

You could turn shot impact geometry into your explanation for randomness. More favorable terrain/positioning/vehicle design doesn't decrease the enemy's maximum threat and the maximum harm they can do, but it does lower the minimum. Conversely, good gunnery raises the minimum, but not the maximum. Substitute "likelihood of actually doing anything significant" for "minimum" and "worst that can happen" for "maximum," depending on how your mechanics work.
 
To be more accurate: I yelled at him to keep the system simple because he actually wanted to model that stuff.

No, I was thinking more about the number of times we had to explain to people like KRKIII that you can't just use RHAe as a magic universal measuring stick. I tried modeling this stuff once, and then decided it was stupid and still too classified.

Trying to model all that would be no regular hell. It would be Math Hell, the type you don't want in your ttrpg unless reading the 1st ed. Pathfinder rule book is simulating for you.

excuse you I've run three completed campaigns in Pathfinder 1e and it's still too much math hell for me, and I'm the guy who built the Octogun druid/gunslinger build.


You could turn shot impact geometry into your explanation for randomness. More favorable terrain/positioning/vehicle design doesn't decrease the enemy's maximum threat and the maximum harm they can do, but it does lower the minimum. Conversely, good gunnery raises the minimum, but not the maximum. Substitute "likelihood of actually doing anything significant" for "minimum" and "worst that can happen" for "maximum," depending on how your mechanics work.

What you're describing is fluff. Fluff is great. I also don't need to work on fluff right now, I need to work on straightening out crunch and making sure the text explains the crunch correctly. I'm trying to keep this more understandable than Exalted, thank you very much.
 
As far as Armor shenanigans go if we're not doing a simple sliding scale part of me wonders if the idea of 'Each layer has it's own DEF rating and HP section'. So you could have the green Armor Layer, the Yellow Engine Layer, the Red Crew Layer, and weaponry that specializes in each vaguely mapping to the real-world specality of the Sabot Heat Hesh...Whatever other ammo types you were talking about?
(Thinking about the notion of Shield HPs versus actual HP in LoL. Arguably one could go into the notion of say, HP regen vs. DEF vs. HP stacking for different types of resistance modelling but Regen is the kind of concept that only exists in video games sadly.)
 
Multiple hit point pools isn't a bad idea, now that I think about it. It's mechanically relatively simple to keep track of while giving a lot of options for different situations to lead to different and interesting Bad Stuff outcomes.

What you're describing is fluff. Fluff is great. I also don't need to work on fluff right now, I need to work on straightening out crunch and making sure the text explains the crunch correctly. I'm trying to keep this more understandable than Exalted, thank you very much.
Eh. I get it.

The crunchy bit would be something like "direct gun vs armor comparison gives the maximum damage*, then stuff about range and terrain and positioning lowers the minimum damage, and then good gunnery raises the minimum back up, and you'd have a method for making sure the damage falls somewhere between the minimum and maximum values using the dice.

But at this point such an approach may be impossible for you anyway, so nevermind.
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*Substitute "probability of Bad Stuff" for "damage" depending on system mechanics.
 
[X] Depends on what uniform you're wearing honestly, nobody remembers all the freshmen yet.
[X] Precision. Some people have trouble threading a needle. You can do it blindfolded, upside-down, in your sleep.
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.
 
There's literally no way to model that without modeling tank geometry, and to quote a professional:
I was doing good to model in distance here, and even that is a simplification of the first time I modeled it because v1 was literally unplayable.
You could have a tank quirk like "Good/Poor Armor Layout" that's +1/-1 bonus/malus when being shot at.

Another question; if I'm reading this right it looks like your crew stats come from the same point-buy pool as your tank stats. Is that correct? Because that seems kinda counterintuitive to me, I would've thought crew proficiency and tank stats would've been different entities.
 
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As far as Armor shenanigans go if we're not doing a simple sliding scale part of me wonders if the idea of 'Each layer has it's own DEF rating and HP section'. So you could have the green Armor Layer, the Yellow Engine Layer, the Red Crew Layer, and weaponry that specializes in each vaguely mapping to the real-world specality of the Sabot Heat Hesh...Whatever other ammo types you were talking about?
(Thinking about the notion of Shield HPs versus actual HP in LoL. Arguably one could go into the notion of say, HP regen vs. DEF vs. HP stacking for different types of resistance modelling but Regen is the kind of concept that only exists in video games sadly.)

Ok see, this runs smack into the problem of "Tabletop games work best when they go fast" which is followed by "complicated things are not fast". My target for this game is everyone can run their turn in under 90 seconds, ideally under 60. This means, with how action economy is structured, you need to be able to rattle off your main items, and then take a shot, roll, and math in under... call it thirty seconds. Trying to add in a weapons triangle a la Fire Emblem doesn't help, and multiple health pools makes it worse. You get hit good, you're out

Plus, this also tends to be pretty realistic!

You could have a tank quirk like "Good/Poor Armor Layout" that's +1/-1 bonus/malus when being shot at.

Another question; if I'm reading this right it looks like your crew stats come from the same point-buy pool as your tank stats. Is that correct? Because that seems kinda counterintuitive to me, I would've thought crew proficiency and tank stats would've been different entities.

To the first item: no, because that's adding permanent modifiers, which you're going to bake into your core stat for everything anyways. Permanent modifiers are bad, end of line.

To the second item, yes. That's a holdover from when I designed this for the 5-page RPG contest and couldn't submit it (fuck Comcast) and is getting changed at some point for actual character creation.
 
You could always go the Fantay Flight route and give every player eleven pounds of cardboard tokens to play with.
 
So WW1 early interwar appears to be entry level how modern does it get?

Inserted tally
Adhoc vote count started by coyote16able on Jul 29, 2020 at 1:56 PM, finished with 64 posts and 34 votes.
 
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So WW1 early interwar appears to be entry level how modern does it get?

Inserted tally

You can theoretically run a full squadron of Abrams or Armatas with current RAW, but it's a little clunky. I'm gonna write an expansion for consumables and sensors et all at some point, but not right now since carts and horses. One day there will be metal boxes full of missiles. Just not right now.
 
Okay thanks for answering.

So things we need for our team is a support staff that means Mechanics, Painters, Recovery crews and possibly people who know how to drive trucks note that this last one is most likely provided by the school because Laws on who can drive and freshmen are generally around 15 years old but we should look at those who grew up on farms or in the country. For Recovery Crews look for people that are experianced with tow trucks or such.

We will also need tank crew which we'll need a maximum height requirement cause I'm 5'7" and I'd barely fit into a FT. Once again look at country kids or those that experience with construction equipment.
 
Finding schoolgirls over 5'7 should be hard enough that it's not really an issue.
Actually harder than you think this around the time everybody starts shooting up in height now our Charecter is five-six which is going to out them around the top end for now. also it's not just girls but the boys that we will be looking at.
 
Actually harder than you think this around the time everybody starts shooting up in height now our Charecter is five-six which is going to out them around the top end for now. also it's not just girls but the boys that we will be looking at.

Shhh, I'm not having people outgrow their tanks for a while yet.

Finding schoolgirls over 5'7 should be hard enough that it's not really an issue.

You do realize this is a mixed gender sport right
 
Finding schoolgirls over 5'7 should be hard enough that it's not really an issue.
calling it now, we're going to have our best crew member hit a growth spurt mid-season (say, around episode 9?) and we have to find a replacement since he's physically too huge, too chonky, too much of an absolute unit to even fit in the tank anymore.
 
Growth spurts take a few months, so at least there will be time to train a replacement?

What you talking about? I grew ten inches in ten weeks one year. Shit go fucking fast.

calling it now, we're going to have our best crew member hit a growth spurt mid-season (say, around episode 9?) and we have to find a replacement since he's physically too huge, too chonky, too much of an absolute unit to even fit in the tank anymore.

When you get a tank with a Caliber 5 gun or higher you'll love him because he can lap-load a two-piece shell for something like an A-19 when a smaller loader would need two actions for it.
 
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