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Feedback D&B - FFS Edition Mk1

The support forum for Jason "Chainsaw Aardvark" Kline's Dead... and Back. Zombie apocalypse with aliens in the Anarchy Zone. Check out blog for more information
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Feedback D&B - FFS Edition Mk1

Postby Rob Lang » Mon Mar 05, 2012 10:29 am

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Re: Feedback D&B - FFS Edition Mk1

Postby Chainsaw Aardvark » Mon Mar 05, 2012 12:54 pm

Thank you very much for doing this.

I'm well aware that some of the examples are out of date. (Especially the big combat example, but writing a two or thee page sample of play has been secondary to getting actual rules into shape.) Some people have found the use of attributes a little unclear as well - such as Tech is Technique, and can be used for sneaking. (Actually, its situational - a player could argue wits to time the guards movements and run past or tech to limit sound and keep to shadows doing it slowly. Let them frame solutions in how the characters are built.)

While for the moment they're good enough, Reanimate attributes need to be revised upwards - most of the CHT figures predate the change from 1-5 attributes to 1-7.

While I know a bit about technical lay-out, the actual correcting portion is still the hardest part for me, and finding these things in your own work is never easy.

To settle two of these questions before your game starts:


In first and second edition, there was only one combat attribute - aim. As of third (ie FFS) and Fourth (based on your feedback) there are now two such attributes to limit one stat becoming of over-riding importance. (Besides, being good with a knife doesn't mean you're good with a gun.) So as you might figure - close combat is fists and melee weapons, ranged guns, thrown items, bows and so on. For the moment, Aim is retained for creatures to limit the number of stats and book-keeping for them, but they will probably get that split up as well. Either way, the Attribute determines the number of dice you roll in combat, while the type of dice is determined by comparing the DR of the weapon and SDI of the target.

A short play test I conducted a few weeks ago showed that combat chances might be a bit low, so I thinking of making this consistent with the skill system and making the top two results a hit (ie doubling current chances).


For the moment, this is determined by number of levels on the speed track remaining (1-4) plus an an attribute roll. (ie each 5 or 6 rolled adds one) Creatures that don't have a speed track use a relevant attribute as their base bonus, plus an attribute roll. Generally speaking, wits is used for attack - if you initiate combat - and quick for defense if you don't.

Initiative is getting a big overhaul in fourth edition. First of all, rather than changing each round, it is settled only at the beginning of combat. Secondly, otherwise rather useless bare-handed attacks (DR 1) get an upgrade, because now hand to hand can change the initiative - knocking down or throwing about opponents will set them back. (There will also be grab/pin maneuvers to reduce their attacks.) Equipment like flash-bang grenades, or well planned distractions will also affect things.

Your feedback is greatly appreciated, good luck with the game.
Games of imagination are never truly done. Yet tomorrow we shall start another one.

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Re: Feedback D&B - FFS Edition Mk1

Postby Rob Lang » Mon Mar 05, 2012 2:49 pm

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Re: Feedback D&B - FFS Edition Mk1

Postby Chainsaw Aardvark » Mon Mar 05, 2012 5:39 pm

Good examples, though with reanimates, initiative isn't really based on their initial speed. Its on the attribute (the whole point of NP is they don't have a complicated speed track). So in this case it is 3 quick + 3 successes. The creature's speed is more a matter of if its fast enough to catch a running character (generally a yes/no rather than rolling etc.) Of course, since you are welcome to add special abilities to creatures (Another chapter that needs a lot of work) bonus initiative is certainly a possibility. I don't give a list of lighting/terrain modifiers yet, but optional rules would allow for a lot more ways of initiative being split up.

As of right now, at least at full health, turn order is slanted towards the living - as benefiting a movie or video game experience. D&B is pretty close to an RPG of Resident Evil. (The eight that precede number four anyway. Yes, RE is weird like that.)
Games of imagination are never truly done. Yet tomorrow we shall start another one.

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Re: Feedback D&B - FFS Edition Mk1

Postby Rob Lang » Tue Mar 06, 2012 4:58 am

Cool, so it's their Quick +3 for defense and Wits +3 for attack.

Thanks mate!
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