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	<title>Comments for Robertson Games</title>
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	<link>http://robertsongames.com</link>
	<description>Board Games, Role-playing Games, Miniature War Games</description>
	<lastBuildDate>Thu, 18 Mar 2010 03:15:53 +0000</lastBuildDate>
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		<title>Comment on Tiny Titans Game by Stuart</title>
		<link>http://robertsongames.com/miniatures/tiny-titans-game/comment-page-1/#comment-1421</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Thu, 18 Mar 2010 03:15:53 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=757#comment-1421</guid>
		<description>I hadn&#039;t seen those Star Wars figures or that game - thanks for sharing the link. :)  I used to be a huge Star Wars fan when I was younger... since the prequels, not so much. My kids don&#039;t show any interest even though we&#039;ve got my old R2D2 and C3PO in with the other toys. 

&quot;Pew Pew&quot; play is good fun (especially for kids) but he wanted to play one of Dad&#039;s &quot;Board Games&quot; with the superheroes (all the RPGs, Minis and Boardgames are kept together). We only started adding in the super powers in the last couple of games - the arrows, the shape-changing and so on. I liked that it encouraged his imaginative descriptions without me prompting him to do so.

I&#039;d like to get a better map / board - the MSH maps aren&#039;t really to scale for the Heroclix and the minis don&#039;t really fit inside the spaces. Making a map + buildings might be a fun craft-time project for us as well. Of course durability is a bigger factor than normal. It&#039;s one of the reasons I like the plastic minis. :)</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t seen those Star Wars figures or that game &#8211; thanks for sharing the link. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   I used to be a huge Star Wars fan when I was younger&#8230; since the prequels, not so much. My kids don&#8217;t show any interest even though we&#8217;ve got my old R2D2 and C3PO in with the other toys. </p>
<p>&#8220;Pew Pew&#8221; play is good fun (especially for kids) but he wanted to play one of Dad&#8217;s &#8220;Board Games&#8221; with the superheroes (all the RPGs, Minis and Boardgames are kept together). We only started adding in the super powers in the last couple of games &#8211; the arrows, the shape-changing and so on. I liked that it encouraged his imaginative descriptions without me prompting him to do so.</p>
<p>I&#8217;d like to get a better map / board &#8211; the MSH maps aren&#8217;t really to scale for the Heroclix and the minis don&#8217;t really fit inside the spaces. Making a map + buildings might be a fun craft-time project for us as well. Of course durability is a bigger factor than normal. It&#8217;s one of the reasons I like the plastic minis. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Tiny Titans Game by Timeshadows</title>
		<link>http://robertsongames.com/miniatures/tiny-titans-game/comment-page-1/#comment-1420</link>
		<dc:creator>Timeshadows</dc:creator>
		<pubDate>Thu, 18 Mar 2010 03:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=757#comment-1420</guid>
		<description>Great.  :)

@Moomin: Thanks for turning me on to those Galactic Heroes pages.
--Great figures and beautiful terrain.  :D</description>
		<content:encoded><![CDATA[<p>Great.  <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>@Moomin: Thanks for turning me on to those Galactic Heroes pages.<br />
&#8211;Great figures and beautiful terrain.  <img src='http://robertsongames.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on Tiny Titans Game by Moomin</title>
		<link>http://robertsongames.com/miniatures/tiny-titans-game/comment-page-1/#comment-1418</link>
		<dc:creator>Moomin</dc:creator>
		<pubDate>Thu, 18 Mar 2010 02:47:32 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=757#comment-1418</guid>
		<description>Interesting! My boy (age 4) has some of those little &quot;Galactic Heroes&quot; Star Wars figures. Maybe you&#039;ve seen this game for them already, but here are the rules I found:
http://ironhands.com/GHrules.htm

We play a very simplified version. We just use two good guys each (a three-dice strong one like Yoda, and a two-dice strong one like R2-D2) and don&#039;t any special abilities (so far). He seems to like it. Maybe as he gets older we can add in more complications.

I&#039;d like to see more rules like yours and other ideas that can be used with action figures or other toys. It can get old just going &quot;pew pew&quot; at each other. I especially like how you mix in some role-play descriptions into your game. Great ideas!</description>
		<content:encoded><![CDATA[<p>Interesting! My boy (age 4) has some of those little &#8220;Galactic Heroes&#8221; Star Wars figures. Maybe you&#8217;ve seen this game for them already, but here are the rules I found:<br />
<a href="http://ironhands.com/GHrules.htm" rel="nofollow">http://ironhands.com/GHrules.htm</a></p>
<p>We play a very simplified version. We just use two good guys each (a three-dice strong one like Yoda, and a two-dice strong one like R2-D2) and don&#8217;t any special abilities (so far). He seems to like it. Maybe as he gets older we can add in more complications.</p>
<p>I&#8217;d like to see more rules like yours and other ideas that can be used with action figures or other toys. It can get old just going &#8220;pew pew&#8221; at each other. I especially like how you mix in some role-play descriptions into your game. Great ideas!</p>
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		<title>Comment on Design A Dungeon Room Contest Winners by Moonlapse Vertigo</title>
		<link>http://robertsongames.com/role-playing-games/design-a-dungeon-room-contest-winners/comment-page-1/#comment-1414</link>
		<dc:creator>Moonlapse Vertigo</dc:creator>
		<pubDate>Tue, 16 Mar 2010 15:51:37 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=731#comment-1414</guid>
		<description>Do you care what we do with these, now that the contest is over?  I was thinking of fleshing mine out a bit more as a sort of mini-adventure, since I cut a lot of detail.  I don&#039;t recall the terms of the contest, though.</description>
		<content:encoded><![CDATA[<p>Do you care what we do with these, now that the contest is over?  I was thinking of fleshing mine out a bit more as a sort of mini-adventure, since I cut a lot of detail.  I don&#8217;t recall the terms of the contest, though.</p>
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		<title>Comment on New Combat System &#8211; Part 2 by Wothbora</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1412</link>
		<dc:creator>Wothbora</dc:creator>
		<pubDate>Mon, 15 Mar 2010 17:23:24 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1412</guid>
		<description>I created a step die system similar to yours, but came from the “4 Color System” as a base. My step die is basically a d12 max ability, but can be tweaked to go higher. The attributes are: Melee, Coordination, Brawn, Fortitude, Intellect, Awareness and Willpower. The average human character ranks at d6.

I also use a Target Number or Base of 4, but the defender always has the option of rolling their Coordination or Armour Value (possibly getting higher than 4, possibly not).

I handle damage a bit differently. Degrees of Success provides the base damage with a multiplier based on the Weapon used. Example: d&#039;Jaun is using his short sword and attacking Bili. Bili chooses no defense (which defaults to 4) and d&#039;Jaun has a Melee of d8 – he rolls a 7 which grants him 3 Degrees of Success (7-4=3). A sword does “x2” so the total would be 3x2=6. 

Any successful attack always gives a minimum of 1 point of damage (plus that of the Degree of success). The scalability takes care of itself. A character with a d6 melee using his or her fists would inflict damage, but not as much as d12 Troll could bash out.


Weapon Damage by Degree of Success
Degree of Success x 1 Damage- claws, hands ,foil, short bow

Degree of Success x 2 Damage- blade, club, cudgel, cutlass, dagger, hooves, horns, long bow, repeating crossbow, sling, spear, sporting bow, short sword ,teeth, thrasher

Degree of Success x 3 Damage- bastard sword, bayonet, carbine, halberd, military crossbow, pike, pistol, revolver, rifle, sub-machine gun, stinger

Degree of Success x 4 Damage- broadsword ,laser carbine, shotgun

Degree of Success x 5 Damage- laser rifle


The above is a slightly modified list of what I also use with Traveller, (something I gleaned from the web of forum many moons ago)...

Cheers and Keep it Up... Your Mechanics look very good...

Wothbora</description>
		<content:encoded><![CDATA[<p>I created a step die system similar to yours, but came from the “4 Color System” as a base. My step die is basically a d12 max ability, but can be tweaked to go higher. The attributes are: Melee, Coordination, Brawn, Fortitude, Intellect, Awareness and Willpower. The average human character ranks at d6.</p>
<p>I also use a Target Number or Base of 4, but the defender always has the option of rolling their Coordination or Armour Value (possibly getting higher than 4, possibly not).</p>
<p>I handle damage a bit differently. Degrees of Success provides the base damage with a multiplier based on the Weapon used. Example: d&#8217;Jaun is using his short sword and attacking Bili. Bili chooses no defense (which defaults to 4) and d&#8217;Jaun has a Melee of d8 – he rolls a 7 which grants him 3 Degrees of Success (7-4=3). A sword does “x2” so the total would be 3&#215;2=6. </p>
<p>Any successful attack always gives a minimum of 1 point of damage (plus that of the Degree of success). The scalability takes care of itself. A character with a d6 melee using his or her fists would inflict damage, but not as much as d12 Troll could bash out.</p>
<p>Weapon Damage by Degree of Success<br />
Degree of Success x 1 Damage- claws, hands ,foil, short bow</p>
<p>Degree of Success x 2 Damage- blade, club, cudgel, cutlass, dagger, hooves, horns, long bow, repeating crossbow, sling, spear, sporting bow, short sword ,teeth, thrasher</p>
<p>Degree of Success x 3 Damage- bastard sword, bayonet, carbine, halberd, military crossbow, pike, pistol, revolver, rifle, sub-machine gun, stinger</p>
<p>Degree of Success x 4 Damage- broadsword ,laser carbine, shotgun</p>
<p>Degree of Success x 5 Damage- laser rifle</p>
<p>The above is a slightly modified list of what I also use with Traveller, (something I gleaned from the web of forum many moons ago)&#8230;</p>
<p>Cheers and Keep it Up&#8230; Your Mechanics look very good&#8230;</p>
<p>Wothbora</p>
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		<title>Comment on New Combat System &#8211; Part 2 by Stuart</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1409</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sun, 14 Mar 2010 20:05:13 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1409</guid>
		<description>Sure, here&#039;s a sample combat!

Boris Von Hack the Brawny (Str +) 2nd level Fighting Man is armed with an Axe.  He is facing off against Slippery Cedric the Quick (Dex +) 3rd level Traveler who is armed with a Sword and Shield and wearing light armour.

Boris has a d6 for his Combat Roll (d6 for Fighting Man). Cedric also has a d6 for his Combat Roll (d4 for Traveler, + one step for being 1 level higher than Boris).

Boris chooses to fight aggressively this round. This lets him roll d8 for his Combat Roll this round. Cedric chooses to fight defensively. This lets him block any of Boris&#039; Combat Rolls that are less than his own Combat Roll.

Both characters roll their Combat Dice and compare results.  Boris gets a 1 and Cedric gets a 3, but since Boris is using his Axe two-handed he gets to roll again… and gets a 6! Boris&#039; result is greater than 4 so he is successful. Cedric&#039;s defensive fighting does not block Boris&#039; attack since he rolled lower. He also fails to succeed in his attack against Boris this round as he rolled less than 4.

Cedric next gets to try blocking Boris&#039; attack with his shield and rolls d6… and gets a 5, which isn&#039;t a block. If he had rolled 6 his shield would have blocked the attack.  He also gets a Dexterity Roll of d4, but since he would be unable to get a 6 on d4 he chooses to have it enhance his Armour Roll instead.

Boris gets d10 for his weapon roll (d6 for Axe, +1 step for two-handed, +1 step for Strength). 

Cedric gets d6 for his armour roll (d4 for Light, +1 step for Dex).

Cedric doesn&#039;t want to chance taking d10 stamina loss this round so he reduces his Armour roll to d4 and the Weapon Roll to d8. He might alternately have reduced his Armour roll to 0 and the Weapon Roll to d6 if he wasn&#039;t feeling very lucky.

Boris rolls a d8 for Weapon Roll and gets a 4. Cedric rolls d4 for his Armour Roll and gets a 3. That&#039;s lower than Boris&#039; roll so he loses 4 Stamina points this round.</description>
		<content:encoded><![CDATA[<p>Sure, here&#8217;s a sample combat!</p>
<p>Boris Von Hack the Brawny (Str +) 2nd level Fighting Man is armed with an Axe.  He is facing off against Slippery Cedric the Quick (Dex +) 3rd level Traveler who is armed with a Sword and Shield and wearing light armour.</p>
<p>Boris has a d6 for his Combat Roll (d6 for Fighting Man). Cedric also has a d6 for his Combat Roll (d4 for Traveler, + one step for being 1 level higher than Boris).</p>
<p>Boris chooses to fight aggressively this round. This lets him roll d8 for his Combat Roll this round. Cedric chooses to fight defensively. This lets him block any of Boris&#8217; Combat Rolls that are less than his own Combat Roll.</p>
<p>Both characters roll their Combat Dice and compare results.  Boris gets a 1 and Cedric gets a 3, but since Boris is using his Axe two-handed he gets to roll again… and gets a 6! Boris&#8217; result is greater than 4 so he is successful. Cedric&#8217;s defensive fighting does not block Boris&#8217; attack since he rolled lower. He also fails to succeed in his attack against Boris this round as he rolled less than 4.</p>
<p>Cedric next gets to try blocking Boris&#8217; attack with his shield and rolls d6… and gets a 5, which isn&#8217;t a block. If he had rolled 6 his shield would have blocked the attack.  He also gets a Dexterity Roll of d4, but since he would be unable to get a 6 on d4 he chooses to have it enhance his Armour Roll instead.</p>
<p>Boris gets d10 for his weapon roll (d6 for Axe, +1 step for two-handed, +1 step for Strength). </p>
<p>Cedric gets d6 for his armour roll (d4 for Light, +1 step for Dex).</p>
<p>Cedric doesn&#8217;t want to chance taking d10 stamina loss this round so he reduces his Armour roll to d4 and the Weapon Roll to d8. He might alternately have reduced his Armour roll to 0 and the Weapon Roll to d6 if he wasn&#8217;t feeling very lucky.</p>
<p>Boris rolls a d8 for Weapon Roll and gets a 4. Cedric rolls d4 for his Armour Roll and gets a 3. That&#8217;s lower than Boris&#8217; roll so he loses 4 Stamina points this round.</p>
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		<title>Comment on New Combat System &#8211; Part 2 by Timeshadows</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1408</link>
		<dc:creator>Timeshadows</dc:creator>
		<pubDate>Sun, 14 Mar 2010 18:30:59 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1408</guid>
		<description>Stuart, I must be extra dense today, because I think I&#039;ve actually become more confused after your last response.

How does the d4 Defence Roll work?
--Please provide a few game examples, eh?  :-/

Thanks.   :D</description>
		<content:encoded><![CDATA[<p>Stuart, I must be extra dense today, because I think I&#8217;ve actually become more confused after your last response.</p>
<p>How does the d4 Defence Roll work?<br />
&#8211;Please provide a few game examples, eh?  :-/</p>
<p>Thanks.   <img src='http://robertsongames.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on New Combat System &#8211; Part 2 by Stuart</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1407</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sun, 14 Mar 2010 18:12:19 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1407</guid>
		<description>@Zzarchov: My thinking was that different types of armour would be better for different situations.  For general adventuring when you&#039;d need to make more Speed Rolls (Running, Avoiding Traps, Treacherous Terrain) you&#039;d want lighter or no armour.  For battles with large numbers of weaker opponents you&#039;d want the armour - since you wouldn&#039;t be able to use your Defence Blocks against a large number of opponents, and their lower Weapon Rolls would more likely be blocked by the armour.  Against single powerful enemies the armour is less useful since they&#039;re more likely be rolling higher Weapon Dice.

This part:

&quot;The defender can choose to reduce Weapon + Armour Dice on a 1-for-1 basic to a minimum of d4 for the Weapon Roll&quot;

Is where it&#039;s a hybrid of Armour Save and Damage Reduction.

@Timeshadows: The Dex save is d4 vs. whatever your opponent rolled for their Combat Roll.  Since they normally need to roll a 4 to succeed anyway I&#039;m not sure this will come up that often - although it would if you were being charged (dive out of the way) or there was some other condition that let your opponent succeed as long as they matched your Combat Roll.  Currently the save is much less than 25% since in D&amp;D it&#039;s only worth about 5%.

Dex save will also factor into missile weapons and avoiding traps (still working on that part).

I see what you&#039;re saying about the reroll a 1 being more beneficial if you have a lower Combat Dice (based on Class, not Weapon).  Not sure if that&#039;s an awful thing or not. It certainly encourages weaker combatants to fight with their weapons two handed… and in a way that does seem appropriate. hmm...

I definitely need to keep an eye on any &quot;reroll a 1&quot; type scenarios with the dice-step system. :)</description>
		<content:encoded><![CDATA[<p>@Zzarchov: My thinking was that different types of armour would be better for different situations.  For general adventuring when you&#8217;d need to make more Speed Rolls (Running, Avoiding Traps, Treacherous Terrain) you&#8217;d want lighter or no armour.  For battles with large numbers of weaker opponents you&#8217;d want the armour &#8211; since you wouldn&#8217;t be able to use your Defence Blocks against a large number of opponents, and their lower Weapon Rolls would more likely be blocked by the armour.  Against single powerful enemies the armour is less useful since they&#8217;re more likely be rolling higher Weapon Dice.</p>
<p>This part:</p>
<p>&#8220;The defender can choose to reduce Weapon + Armour Dice on a 1-for-1 basic to a minimum of d4 for the Weapon Roll&#8221;</p>
<p>Is where it&#8217;s a hybrid of Armour Save and Damage Reduction.</p>
<p>@Timeshadows: The Dex save is d4 vs. whatever your opponent rolled for their Combat Roll.  Since they normally need to roll a 4 to succeed anyway I&#8217;m not sure this will come up that often &#8211; although it would if you were being charged (dive out of the way) or there was some other condition that let your opponent succeed as long as they matched your Combat Roll.  Currently the save is much less than 25% since in D&#038;D it&#8217;s only worth about 5%.</p>
<p>Dex save will also factor into missile weapons and avoiding traps (still working on that part).</p>
<p>I see what you&#8217;re saying about the reroll a 1 being more beneficial if you have a lower Combat Dice (based on Class, not Weapon).  Not sure if that&#8217;s an awful thing or not. It certainly encourages weaker combatants to fight with their weapons two handed… and in a way that does seem appropriate. hmm&#8230;</p>
<p>I definitely need to keep an eye on any &#8220;reroll a 1&#8243; type scenarios with the dice-step system. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on New Combat System &#8211; Part 2 by Timeshadows</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1406</link>
		<dc:creator>Timeshadows</dc:creator>
		<pubDate>Sun, 14 Mar 2010 15:57:01 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1406</guid>
		<description>Right out of the gate I am a bit confused by the d4 mechanism.
--Is it used so that there is only a 25% chance of avoiding a Strike?
---If so, I think it is reasonable.

Next, I&#039;d like to suggest that the Two-Handed rule allow for a re-roll based on the die-type of the weapon:

d4: 1...(25%)
d6: 1-2.(33%)
d8: 1-3.(24%)</description>
		<content:encoded><![CDATA[<p>Right out of the gate I am a bit confused by the d4 mechanism.<br />
&#8211;Is it used so that there is only a 25% chance of avoiding a Strike?<br />
&#8212;If so, I think it is reasonable.</p>
<p>Next, I&#8217;d like to suggest that the Two-Handed rule allow for a re-roll based on the die-type of the weapon:</p>
<p>d4: 1&#8230;(25%)<br />
d6: 1-2.(33%)<br />
d8: 1-3.(24%)</p>
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		<title>Comment on New Combat System &#8211; Part 2 by Zzarchov</title>
		<link>http://robertsongames.com/role-playing-games/new-combat-system-part-2/comment-page-1/#comment-1404</link>
		<dc:creator>Zzarchov</dc:creator>
		<pubDate>Sun, 14 Mar 2010 13:10:16 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=754#comment-1404</guid>
		<description>At one point I used a system of armour roll VS damage roll in Piecemeal but personally found it pushed users to the extreme, it was most effective to either have the heaviest armour or no armour at all, anything else was completely counter productive (as there was a slight bonus for no armour, equivalent to what would be +1 to speed rolls in your system.)  This caused me to move to straight up damage reduction so that armour was always effective at least somewhat.  In fantasy setting this came up more.</description>
		<content:encoded><![CDATA[<p>At one point I used a system of armour roll VS damage roll in Piecemeal but personally found it pushed users to the extreme, it was most effective to either have the heaviest armour or no armour at all, anything else was completely counter productive (as there was a slight bonus for no armour, equivalent to what would be +1 to speed rolls in your system.)  This caused me to move to straight up damage reduction so that armour was always effective at least somewhat.  In fantasy setting this came up more.</p>
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