The Godzilla Threshold
05-18-2015, 01:43 PM
Post: #1
The Godzilla Threshold
This is a game I've been thinking about for a while, given a breath of life by my recent Chroma Squad play. It's a turn-based RPG, based on general ludicrous destructiveness where a standard boss tactic is "Equip Eiffel Tower".

The Godzilla Threshold, according to TVTropes, is the point where things get SO BAD that even adding Godzilla into the mix can't make it worse. You are one of the squads of Kaiju-sized heroes sent out to deal with it.

Players can be ANYTHING, on two provisors:

1: There's a "Pedestrian" form and a "Kaiju" form. The Pedestrian form is kinda good, but nothing spectacular. It's the size of a human or smaller, and it should be about on that "scale" in terms of power. The Kaiju form is much larger, and it's power scales up appropriately. Note that these don't have to be the same being, but the Kaiju has to be summoned at-will after several sentai poses.

2: Your character will help the city. Even if they're "Evil", for the forseeable future they will be protecting the city. I'd prefer for Kaiju to stay on-task, and not, y'know, run off and attack the city willy-nilly.

Play is currently going to be set on a number of dice rolls. The basic ones, for combat, are the Accuracy and damage checks.

All attacks have an Element and a Class. The elements are your standard fare, with some unusual ones like Flesh and Eldritch, and the Classes are how the element is used. For example, a spear made of bone would have the Flesh element and the Piercing class. Classes are divided into two main groups:

Physical Classes:
Piercing
Cutting
Blunt
Parasitic

Energy Classes:
Blast
Beam
Pulse
Warp

Each Kaiju has a Physical Defence number and an Energy Defence Number. When another Kaiju attacks, they roll 1d20 to see if they match or beat the Enemy's relevant defence to hit.

A defence number can be anywhere from 1 to 39. Well, if they can get so high, how can you roll 1d20 and still beat that defence?

By exploiting weaknesses. If a monster has a weakness to a Class of attacks, an enemy using that class only rolls against half of the enemy's relevant defence. A monster weak to Blunt damage with a Physical defense of 20 only rolls with 10 to defend itself with, which means an opponent only has to get a roll of 10 or more to beat it. A monster with 19 defence goes down to 9.5, meaning opponents still have to hit 10 to win. If you hit a monster's resistance, they instead get half more added to their defence roll. So a roll against 10 becomes a roll against 15.
Once a hit has been achieved, the player rolls again, using a 1d20. An attack which hits a weakness in Element does 1.5x the damage, an attack which hits a resistance does .75x the damage.

Players can choose their own resistance set, provided they have a total Element score and Class score of zero. A resistance is +1 point, a weakness is -1.

Then there are Immunities and Critical Weaknesses. These are exactly as they sound. Immunities negate all damage of that class or element, but Critical Weaknesses not only negate the accuracy check but TRIPLE the damage you take, before your other weakness. In the case of a class weakness and an Element Critical weakness, or the other way around, they take 4.5 times the damage.A resistance does nothing in the face of a critical weakness. If you have an immunity, you must have a weakness, but Immunities are worth two points, whereas Critical weaknesses are -3. So you get an extra resistance.

Critical weaknesses can take other forms, too. An electric critical weakness on a mech may not do extra damage, but shut it down for a turn. If you’d like your critical weakness to do something special, tell me.

Your health is measured by your pedestrian HP or your Kaiju KHP(Kilohitpoints). If you hit zero, you lose yadda yadda yadda. You’ll probably start with 100 HP/KHP.

There are two standard attacks, and four Techniques, for the Kaiju and the pedestrian. The standard attacks are just that. They have an element and a class, that’s it. “Flesh/Blunt punch” is an example of a valid Standard Attack.

Techniques do all sorts of interesting crap. There’s a special effect associated with each Technique, an Element/Class if relevant, and a cooldown assigned by me. This can be anything from three turns to three battles, anything I deem is necessary. Instakill is not allowed.

Nothing else springs to mind… just looking for critique. The intended first post is below.

--------------------------------------------------------------------------------------------------------------------------

WELCOME, ONE AND ALL, TO...

THE GODZILLA THRESHOLD!

In the space-city of Kaiju Alpha, things are going wrong. Very wrong! Somehow, nearly every day some new supervillain or 50-foot whatever attacks the city. These attacks are getting out of hand!

But as many of these villains step up, so too do a swarm of equally-powerful do-gooders! These heroes are regularly recruited into the defense forces of Kaiju Alpha, to protect it from the marauders! Of course, in the heat of battle, sometimes the heroes do as much if not more damage than the villains were intending... but they do it for JUSTICE, and that's what matters!



Elements:
Flesh: The primarily organics. Not known for anything in particular.
Fire: Those of flames and fireballs. Known for being among the most destructive and least stable elements.
Earth: FEEL the strength of the EARTH.
Eldritch: Those things beyond the common ken...
Water: Those giant goo and water blobs. Extends to icy stuff.
Air: All those flying things.
Metal: CLANKETY CLANKETY CLANK.
Light: IMMA FIRIN' MAH LAZOR '<'==========
Shadow: Darkness and shadows and shadowy darkness!
Electricity: Lightning Guys!
Wood: Wood. WOOOOD! WOOOOOOOD!
Heart: Because heart is an awesome power.
Glitch: Rand0m R0ndom Rtdn!n ERROR. Special Trait: Random! This is not for players to use. In fact, it may never come up.
Methods:

Blunt
Pierce
Slash
Parasitic

Blast
Beam
Pulse
Warp

Application Form:

The Pedestrian (Every single one of you has a normal, non-kaiju sized... something. The pilot of the giant mecha. The Bruce Banner. The summoner of the massive kraken. They have something of that sort. They don't have to be human, or possess any particular number or setup of limbs, but they must be able to communicate, move freely of their kaiju and be roughly human-size or down.)

Name:
Race/Species/Whatever's Appropriate: (Examples would be Human, Robot, Magic Mayfly...)
Age:
Gender:
Description:
Backstory:
Element: Of those specified above. This deternines your unarmed staple damage, and some attacks and effects will vary depending on your element.
Resistance(s): (NOTE: You can choose as many resistances as you want, and each will halve your damage from a chosen element.)
Weakness(es): (You get the same number of weaknesses as resistances.)
Standard Attacks:
Techniques:
Technique
Standard Attacks:
Special1:
Description:
Special Effect:
Technique 2:
Description:
Special Effect:
Technique 3:
Description:
Special Effect:
Technique 4:
Description:
Special Effect:
You have FOUR special attacks.

Kaiju

Name:
Age(If appropriate):
Gender(If appropriate):
Description:
Backstory(If notably seperate from the Pedestrian backstory.):
Element:
Resistances:
Weaknesses:
Standard Attacks:
Techniques:
Technique 1:
Description:
Special Effect:
Technique 2:
Description:
Special Effect:
Technique 3:
Description:
Special Effect:
Technique 4:
Description:
Special Effect:
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05-18-2015, 02:03 PM
Post: #2
RE: The Godzilla Threshold
YES. PLZ. DO THIS. I CAN FINALLY TOKATSU AND NOT BE TOO WEIRD. PLZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
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05-18-2015, 02:17 PM
Post: #3
RE: The Godzilla Threshold
I have no idea what you mean by Tokatsu.
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05-18-2015, 09:49 PM
Post: #4
RE: The Godzilla Threshold
I'd recommend giving some thought to how you plan for this to play from the player's perspective. I dont know how you plan for your fights to play out or how much other stuff there will be for players to worry about. Right now you've got the resistances which players need to figure out how to overcome, which is good and may work to promote team play by rotating who fights what monster to overcome the correct resistance on the correct enemy... But the way you've described it so far it seems like the player only really has two choices - punch someone, or use a technique. The techniques are great at giving you alternative options, but whenever you dont want to use one (or cant), you're really just going to be inputting the same 'punch enemy x' command over and over again and that, paired with the numbers you've used, which, unless i've understood them wrong, seems to suggest you'd be spending a lot of time missing your attacks even against something that is vulnerable against your element - and thats extremely unsatisfying to play.

So i dont know how big a role you were planning on strapping planes to your fists to have in your game or if you had given any thought to having stompable terrain or whatever, but i'd consider adding some kind of incentive for your players to not submit the same punch x enemy command turn after turn. Maybe you could have your players pick a move type aswell, such as fly, swim or burrow. That way you could build scenarios that let player's seize special advantages midfight, such as by having one player fly up to man the orbital defense cannon and start firing lazers at the baddies for massive damage - or if your flying player is out for the count or otherwise preoccupied, the guy with the megajump technique could use it specifically to get up there, or any one of your players could spend some time accessorizing jet motors or any number of crazy things, really.
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05-19-2015, 12:10 PM
Post: #5
RE: The Godzilla Threshold
There is probably going to be a fair bit of truck-throwing, yeah.

What I was actually thinking was a more... Portioned experience. Basically, rather than having long campaigns with the same group of monsters, signups occur for each villain. I choose a team based off those who apply, who are given some general hints as to what the monsters stats are. For example, there's a giant monster made of metal who has taken a long, protracted route over a bridge rather than just plow through the bay. Hints like that to suggest some recommended elements or classes.
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05-19-2015, 12:37 PM
Post: #6
RE: The Godzilla Threshold
Oh, well I was gonna suggest you actually go the more chroma-squadish route. Give the players some progression options, and maybe some in-battle strategy options. That way, you add a reason to actually play as the humanoid characters other than story, and the big fights become that much more exciting
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05-20-2015, 10:43 AM (This post was last modified: 05-20-2015 10:44 AM by Leafsw0rd.)
Post: #7
RE: The Godzilla Threshold
I'm curious, Swampmist, could you elaborate on how that would encourage Pedestrian play?

Anyway, I've also come up with a solution for the frequently missing thing. That is that there's two thresholds for damage - a low "Hit" threshold, with a 1d10 worth of damage, and a harder to reach threshold with 10 + 1d10 worth of raw damage. Low hit generally won't be higher than 10 raw.

Also, I'm working on an example mission. This would involve a standard mission, with some interesting set pieces to play with.

Finally, I'm thinking about a series of special stat sets for players.

For example:

Standard Kaiju Stats
KHP: 100
Priority: Normal
Raw: 1d10/10+1d10
Defence Thresholds: 7/14
Standard Attacks: 2
Techniques: 4

Bulky Kaiju
KHP: 125
Priority: Low
Raw: 1d8/7+1d8
Defence Thresholds: 8/16
Standard Attacks: 2
Techniques: 4

Aggressive Kaiju
KHP: 75
Priority: High
Raw: 1d14/15+1d10
Defence Thresholds: 5/10
Standard Attacks: 3
Techniques: 4

Those are completely untested, just spitballs.
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05-20-2015, 02:10 PM
Post: #8
RE: The Godzilla Threshold
Can elaborate more once not on Ipod, but mainly I see that the idea of tactical pedestrian options, like the teamwork skills in Chroma Squad, would make the pedestrian mode more enjoyable. Also, with the idea of progression, you can add options for the pedestrian side of things, allowing for the creation of better weapons ad techniques, similar to an actual sentai/rangers/rider show. Tokatsu is what that genre is called btw :P
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05-21-2015, 03:46 AM
Post: #9
RE: The Godzilla Threshold
Two seperate damage tiers is a very good solution - you could also add a third, in the form of crits, but that may be less important. Since you already have the system, it would not even have the negative drawback of further confusing someone reading through your rules. Maybe.

Those stat options dont seem like they would make for a very compelling choice - its the standard choice between being tanky or stabby, or a bit of both. And thats not a bad choice, but a simple tweak to your base stats wouldnt exactly make it an interesting option to have. I'd instead suggest gearing any possible stat choices towards being very specialized. For instance, you could have a very squishy kaiju with perhaps ~50 health who absolutely would not be able to take a beating, but on the other hand would have a very large selection of techniques and standard attacks, and would therefore (potentially) have a tool for every situation - but if any of their fatter team mates arent around, they're very vulnerable and would have to think carefully about whether or not they want to engage that hostile kaiju on their own. Also it'd be a risk to opt into playing something like that, and risks are fun. Its important that your players feel they are actually in danger, and a more specialized design would definitely serve to allow for some 'oh shit' moments when you have something unexpected happen, and you'd have the victim's teammates rush to his aid in no time.
If you like that design, i'd also suggest considering whether to lower the standard number of techniques available, because 4 abilities is a lot to make up for a shorter session, especially if you arent planning on having a lot of specialization and just want to smash things generically.

Also swampmist has a point, even though i have no clue what hes talkingg about in regard to this chroma squad business or tokatsu or whatever. But really, who would want to waltz around in human form and why do you bother with such a lengthy sign up for both human and kaiju forms? Sure, i get the appeal of being an upstanding citizen who also happens to be a kaiju rising up to defend their city, but why would you bother running around as a human when theres smashing to be done? Entering buildings, operating machinery and talking to people are the only examples i can think of where you would want to be human, and why would you be doing any of those things when you should be smashing bad kaiju? Who would honestly run around inside a building instead of throwing it at the baddie? Course, if swampmist has ideas for how to offer additional options there, thats cool, but otherwise i dont think you would really want your players to run around as pedestrians?
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05-21-2015, 10:01 AM
Post: #10
RE: The Godzilla Threshold
Well, like I said, those are a sample I came up with in ten minutes. I am thinking of at least one technique- heavy class, an even bigger and slower monster, a speedster, and so on.
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05-22-2015, 06:15 AM
Post: #11
RE: The Godzilla Threshold
Chim raises a bunch of excellent points that basically highlight my major concerns with this idea.

I'd also suggest fights be very short and/or involve hit and run battles in order to encourage players to not just make basic or all-but-identical actions for several turns in a row. Additionally, you could include small secret bonuses or negatives to damage done based on the creativity and possible effectiveness of players' attack flavour to discourage boring repetitive posts.
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05-22-2015, 04:43 PM (This post was last modified: 05-22-2015 05:05 PM by Leafsw0rd.)
Post: #12
RE: The Godzilla Threshold
Most fights will not just be straight takedowns.

The first fight I'm thinking of basically has players protecting or attempting to protect a truck of special seeds, great for wood-element defenses. With innumerous small minions trying to get at them. What this means is several possibilities, from some defend from the horde while another escorts the truck, to a kaiju-sized game of hot potato trying to keep the truck away from the minions, to attempting to stomp them all out before they even get to the seeds. Letting them get to it turns THEM into Kaiju, and that's when the real fun begins.

As for what you guys said, i can easily think of ways to NEGATIVELY reinforce the idea not to repeat yourself, but positively is a little harder. What I've currently got is a predictability mechanic, where the Defense Thresholds rise significantly each time an attack is used in succession. This may lead to enemies having multiple stances, where one stance is weak to certain things but after a certain number of times those weaknesses are exploited, it changes stances to one with different weaknesses.

Another Kaiju type - the Sponge. This will nearly always take damage due to it's low first Threshold, but it's second threshold isn't even reachable without exploiting a weakness.

Sponge
KHP: 200
Priority: Lowest
Raw: 1d10/10+1d10
Defence Thresholds: 4/21
Standard Attacks: 3
Techniques: 3

Traits: Always must have at least one Class Weakness. Susceptible to mounting attempts.

And the Wazerd, which has more abilities than anyone else... at the cost of most other things.

Wazerd
KHP: 70
Priority: Above Average
Raw: 1d20/1d20
Defense Thresholds: 5/10
Standard Attacks: 1
Techniques: 7

Traits: Wazerds only get one damage roll, when they pass the 1st Defense Threshold.

As for the Chroma Squad thing, that's basically a Fire Emblem game with the premise of filming a power rangers-esque sentai show. The mechanic he's probably thinking of is Teamwork, wherein one member of your squad stands still for a turn. They'll help any of your guys get further by throwing them, and they'll attack enemies next to them if someone else does. However, while these both help make the small-scale fighting as lucrative as the large scale fighting is in that game, that's because the large scale is 1 on 1 (with the whole team piloting a single giant robot) and thus Teamwork can't be used. Whereas I fully support throwing Godzillas everywhere if that's what you need to do.

EDIT: Another stat setup:

Reflex Master - The opposite of a sponge. High damage when they take a hit and high thresholds to match. The second threshold is something they don't want to be on the wrong side of.

Reflex Master
KHP: 50
Priority: Max
Raw: 1d5/15+1d5
Defence Thresholds: 15/16
Standard Attacks: 2
Techniques: 5
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06-06-2015, 10:25 PM
Post: #13
RE: The Godzilla Threshold
You haven't statted pedestrians, for one thing.

Also, what about building a actual statpoint build instead of having templates? I kinda find templates annoying.

(12-16-2014 11:08 AM)KatoHearts Wrote:  I'm pretty good at making terrible people.
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06-07-2015, 09:36 AM (This post was last modified: 06-07-2015 09:36 AM by ICan'tGiveCredit.)
Post: #14
RE: The Godzilla Threshold
(06-06-2015 10:25 PM)hector212121 Wrote:  You haven't statted pedestrians, for one thing.

their stats are zero because they will quickly be crushed underfoot
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06-07-2015, 11:02 AM (This post was last modified: 06-07-2015 11:16 AM by chimericWilder.)
Post: #15
RE: The Godzilla Threshold
i believe their health was stated as being 1/10th of kaiju form health.

also, nobody wants to fill out an entire second sheet for a form thats not supposed to be used in direct combat. Signup is already complex as is, best not to add another textwall to be filled in.
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06-07-2015, 10:32 PM
Post: #16
RE: The Godzilla Threshold
Actually it was a thousandth but at the same time there are probsbly advantages to being small, like being hard to see and target and stuff

(12-16-2014 11:08 AM)KatoHearts Wrote:  I'm pretty good at making terrible people.
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06-10-2015, 04:55 PM
Post: #17
RE: The Godzilla Threshold
Actually, on that matter, mechanically the pedestrians will be at best the same as kaiju, just scaled down. Pedestrians have 100 Hit Points, Kaiju have 100 Kilo-Hit Points, meaning ten pedestrian's lives are roughly the same as 1 damage to a Kaiju.

For now, each "Mission" will play out in three phases:

The Research Phase: A Threat has been identified. A small group of Pedestrians, Mission Control, are to do research. They are given two resources: Funds and Time, measured in Credits and Days, before things go down. They are to prepare as much as possible given the time span, planning routes, investigating enemy weaknesses, preparing additional pieces of info, getting sensors and drones ready, and so on.

The Recruitment Phase: Signups for the Kaiju, based on the given weaknesses and tactics.

The Kaiju Phase: The Mission. Naturally, all hell breaks loose. This is where the action goes down. Mission Control acts as, well, Mission Control - the Kaiju aren't actually given the monster's stats, they go to Mission control, who as a collective work on keeping the stats of the mission straight.
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06-11-2015, 12:15 AM
Post: #18
RE: The Godzilla Threshold
I like that model, but consider cutting out the research page every now and then (particularly for the first mission) in favor of keeping the game dynamic and non-linear. As soon as players expect to get a new research phase every time you reach that point in the game cycle again, it'll start to lose its value, i think - and suddenly having a bunch of monsters just show up going ME SMASH without the players knowing what the hell to expect would be pretty cool, i think.

also be careful with how much information you are going to give out during research phase. It shouldnt be so much information that the players know exactly how to counter the baddies before even having fought them, nor should it be so little as to make the research feel unrewarding or unimportant. Preferably the players should learn something new both during research and combat, and they should be afraid/worried that they give themselves an unfortunate weakness which it turns out an enemy kaiju has a special ability that exploits.
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06-12-2015, 01:23 AM
Post: #19
RE: The Godzilla Threshold
Fortunately, the first mission not having a research phase can be easily explained. It's basically a yearly event, as a truck needs to be escorted through town, and thus having the information to deal with the expectable threats is kind of a given.

With that said, I'll start compiling the information.

Already Known Factors

The Annual Squirrel Run is one of the many training courses for beginner squads. In this scenario, rather than the usual, more secure methods of transporting them, one fairly conventional hovertruck carries about 1000 Yggra Nuts through the local squirrel population. Yggra nuts are useful for building Wood defenses as good as many common metal ones.

The hyper-intelligent mutant squirrels (aka the normal wildlife around here) all band together to steal the Yggra nuts. Not only are they delicious, ingesting a single nut allows a squirrel to grow Kaiju-sized, causing massive destruction. With that said, they're generally weaker than most true Kaiju, and can be beaten down without too much of an issue.

The goal is to escort the truck through the area, get it safely to the drop point, and fend off any and all squirrel forces.

Research Notes

Like many beginner courses, the Squirrel Run is well-researched, and can be thought through with relative ease.

- Squirrels are Flesh-Element Creatures, who primarily use Wood and Flesh attacks. With that said, they sometimes steal VERY unusual equipment.

- They naturally have a lot of Physical attacks. Their Parasitic damage can be especially bad.

- The Kaiju form uses Wood and Flesh attacks, and appears to be a fusion of a squirrel with a Yggra tree. With that said, their HP is rarely above 50, and they're not used to dodging things their size and speed. They're not too hard to deal with.

- ALL of the squirrels will react significantly to fire. Most are terrified. A few are not.

- Reports suggest that the squirrels are running low on nuts. They are estimated to have 20 at most. The squirrels start getting desperate if they go lower than 100, so this is especially bad news.

- Area Scouted! The White Squares indicate Pedestrian - friendly areas, such as roads and parks. The Black squares are buildings or densely-forested areas and can only be reasonably navigated by Kaiju or squirrels.

There are three main paths:

The north one contains many alleys and turns, and may be useful for dodging the squirrels. Unfortunately, a lot will come, and they'll be readily able to crowd you.

The south one is narrow, and only really has two entrance points. It'll get tight in here.

The middle one is wide and open.

- Common attack points scouted! These are red or orange squares on the map. Red are similar to black, orange are similar to white. Squirrels will definitely appear from these points, though they may not be the only ones.

- Other Research Failed! Or, rather, not attempted in the first place because examiners are lazy. With that said, there's rumours that some serious political stuff is happening in the Squirrel Kingdom. It's possible the Squirrel King is going to get usurped if he doesn't up the nuts, and if that's the case, they could be pulling all the stops to ensure they maximise their looting.

- Truck Prepared! The truck includes a series of devices that can EXACTLY measure how many Yggra nuts it carries. This will be fed to Mission Control.

- Radar Prepared! The Yggra-Radar scans for any other Yggra nuts. As all the nuts in the Truck and in the squirrel's possession came from the squirrel run, they've all been given the necessary marker. The Yggra-Radar is mounted on to a Mission Control Drone.

- More to come, maybe.
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06-12-2015, 03:14 AM
Post: #20
RE: The Godzilla Threshold
whoa there you've put more work into that than i expected

i want to see a mutant squirrel with a rocket launcher now
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