Rooftop Racing Rules - v0.4.0

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Rooftop Racing Rules - v0.4.0

Postby Cake » Tue Apr 21, 2015 9:12 am

Presenting Rooftop Racing version 0.4.0, as sanctioned by the Rooftop Racing Federation*:

*Rooftop Racing may not be legal in your system. At all. Military intervention may follow the start of any unauthorised Rooftop Race. The RRF are not responsible for any damages incurred during said Military Intervention.

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Rooftop Racing
A Mobile Frame Zero based rule set – Authorised by the RRF
Version 0.4.0

Abbreviations
  • RRL – Rooftop Racing League
  • RRF – Rooftop Racing Federation
  • RU – Ruler Unit
  • RL – Ruler Length

The Racing Frame
A Racing Frame provides 2 White dice and can be fitted with up to 4 additional Systems from the following:
  • Up to 2 Movement Systems
  • Up to 2 Interference Systems
  • Up to 2 Jump Boost Systems
  • Up to 2 Reaction Systems

The White dice provided by the Racing Frame are ‘wild’ and can be used to perform actions that the Frame has no System for, such as Running Interference with no Interference Systems attached.

A Racing Frame that has no Systems attached can use its White dice to perform up to two actions from the following list:
  • Move along the Rooftops
  • Run Interference against an opposing Frame
  • Jump Boost between Buildings
  • React to an opponent’s Interference

Additionally, the White dice can be used in place of the dice rolled for a System that is fitted to the Frame. In this case, simply discard the original System roll, and replace it with the value on the White die.

Racing Frame Systems
The benefits of fitting Systems to a Racing Frame are detailed here:

Movement Systems
The first Movement System added to a Frame provides two Green d6 that can only be used for Movement. The Second Movement System added to a Frame provides a Green d8 that can only be used for Movement. A Frame with no Movement Systems must use a White d6 to Move. A Frame equipped with one or more Movement Systems can Move through Obstacles, and can Move around Buildings whilst Hanging On.

Interference Systems
Each Interference System provides one Red d6 that can only be used for Running Interference. A Frame with no Interference Systems can only Run Interference using a White d6 and can only Trip a Frame. A Frame with one or more Interference Systems can Trip, Push, or Pull an opposing Frame.

Jump Boost Systems
Each Jump Boost System provides one Yellow d6 that can only be used for determining the number of dice in the Jump Boost Dice Pool. A Frame with no Jump Boost Systems may use a White d6 to generate its Jump Boost Dice Pool. A Frame with one Jump Boost Systems can Hop across gaps 1 RU wide without needing to perform a Jump. A Frame with two Jump Boost Systems can Hop across gaps up to 2 RU wide without needing to perform a Jump.

Reaction Systems – Each Reaction System adds one Blue d6 that can only be used for Reaction. A Frame with no Reaction Systems can use a White d6 instead. A Frame with one or more Reaction Systems does not Trip if it Falls off a Building or is Pushed into an Obstacle or Building.

Representing Systems
Systems on a Frame should be represented in such a way that other Players can tell at a glance what is attached to that Frame. The simplest manner in which to represent Systems is to use a 2x2 plate mounted on the top, side, or rear of the Frame and attaching 1x1 tiles of the appropriate colour to this plate.

Alternatively, Players can elect to build the desired Systems and attach them to their Frame. Ensure that opposing Players are aware of what these additions represent before the Race begins.

Losing Systems
When a Frame loses a System due to Damage from Falling or being Pushed into Obstacles, the Frame only loses the use of the dice associated with that System the next time it is Activated. Any dice already rolled for the Frame still apply if the Frame loses a System after rolling its dice, in subsequent Turns, the Frame no longer has that System to use, though it may use its White dice in place of the missing System.

Redlining
Each Frame in the Race has the option, once per game, of Redlining its Systems in the hope of getting that little boost of speed or reaction to push through and beat a tough opponent, or reach the last Check Point first.

To Redline a Frame, announce before rolling for Turn Activation Order that the Frame is “REDLINING IT”. This has two effects: the first is to add another d6 to the Frames Turn Activation dice pool for the Turn only. The second is to add a White d8 to the Frames System dice for that Turn only. The White d8 is rolled along with the rest of the Frames dice when it is Activated, and can be assigned to any System exactly like a White d6.

The Ruler
The default Ruler Length (RL) for Rooftop Racing is 8 Ruler units (RU). Each RU is 5 studs, 5cm or 2".

The Track
The Rooftop Race takes place on a Track that consists of the following:
  • A number of Buildings.
  • 4 unique Check Points.
  • A Start Area.
  • A number of Obstacles.

These are all placed within an area that is no less than 2 RL in width and no more than 4 RL in width.

Buildings
Any terrain that is 6 or more bricks in height is considered to be a Building. A Building can be up to 36 bricks high.

Assumed Building Height
It is assumed that representations of Buildings on a single layer, due to a lack of bricks to make actual Buildings, are only 6 bricks high, therefore a Frame only needs 1 Movement to return to the Rooftops, and consequently only rolls 2 Damage dice if it falls.

Rooftop
A Rooftop is considered to be any flat area on a Building that is at least 2 studs by 2 studs wide, and is at least 6 bricks above Ground Level or Lower Rooftop. Buildings and Obstacles can be placed on a Rooftop that is large enough to hold them.

Lower Rooftop Level
A Lower Rooftop Level is any Rooftop that has a Building placed on top of it, creating a multi-level Building with several Rooftops at different heights. The Lower Rooftop Level is used to determine how high up a Frame is when the Frame is Hanging On the Building that is on the Lower Rooftop Level

Ground Level
Ground Level is the table top, or other surface, that the Buildings and Obstacles are placed on when setting up the Track. Ground Level can be considered as In Bounds or Out of Bounds, depending on the Race Organisers preference.

In Bounds
If Ground Level is In Bounds, Frames may freely Move around at Ground Level, essentially treating it as a Rooftop.

Out of Bounds
If Ground Level is Out of Bounds, a Frame finding itself at Ground Level must return to the Rooftops by Climbing or Jumping Up the nearest Building.

Obstacles
Any terrain that is at least 3 bricks, but less than 6 bricks high, is considered to be an Obstacle. If a Frame has a Movement System it may move through any Obstacles, otherwise it must go around the Obstacle. If the Frame has insufficient Movement to pass over the Obstacle, then it may be placed on top if there is sufficient room.

Frames as Obstacles
Any Frame that has a Movement System can Move through an opposing Frame, but may not end its Move on top of the opposing Frame. Frames without Movement Systems must Move around an opposing Frame exactly as if the opposing Frame were an Obstacle.

Check Points
Check Points were introduced to sanctioned RRL Races in an effort to reduce cheating, they have subsequently appeared in unofficial Rooftop Races for the same reason (some might say that Check Points were actually a creation of the unofficial Races that the RRF stole). Check Points also allowed Race organisers to do away with Out of Bounds markers.

A Check Point can be identified in many ways, the simplest form is a 1 stud wide pillar, which has a number of mounting points equal to the number of Frames participating in the Race. In a typical Rooftop Race, there are 4 Check Points and each Check Point is uniquely identified (e.g. each is numbered or coloured differently, etc.).

For a Frame to claim the top Rank, the pilot must successfully navigate to, and touch, each of the Check Points on the Track.

Touching a Check Point
To touch a Check Point, a Frame must be within one RU, and on the same level, at the end of its Activation. Once this is done, attach a flag or similar marker to the Check Point to show that the Frame has touched it. Each Frame in the race must have its own unique flags for marking a Check Point.

The first Frame to touch a Check Point gets to place the next Check Point. The next Check Point must be placed at least 1 RL away from the last Check Point placed and on a Rooftop that is at least 4 studs by 4 studs.

Failure to touch a Check Point can result in loss of final Ranking once the Race has finished, see Winning the Race.

The Start Area
On one part of the Track is the Start Area which is identified by a set of posts or flags in a square. Alternatively, a coloured line can be applied across the Rooftops and Ground Level to denote the Start Area. This area must be sufficiently large enough to fit all the Frames in at the start of the Race. A suitable size is 4 RU by 4 RU.

When determining Starting Positions, Frames that can’t be placed on the Rooftops can be placed at Ground Level inside the Start Area.

Track Setup
To set up the Track, place a number of Buildings of a variety of sizes ensuring that they are no more than 5 RUs apart. There should be enough Buildings to form an interesting, yet challenging Track.

Players should take time to set the Track up so that everyone is happy with the layout.

Once the Buildings are set, place the first Check Point (see Check Points) on the Track. This must be placed at least 1 RL away from the Start Area, and on a Rooftop that is a minimum of 4 studs by 4 studs.

Starting Positions
All Frames start the race within the Start Area. The Frames Starting Positions are chosen by the Players after rolling to determine Turn Activation Order for the first Turn (see Turn Activation Order). The Player who rolled highest gets to place their Frame first, with the other Players placing their Frames in order of Turn Activation.

Navigating the Track
Frames navigate around the Track by running across Rooftops and leaping from Building to Building touching Check Points whilst avoiding competing Frames. Careful planning is required to make use of Jump Boosts, knowing when to Trip a rival’s Frame, or just plain Pushing a rival off the Buildings.

Moving
A Racing Frame uses its Movement die to determine how far it can run across the Rooftops or Ground Level. Each pip on the Movement die corresponds to 1 RU on the Ruler. Frames with Movement Systems can also use their Movement to travel around the edge of Rooftops, or the sides of Buildings if they are Hanging On.

A Frame does not have to use its full Movement value during its Activation.

Climbing
Sometimes a Frame needs to Climb Up or Down a Building as it Races across the Rooftops. Occasionally this is due Interference from a rival, failing to make a Jump, or because adjoining Buildings are of different Heights.

For every 6 bricks a Frame Climbs Up or Down, it uses 1 point of Movement. If the Frame is unable to reach the top of the Building, or there is insufficient room on the Rooftop it is Climbing to it can Hang On to the side or the Rooftop edge. Place the Frame as close to the Building it is Climbing as possible and place a Height Marker next to the Frame turned to show the Frames height at the end of its Movement.

Hopping
Frames with Jump Boost Systems are able to Hop across small gaps between Buildings. The distance a Frame can Hop is equal to the number of Jump Boost Systems it has fitted. For example, a Frame with one Jump Boost System can Hop across a gap that is less than 1 RU wide. A Frame with two jump Boost Systems can Hop across a gap that is less than 2 RU wide.

For each Hop a Frame makes, reduce its Jump Boost score by the distance the Frame Hopped across. E.g. a Frame, with a Jump Boost score of 5, Hopping across a 2 RU gap would reduce its Jump Boost score by 2 leaving 3 points to use for conversion into a Jump Boost Dice Pool, or for more Hops.

Jumping
A Frame must Jump between Buildings to remain in the race. To do this, the Racing Frame makes use of its Jump Boost Dice Pool to perform the death- and gravity-defying leaps between Buildings.

Jump Boost Dice Pool
The Yellow or White die assigned to the Frame’s Jump Boost determines how many dice the Frame has available to perform Jumps. The number of dice available in the Pool is equal to the value assigned. In addition, the maximum distance the Frame can Jump is equal to the number of dice remaining in the Pool, as dice are used to make jumps, the shorter the distance the Frame can attempt to Jump later in its Move.

Making the Jump
To make a Jump determine the Jump Type to be performed, as defined in Jump Types. Next, measure the distance from the Frame to the target point. The target point can be a Rooftop Edge, Building Side, or somewhere on the Rooftop. The distance to Jump is equal to the number of whole RUs + 1. Adjust this as required if Jumping Up or Down (see Jumping Up and Down). For example, a Frame Jumping to a Building that is 3 RU away will actually be Jumping 4 RU.

Once the distance has been determined, select a number of dice from the Jump Boost Dice Pool and then roll them. If any dice rolls a 4 or higher, then the Frame makes the Jump. If no scores of 4 or more are rolled, then the Frame fails its Jump, and Falls mid-way between its starting point and its target.

Discard the dice used to make the Jump, they are no longer available to perform Jumps this Turn.

Jump Types
The following are the types of horizontal Jump performed during a Race. If a Frame is attempting to Jump Up or Down, refer to Jumping Up and Down for details on how the Jump is modified.

Jumping to a Rooftop
If successful, place the Frame on the target Rooftop at the point where the distance measurement was made.

Jumping to a Rooftop Edge
If successful, place the Frame next to the Building at the point where the distance measurement was made, and place next to it a Height Marker turned to show the correct height.

Jumping to a Building Side
If successful, place the Frame next to the Building at the point where the distance measurement was made, and place next to it a Height Marker turned to show the correct height.

Jumping Down to Ground Level or Lower Rooftop Level
Make the Jump as if Jumping Down to a lower Building. The Frame cannot land any closer than 1 RU away from the Building it Jumped Down from.

Jumping Up from Ground Level or Lower Rooftop Level
Make the Jump as if Jumping Up to a higher Building. The Frame must be at least 1 RU away from the Building it intends to Jump Up.

Jumping Up and Down
Sometimes a Frame needs to Jump between Buildings that are of different Heights, in these instances, the following apply:

Jumping Up
For every 6 bricks the target Building is higher than the Building the Frame is Jumping from, increase the required Jump length by 1 RU.

Jumping Down
For every 6 bricks the target Building is lower than the Building the Frame is Jumping from, decrease the required Jump length by 1 RU to a minimum of 1 RU. Jumping Down is not without its risks: the Frame takes Damage as if it had Fallen the distance it Jumped Down (see Falling), however, it reduces the number of Fall Damage dice rolled by 2 for every additional die that scores a 4 or higher.

Example: Later in the Race Solitude intends to Jump from a 6 brick high Building to a Building that’s 3 RU away, and is 6 bricks higher than the Building it’s currently running across. This means it needs to Jump 4 RU to clear the gap. Luckily it’s got Y6, and chooses to use all of the pips to try and make the Jump…


If a Frame attempting to Jump Up or Down fails to make the Jump, the Frame Falls from the height it started at, not from the height it was aiming for.

Example: Solitude rolls the dice to see if it can make the Jump, getting 6, 2, 2, 1, 6, and 4 – this is enough to cover the gap, but not enough to reach the Rooftop! Yet again, Solitude falls to the Ground. Luckily the Building it started on was only 6 bricks high…


Example: Elsewhere in the same Race, Swift Ghost Lenka is about to Jump Down from an 18 brick high Building to a 6 brick high Building that is 5 RU away. As her target is 12 bricks lower than her current Building, Lenka needs to Jump 3 RU to clear the gap. She also needs at least 2 more hits on the Jump Boost to get the Jump right and not Damage her Frame.

She’s got Y4 – enough to clear the gap, but not enough to potentially mitigate the drop. Rolling the dice, she gets 4, 4, 4, and 3, clearing the gap, but she’s got to hope her Frame survives the 12 brick drop now…


Height Marker
The Height Marker is a White d6 that is used to show the height a Frame is at in relation to Ground Level or Lower Rooftop Level. Each pip on the Height Marker is equal to 3 bricks of height.

If a Frame is Hanging On at a height greater than 18 bricks, then additional Height Markers are placed next to it to show the extra distance.

Falling
A Frame that is Pushed off a Building, or fails to make a Jump, suffers from Fall Damage. Fall Damage is calculated as follows: for every 3 bricks of height the Frame Falls, roll a d6, the Falling Frame loses a System (or, if it has no Systems left, a White d6) for each roll of 4+. E.g. a Frame falling 6 bricks will roll 2 Fall Damage dice.

A Frame reduced to zero White dice is rendered Inoperable and no longer able to participate in the race.

Falling onto another Frame
If a Falling Frame lands on top of another Frame, the Impacted Frame takes Damage as if it had Fallen from the same height as the Falling Frame. In addition, the Impacted Frame becomes Tripped unless it has a Reaction System. If both Frames survive, the Falling Frame is then placed within 1 RU of the Impacted Frame.

Running Interference
A Frame can Run Interference against an opposing Frame. To do this, the attacking Frame must be within 1 RU of the target Frame, either at the start of its Movement, or at the end. In addition, the target must be less than 6 bricks above or below the attacker.

The attacker’s Interference value is compared against the defender’s Reaction value. If the defender has yet to Activate, and has no assigned dice, roll and assign its dice now.

If the Interference value is higher, then the Interference has been successful one of the following effects applies, depending on the nominated Method of Interference:

Push
If the target Frame is hit successfully, then it is pushed one RU away from the attacking Frame. The direction of the Push is a straight line between the attacking Frame and the target Frame. If the target Frame is pushed off a Building or Obstacle, then it takes Fall Damage as detailed in Falling. A Frame with 2 Interference Systems can push the target Frame a number of RUs away equal to the difference between the Interference and Reaction values.

A Frame that has been Pushed off a Building, or into an Obstacle, is also Tripped unless it has a Reaction System, and must right itself before continuing in the Race.

Pushing Frames into Things
When a Frame is Pushed into an Obstacle, it rolls a Damage d6 for each point of Push Movement left to move. If the Frame was pushed off a Building, then it falls to the Ground Level (or Lower Rooftop Level) at the point where it hit the Building or Obstacle.

Frames that are hit by other Frames being pushed into them roll 1 Damage Die for each point of Push Movement the Pushed Frame had left to move. This is reduced by the Impacted Frames Reaction value (roll the dice for the Frame if it has yet to Activate this Turn). The Impacted Frame becomes Tripped if it has no Reaction Systems.

If a Frame is Pushed into a Building of equal height to the one the Frame was Pushed off, then the Frame is considered to have hit the side of the Building, and is treated exactly as detailed above.

Pull
A Frame that is Hanging On can attempt to Pull another Frame off the Building. This is similar to Pushing a Frame, however, if the Pull is successful, instead of moving the target Frame away from the attacker, the target Frame is Pulled up to 1 RU to one side of the attacking Frame (attacker’s choice). Frames with more than 1 Interference System gain no benefits from the additional System when performing this action.

If the attacker and target Frame are on the outside of the Building, then the attacker can only Push or Pull the target Frame if they are no further than 1 RU or 6-bricks (2 Height pips) from each other.

Trip
If the target Frame is hit successfully, then it is Tripped over, place it face down in its current location. If the Frame is unable to be placed face down, place it in such a way as to imply that it is Tripped e.g. upside down, on its side, etc. To right a Frame, reduce its Movement for that Turn by 1.

Pushing or Pulling a Frame off Buildings, or into Obstacles, are the only means in which a Frame can render another Frame Inoperable, due to ordnance restrictions outside conflict zones that prohibit the use of anti-Frame weaponry being employed in RRF sanctioned Rooftop Races.

Ordnance Restrictions were put into place following the catastrophic Rooftop Race of Regan’s World in SC 0242, where much of the colony’s capital Landfall was destroyed during a Race turned gunfight between fierce rivals The Red Dust and Lendra’s Swift Ghosts.

Both teams escaped immediate retribution in the following military intervention, but were subsequently heavily penalised by the League’s governing body, the RRF, handing that year’s RRL title to the Winds of Enlightenment.


Turn Activation Order
Turn Activation Order is determined as follows:
  1. All Players pick one d6 for their Frame, and add an extra d6 for each Reaction System attached to the Frame. E.g. a Frame with a Reaction System rolls 2 d6.
  2. The Players roll their dice simultaneously and select the highest value as their Activation Score.
    Ties are re-rolled, but only affect the Activation Order for those Players that are tied. If a Player rolls more than one d6, they can choose which score they use in the event of a tie.
  3. The Player with the highest Activation Score goes first in that Turn.

At the start of a Turn, 3 players pick up their Turn Activation Order dice – Player 1 has a Reaction System so gets 2 dice to roll, the other players only roll one die each. Player 1 rolls 3 and 4, Player 2 rolls 6, and Player 3 rolls 4.

Player 1 can opt to go last by taking the 3, or force Player 3 to reroll by taking the 4 and potentially allowing Player 1 to go second.


Frame Activation
When Activating a Frame, the following steps are performed:
  1. Collect and roll the Frames dice.
  2. Assign values.
  3. Move and/or Interfere (in any order).

Winning the Race
The winner of the Race is the Frame that touches the final Check Point (Check Point 4) first after touching the other Check Points. If any Check Points are missed, then the Frames final Rank is determined by deducting the number of missed Check Points from the Frames finishing Position. For example, a Frame that finished second, but missed one Check Point would be Ranked as finishing third.

If all Frames are rendered Inoperable due to Damage (i.e. no White dice remaining), the Race is considered a Draw, otherwise Frames that are rendered Inoperable are Ranked as finishing last. It is possible for multiple Frames to come last in this way.

Credits
Author: Cake
Writing Assistance: Indijo, Luke_BMM, Red_Robot, Hyvemynd, Blorf
Play Testing: Cake, Indijo

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I have tried these rules, with the help of my better half, and they seem to work OK. Hopefully what I've written makes sense :D - C&C very welcome, in fact it's actively encouraged.

The rules are presented here as if they were an official document - further modification will probably include adding in section numbers to make it easier to navigate and/or putting it into a word document/pdf.

I have ideas for point allocation should a League actually arise, as well as thoughts on Racing Teams fielding multiple Frames in one Race...
Last edited by Cake on Thu May 28, 2015 10:08 am, edited 10 times in total.
Rooftop Racing Rules (Version 0.4.0) Version 0.5.0 coming soon, with some big changes.

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Re: Rooftop Racing Rules - v0.1

Postby VitorFaria » Tue Apr 21, 2015 9:19 am

This is looking very fun!
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Re: Rooftop Racing Rules - v0.1

Postby Cake » Tue Apr 21, 2015 4:34 pm

VitorFaria wrote:This is looking very fun!


Thanks - It is good fun - I've only run it as 1 vs 1, and it seemed to flow quite well.

Update to v0.1.1 from 0.1(.0): I've added a new section: The Ruler. This was added immediately above the section titled The Track. I realised I'd forgotten to add that in some time after I uploaded the rules :oops:
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Re: Rooftop Racing Rules - v0.1.1

Postby Luke_BMM » Tue Apr 21, 2015 7:19 pm

This looks brilliant. The systems are really great choices and I like the clarity and depth of the core concepts.

A few thoughts:

- Do you need an out of bounds? With the checkpoints and with the buildings being implicitly "in-bounds", would it suffice to say that you could lay out the buildings in a vaguely track shape and that will inherently direct the flow of action (keeping everyone bunched up for interference rolls in the process)?

- How's the balance between systems looking? Green and yellow seem a bit stronger than blue and red, at first glance (but we all said the thing about yellow aces in IO before anyone had really tried it out, so I could be waaaaay off base).

- While the intention seems pretty clear, I don't see the limitations on jump boosts explicitly spelled out, except in the example. So you assign a white or yellow die to the pool of jump boosts for your entire turn and then you can gamble on each jump, drawing from that pool of dice, right?

I might spread out a sprawling oval of buildings (plates of various sizes, with one brick height being one floor) across my rug and give it a shot with a pair of 4p frames. Really looks like a ton of fun.
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Re: Rooftop Racing Rules - v0.1.1

Postby HyveMynd » Tue Apr 21, 2015 10:20 pm

This does look like a lot of fun. I'm a bit confused about how the oval track is set up though. An illustration or a diagram would help clarify things.

Edit: Also, I could see this becoming some sort of roller derby-inspired game.
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Re: Rooftop Racing Rules - v0.1.1

Postby Cake » Wed Apr 22, 2015 4:50 am

HyveMynd wrote:This does look like a lot of fun.

Thanks!
HyveMynd wrote:I'm a bit confused about how the oval track is set up though. An illustration or a diagram would help clarify things.

I can see why - it made sense to me, but then I wrote it :). I'll conjure something up that will help clarify it
HyveMynd wrote:Edit: Also, I could see this becoming some sort of roller derby-inspired game.

Funnily enough, I've had ideas about Mobile Frame Roller Derby, though there would be a lot more mid-move interruptions in that game from Blockers trying to flatten Jammers (an idea has just formed about that based around the Blocker's Reaction/Interference (B/R) value and the Jammer having a Dodge (Y) value) :D .

Luke_BMM wrote:This looks brilliant. The systems are really great choices and I like the clarity and depth of the core concepts.

Thanks!
Luke_BMM wrote:A few thoughts:

- Do you need an out of bounds? With the checkpoints and with the buildings being implicitly "in-bounds", would it suffice to say that you could lay out the buildings in a vaguely track shape and that will inherently direct the flow of action (keeping everyone bunched up for interference rolls in the process)?

It's likely that the Out of Bounds section is totally unnecessary - it was in the rules before I added in Check Points, which are intended to (hopefully) encourage Frames to not just sit on the inner edge of the track taking the shortest route possible to the finish line.

I haven't tried a race with Check Points in yet - they were added after the race I ran finished.

This has reminded me that I haven't explicitly stated which direction the Frames should travel in when actually racing on an oval or circular track... In theory counter-clockwise, as this is how Roller Derby plays, and how most other races are run, which sort of implies that a barrier of some sort should exist between opposing sides of the track.
Luke_BMM wrote:- How's the balance between systems looking? Green and yellow seem a bit stronger than blue and red, at first glance (but we all said the thing about yellow aces in IO before anyone had really tried it out, so I could be waaaaay off base).

I've not tried focused testing of Systems (such as running Frames with only one System), so I can only say that in my head they appear to be balanced :) .

This is something that will need to be tested more thoroughly - I'll be having a crack at it tonight if I have the time.
Luke_BMM wrote:- While the intention seems pretty clear, I don't see the limitations on jump boosts explicitly spelled out, except in the example.

You are correct - I don't seem to have explicitly stated that the Yellow or White die assigned to Jump Boosting acts as a die pool - I'll have to add that in! The only thing I'd stated was that a Frame with a Jump Boost System can make up to two Jumps in a turn.
Luke_BMM wrote:So you assign a white or yellow die to the pool of jump boosts for your entire turn and then you can gamble on each jump, drawing from that pool of dice, right?

This is exactly how Jump Boosts should work. I'll try and clarify the rules better.
Luke_BMM wrote:I might spread out a sprawling oval of buildings (plates of various sizes, with one brick height being one floor) across my rug and give it a shot with a pair of 4p frames. Really looks like a ton of fun.

Please do, let me know how it goes :D. The 1v1 race I ran against my partner using 'soldier' config racers (1B,1R,1Y and 1G system) was fun, even if she did keep pushing me off buildings, and won :( ... She found it fun, even though this was her first experience of an MF0 game :) .
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Re: Rooftop Racing Rules - v0.1.1

Postby Red_Robot » Wed Apr 22, 2015 6:07 am

This look like a very good set of rules for racing frames; both fun and functional. For the sake of play testing and "breaking the game" I've got a few thoughts and suggestions.

The Racing Frame
For the sake of clarity, it might be good to specifically state in this section what a racing frame without systems can and cannot do. It seems a frame without systems can Move, Jump, Interfere, and React. It might be good to clarify this just for the sake of expediency.

The Ruler
In MFZ: Rapid Attack, the ruler is adjusted for smaller playing areas because the ruler defines the Range of Direct Fire and Artillery weapon systems. Since there are no ranged attack systems in Rooftop Racing, adjusting the length of the ruler from 8 units to 6 units essentially has no game effect. The only practical use of the 8 unit ruler is for determining the size of the track.

Jumping
Jumping seems like an important mechanic. But I'm a bit like Luke_BMM in that I had to read through the section a couple of times to make sure I had a grasp of the system. Maybe a little different wording to the text to clarify the concept of Jump Boost as a system mechanic and how it translates to a "jump dice pool."

Jumping Down
In the system as it stands, jumping up is far more dangerous than jumping down. However, jumping down is basically just controlled falling. With the rules as written, a frame jumping down to another rooftop 3 RU away and 3 Elevations down only needs one success on a Jump Pool roll to make it. But if a frame were to fall the same distance it would potentially take 6 dice of damage which would be enough to destroy an undamaged frame.

I feel like there should be more risk involved. Perhaps the rule should be be that you only need the RU minus the Elevation difference to land on the target rooftop, but you need more successes on your Jump Pool roll to "stick the landing" and mitigate falling damage. So in the above example, you would only need 1 success to land on the lower rooftop, but you would need 3 more successes to cancel potential falling damage from the elevation difference. Every point of elevation difference that isn't canceled in this way would be handled as falling damage per normal.

Frames as Obstacles
The rules state that a minimum area for a rooftop that a frame can occupy is 4 studs by 4 studs. The rules also state that Frames cannot Move through other Frames. Does this mean a frame standing on a 4x4 rooftop effectively blocks all other frames from landing on it, and they don't even get a chance to shove it off?

I personally think if a frame can move through an obstacle, it should be able to move through or over other frames as long as they don't occupy the same space at the end of movement. This allows frames with movement systems to "leapfrog" other frames and jockey for position more.

Climbing
Frames can climb to get back on rooftops. Is it valid for a frame to travel around the faces of buildings and bypass rooftops that might otherwise be too far for it to reach by jumping or be too crowded with other frames to occupy?

Optional Rule: Redlining or Grandstanding
In Rapid Attack, I like the mechanic of the Single Shot Rocket, and I like the idea of expendable resources to add to the tension of decision making. In racing and other sporting or competitive fiction, "redlining your car" or "pushing it to the limit" is a common trope. Perhaps you could have an element of this in rooftop racing by have a "Redline Die." Perhaps this is a single use white(!) D8 that you can use by announcing, "I'm REDLINING it!" and you can expend it like any other white die in your pool. It's definitely a gamble, and chances are it won't give you much better results than a regular white die, but the potential is there to be able to get that little boost of speed or reaction to push through and beat a tough opponent or cross the finish line first.
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Re: Rooftop Racing Rules - v0.1.1

Postby Cake » Wed Apr 22, 2015 7:04 am

Updated to v0.1.2:
Added the following to the section titled Jumping:
Jump Boost Dice Pool
The die assigned to the Frame’s Jump Boost determines how many dice the Frame has available to perform Jumps Boosts. The number of dice available in the pool is equal to the value assigned.


And a response:
Red_Robot wrote:This look like a very good set of rules for racing frames; both fun and functional.

Thanks! :D

Red_Robot wrote:For the sake of play testing and "breaking the game" I've got a few thoughts and suggestions.

The Racing Frame
For the sake of clarity, it might be good to specifically state in this section what a racing frame without systems can and cannot do. It seems a frame without systems can Move, Jump, Interfere, and React. It might be good to clarify this just for the sake of expediency.

This is a very good point, it's not something I'd actually thought of putting in.

Red_Robot wrote:The Ruler
In MFZ: Rapid Attack, the ruler is adjusted for smaller playing areas because the ruler defines the Range of Direct Fire and Artillery weapon systems. Since there are no ranged attack systems in Rooftop Racing, adjusting the length of the ruler from 8 units to 6 units essentially has no game effect. The only practical use of the 8 unit ruler is for determining the size of the track.

This happened as a result of having to adjust the size of the test track to fit into the space I was using: the track became 3 6-unit ruler lengths long, otherwise it wasn't quite 2.5 8-unit rulers in length.

Red_Robot wrote:Jumping
Jumping seems like an important mechanic. But I'm a bit like Luke_BMM in that I had to read through the section a couple of times to make sure I had a grasp of the system. Maybe a little different wording to the text to clarify the concept of Jump Boost as a system mechanic and how it translates to a "jump dice pool."

I was in the process of adding the clarification (see at the top of this post) when you replied :)

Red_Robot wrote:Jumping Down
In the system as it stands, jumping up is far more dangerous than jumping down. However, jumping down is basically just controlled falling. With the rules as written, a frame jumping down to another rooftop 3 RU away and 3 Elevations down only needs one success on a Jump Pool roll to make it. But if a frame were to fall the same distance it would potentially take 6 dice of damage which would be enough to destroy an undamaged frame.

I feel like there should be more risk involved. Perhaps the rule should be be that you only need the RU minus the Elevation difference to land on the target rooftop, but you need more successes on your Jump Pool roll to "stick the landing" and mitigate falling damage. So in the above example, you would only need 1 success to land on the lower rooftop, but you would need 3 more successes to cancel potential falling damage from the elevation difference. Every point of elevation difference that isn't canceled in this way would be handled as falling damage per normal.

Good points and suggestion, and probably a far better method of executing Jumping Down than my "Oh yeah, buildings aren't all the same height, are they?" addition (as seen above :) )

Red_Robot wrote:Frames as Obstacles
The rules state that a minimum area for a rooftop that a frame can occupy is 4 studs by 4 studs. The rules also state that Frames cannot Move through other Frames. Does this mean a frame standing on a 4x4 rooftop effectively blocks all other frames from landing on it, and they don't even get a chance to shove it off?

Perhaps they should be able to shove a Frame out of the way of a landing zone, regardless of the impeding Frame's orientation (Tripped or otherwise)... hmm.

Red_Robot wrote:I personally think if a frame can move through an obstacle, it should be able to move through or over other frames as long as they don't occupy the same space at the end of movement. This allows frames with movement systems to "leapfrog" other frames and jockey for position more.

Good point, and should probably be in the rules.

Red_Robot wrote:Climbing
Frames can climb to get back on rooftops. Is it valid for a frame to travel around the faces of buildings and bypass rooftops that might otherwise be too far for it to reach by jumping or be too crowded with other frames to occupy?

Good question, currently the answer is "no" - but it could be implemented (may be a bit tricky knowing where about on the building the Frame is, specifically, at what height) - the Frame that is on the side of the building would need to be in contact with the building (or as close as possible).
This would be useful for allowing Frames to leap to and from chimneys, etc, that may not be wide enough to stand on, but are strong enough to support the Frame's weight.

One option to consider is to add the option of jumping into other Frames - essentially acting as another form of Push, but limited to Frames with Jump Boost Systems (and Interference Systems?).

The way I've handled jumping so far (re: not jumping far enough) is: if the gap is 2 RU, then only 2 'hits' are required on the Jump dice to succeed. I may need to make another change to that so that either the Frame needs 1 more 'hit' than the actual distance, or at least 1 point of Move remaining, to make the Jump.

Red_Robot wrote:Optional Rule: Redlining or Grandstanding
In Rapid Attack, I like the mechanic of the Single Shot Rocket, and I like the idea of expendable resources to add to the tension of decision making. In racing and other sporting or competitive fiction, "redlining your car" or "pushing it to the limit" is a common trope. Perhaps you could have an element of this in rooftop racing by have a "Redline Die." Perhaps this is a single use white(!) D8 that you can use by announcing, "I'm REDLINING it!" and you can expend it like any other white die in your pool. It's definitely a gamble, and chances are it won't give you much better results than a regular white die, but the potential is there to be able to get that little boost of speed or reaction to push through and beat a tough opponent or cross the finish line first.

I did have a mechanic in initially for sacrificing systems to improve the score for determining Turn Activation Order. This idea, however, is far better than my initial idea :D .

These are very good points (and questions), some of which I'd never even considered, thanks. The feedback is much appreciated, it can only make Rooftop Racing so much better :D
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Re: Rooftop Racing Rules - v0.2.0

Postby Cake » Thu Apr 23, 2015 5:03 pm

Updated the rules to Version 0.2.0 taking into account suggestions made previously.

Changes made:
  • Added paragraph about White dice and their use under The Racing Frame. Also included an additional paragraph regarding using white dice when the Frame has no Systems
  • Added "on the same level" to 4th paragraph of Check Points, sentence now reads "To touch a Check Point, a Frame must be within one RU, and on the same level, at the end of its Activation."
  • Added Race Direction after Navigating the Track detailing how to choose the direction the Frames run in (clockwise vs counter-clockwise)
  • Added Start Positions afterNavigating the Track detailing how to determine the starting location of the Frames
  • Added additional details to Jumping Down as suggested by Red_Robot
  • Added an example covering Jumping Down
  • Amended the opening paragraphs of Move then Interfere, or Interfere then Move to improve flow of text

Things to do:
  • Create diagrams demonstrating setting up the Track - this make get changed to cover only Straight Tracks and Circular Tracks, Oval Tracks are kinda tricky to describe using straight lines :D
  • Implement a "Redlining" mechanic similar to that suggested by Red_Robot - it's a very good idea
  • Consider implementation of "building hugging", allowing a Frame to shimmy around the outside of a building without climbing on the roof. One thought: Frame holds onto edge of roof - this allows another Frame the option of stamping on it's fingers, and the hanger to pull a Frame off the rooftop
  • Consider the application of Out of Bounds - a move to Cirular and Straight Tracks only will help with this. I think an OOB area is needed in the centre of a Circular Track, even with the Check Points

Thank you to Luke_BMM, Red_Robot, and Hyvemynd for their suggestions. Please keep making them :)
Last edited by Cake on Wed May 27, 2015 5:04 pm, edited 1 time in total.
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Re: Rooftop Racing Rules - v0.2.1

Postby Cake » Tue Apr 28, 2015 4:31 pm

Changes made:
  • Updated to Version 0.2.1
  • Added a diagram detailing the small Oval Track set up - hopefully this will clarify what the text states
Things to do:
  • Possibly change Track layout to be either Straight Tracks or Circular Tracks.
  • Implement a "Redlining" mechanic similar to that suggested by Red_Robot - it's a very good idea (why haven't I added it yet :?: :shock:).
  • Consider implementation of "building hugging", allowing a Frame to shimmy around the outside of a building without climbing on the roof.
    1. Would need some mechanic to identify which Frames are hugging the building and how high they are - This may involve the use of Black dice to denote the height in 3-brick increments e.g. 1 pip = 3 bricks of height.
    2. One thought: Frame holds onto edge of roof - this allows another Frame the option of stamping on it's fingers, and the hanging Frame to pull a Frame off the rooftop - probably covered by Push, but could be another Interference Method.
    3. This could be a benefit of having Green Movement Systems, but I'm not totally sure how to apply it in this case. 1 RU and 2 RU gap-hopping may be better.
  • Consider the application of Out of Bounds - a move to Cirular or Straight Tracks only will help with this. I think an OOB area is needed in the centre of a Circular Track, even with the Check Points. Further testing is needed.
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Re: Rooftop Racing Rules - v0.3.0

Postby Cake » Fri May 01, 2015 11:41 am

Right, have made a huge change to some of the rules after a spot of play-testing last night.

The rules are now up to Version 0.3.0, and includes such gems as:
  • added Red_Robot's Redlining mechanic (untested as yet)
  • added height determination using Black dice if a Frame can't get on a building, jumps to a building/other feature with no room for it to land on (like a chimney). (This may be incomplete :? )
  • added a Pull Interference Method for Frames hanging on the edge
  • added a mechanic for being pushed into objects/frames/another building
  • ditched the majority of Out of Bounds, it was mostly unneeded
  • added Start/Finish Areas, made Frame starting placement better too (I think)
  • reorganised paragraphs to make things read easier (I hope)

TO DO:
  • add some diagrams to clarify some things

There may be more to do - C&C very welcome, and actively encouraged :D
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Re: Rooftop Racing Rules - v0.3.0

Postby Cake » Thu May 14, 2015 5:26 am

Did another spot of play-testing, with 4 Frames, each with a different double system and two other systems (e.g. 2 d6B, 1 d6Y, 1 d6G). Here's my thoughts (and some tweaks/tests) I made for those who are interested:

  • Seemed to be slow initially, but sped up as Frames lost dice to roll, mostly from fluffing Jump rolls and falling to the ground. Only one Frame survived the race, everyone else fell (one was pushed...) as the race progressed. Either falling is too damaging, or its too easy to fail a Jump - I have an idea I want to try to see if it keeps Jumps risky but stops them from being as utterly deadly as they are now.
  • The Redlining mechanic seems to work okay, which is good
  • I tried Movement Systems providing 2d6 for 1 System, and 2d6 + 1d8 for two to see if it would make the game run faster (took about an hour, maybes longer didn't really time it)
  • Frame Activation seems to take a while to sort out - I'm playing around with a Frame points system similar to RA, where Reaction Systems add 1 point and Interference Systems deduct a point. Highest score can activate first. This is easy to tie with, though, so I also tried d6 modified by d6B (+1)/ d6Rh (-1) - seemed to work, but I'm still not convinced - I might try a bidding system similar to Twundleball possibly using Reaction or Move, which may also work with Teams...
  • I played with Ground Level as Out of Bounds, but I'm in two minds about making it In Bounds.

I have a version 0.3.1 which clarifies things better, but I'll hold on to it for now until I can figure out what I can do with the things I don't like at the moment (Turn Activation Order, Jumping, the time it takes). If you have feedback, please, please post it here, I'd be very grateful. :D
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Re: Rooftop Racing Rules - v0.3.0

Postby Cake » Wed May 27, 2015 4:42 pm

Test Rooftop Race using Version 0.3.1 rules (draft)

The Track
The table used for the track is approximately 14 Ruler Units in diameter - this is just big enough to fit some rooftops and the 4 Check Points a reasonable distance apart. Buildings are assumed to be at 6 bricks high, unless there are extra bricks to raise them up (there are two 12-brick high buildings).

Entrants:
Tallboy (Green) with 2 Movement Systems, 1 Reaction System, and 1 Jump Boost System
Bulb Head (Blue) with 2 Reaction Systems, 1 Interference System, and 1 Jump Boost System
Squidge (Red) with 2 Interference Systems, 1 Reaction System, and 1 Movement System
Round Head (Yellow) with 2 Jump Boost Systems, 1 Interference System, and 1 Movement System
Image
Here are the Frames with their respective Check Point Markers:
Image

Check Points:
Height of yellow 1x1 round plate indicates Check Point number. The Check Points shown are in ascending order from left to right.
Image

Start/Finish Area:
This is the Start/Finish Area with Check Point 4 at the far right of the image. The white plates under the two Rulers are the boundary markers for the Start/Finish Area.
Image

Check Point Distance:
This image shows the distance between Check Points 3 and 4. It is just over 1 Ruler length. The building holding Check Point 3 is 12 bricks high, as is the building roughly 4 ruler units away – the rest are assumed to be 6 bricks high (though some are actually 7 bricks high)
Image

Check Point Markers:
Shown here are the Check Point Markers next to the associated Frame, and that Frames Systems. The colour of the flag matches the doubled System on the Frame, except for Blue, as I don’t have many Blue flags.
Image

Dice:
Here are the dice for the Frames, organised under the Frames Check Point Marker. Pretend the red d8 is white (I have no white ones. Yet). The d6 under the d8 are the Turn Activation Order dice. The Frames with one or more Reaction Systems get an extra d6 for each Reaction System, which is why all but Yellow have more than one.
Image

Turn 1
Turn Order:
After rolling for Turn Order Activation, Blue secured 1st with a 6, while Red and Green rolled off for 2nd and 3rd, with Yellow starting 4th.

Starting Positions
Blue placed first, right at the front of the rooftop with Red opting to place a touch farther away, making it crammed at the back for Green and Yellow to place.
Image

The Race Starts:
Blue opted to open the race by Tripping Red and then making a run for CP1. Red didn’t roll a high enough Reaction to prevent Blue from Tripping it – Red fully intended to Push Blue if it could catch up.
Blue’s dice rolls, the White 2 became its Movement score:
Image

Blue set off, hopping to the nearest building that was less than 1RU away (using one point of Jump Boost from its Pool).
Image

Moving across the rooftop (-1 Movement), Blue needed to clear a 3RU gap. To do so, it converted its remaining 5 Jump Boost pips into a Dice Pool of 5.
Left: Blue’s Jump Boost score - Right: Blue’s Jump Boost Pool
Image

Rolling all of these, Blue was able to clear the gap with 2 hits, and was able to reach the CP with the last of its Movement and place its CP Marker.
Blue’s Jump roll:
Image
Blue touches the first Check Point:
Image

After rolling its dice, Red spends 1 point of Movement standing back up, and another point to get closer to the next building. Red has a Jump Boost score of 5, so uses 2 of these to clear the gap to the next building, before spending another point of Movement to move across that building and then uses the last 3 Jump Boost dice to successfully Jump to the building holding Check Point 1. Red didn’t roll a high enough Interference score to Push Blue.
Red’s path to vengeance:
Image

Next, Green decides that Tripping Yellow is a good idea, before running for the Check Point. Green rolls 5s for all Systems, and assigns a White 5 to Interference. Yellow fails to React (rolled low) so opts to Push Green if it can catch up.

Green Moves across the building, hops the 1 RU gap, moves again, and with a single Success from its Jump Boost Pool, successfully makes it across to Check Point 1.

Finally Yellow spends a Movement point to stand back up, also hops across to the next building before jumping to Check Point 1s building. The roof of the building is packed with Frames, so Yellow opts to Jump to roof edge, jumping successfully.
Yellow hanging on the edge:
Image

Yellow uses its remaining Movement to shimmy around the edge of the rooftop, before climbing on to the roof and pushing Green off the building. The fall is enough to cause 2 Systems worth of damage to Green who opts to lose a Green and a Blue System. However, as Green had the Blue Reaction System before being Pushed, it lands on its feet and is not Tripped, though the impact is undoubtedly bone-jarring.
Where Green falls:
Image

The turn ends with Yellow touching the Check Point. All 4 frames have reached Check Point 1, and are essentially neck-a-neck.
For some reason I don’t have a picture of the end of Turn 1…

Turn 2
Green now only has 1 d6 to roll for Turn Activation Order due to losing its Reaction System at the end of Turn 1. The other Frames remain unchanged.

Turn Order
After rolling for Turn Activation Order (TAO), Blue gets first, Red second, Yellow third, and Green activates last.

Starting the turn, Blue opts to Push Yellow (failing to do so, Yellow intends to exact revenge) then runs for Check Point 2, clearing the gap between the buildings with ease.

Red opts to Run Interference against Blue and sets off from Check Point 1, Red clears the gap and gets close enough to Blue to give it a Push. Red shoves hard, Pushing Blue 2 RUs and off the building. Blue lands on its feet, but hard and loses a Reaction System.

Yellow sets off and hops across the gap and has enough Movement to get right to the edge of the new rooftop, lining up ready for Jump. However, as Yellow only got a 2 for its Jump Boost score, and spent 1 point hopping across the first gap, it is unable to Jump further as the gap in front of it is too far (2 RU).

Finally Green hopes to Trip Red if it can get close enough (though doesn’t roll high enough for its Interference), but must first navigate up Check Point 1s building and across to the next building. Rolling all of its Jump Boost Dice Pool, Green fails to get any hits and falls mid-way between the two buildings. As Green has no Reaction Systems, it lands face first on the ground and loses another 2 Systems, leaving it with just White dice to roll…

Where everyone ends up at the end of Turn 2:
Image

Turn 3
TAO is determined, and Yellow gets to start Turn 3. After a superb run in the previous Turn, Yellow merely has to hop across to Check Point 2s building and quickly raises its flag. Yellow is ready to move on to heck Point 3 next turn, and has a strong Reaction to dissuade any potential interference this turn.

Blue is up next, and knowing Yellows Reaction score, opts not to Run Interference (Green and Red are both in the wrong direction). Blue rolls enough to scale the building Red Pushed it off, and Jump over to Check Point 2 and touch it.

Green rolls poorly (both White dice came up as 1s!) so can only stand up this turn.

Finally Red sets off towards Check Point 2 with intentions of Pushing Blue off another building. Red doesn’t roll high enough to affect Blue, but successfully reaches Check Point 2 and raises its flag.

Another crowded rooftop at the end of Turn 3:
Image

Turn 4
Red gets first Activation, and promptly Pushes Yellow of the building and into another one. The ensuing fall causes Yellow to lose a Yellow Jump Boost System and become Tripped – as Yellow is Activating 3rd this turn, it intends to Run Interference against Blue. Red successfully clears two Jumps and finds itself with a Jump up to Check Point 3 in Turn 5.

Blue Activates, aiming to Run Interference against Red (this is impeded by a poor Interference roll vs Reds Reaction). Nevertheless, Blues Movement and Jumping puts it right behind Red on the rooftop below Check Point 3.

Yellow Activates next and recovers from its Trip. Yellow doesn’t roll enough to reach Red, so instead opts to make a long Jump to a building that has a processing tower on its rooftop.

Green ends the Turn with a set of better dice rolls and makes a good sprint across the rooftops before leaping to Check Point 2 and planting its flag.

Positions at the end of Turn 4:
Image
Turn 5
Turn 5 opens with Red Activating first. Red sets off by unsuccessfully Running Interference against Blue (Blue will attempt the same against Red), and then goes to Jump up to Check Point 3. The gap is less than 1 RU, so is counted as 1 RU, and the building is 6 bricks higher. Red has 6 dice in its Jump Boost Pool, so rolls all of them and gets 3 hits, landing neatly on the rooftop and placing its flag on Check Point 3.
A small gap, a big Jump:
Image

Blue Activates next and attempts to make the same Jump as Red, however, Blue fails to roll any hits, so falls 6 bricks down to the ground, losing its Interference System in the process. Blue lands on its feet, thanks to its Reaction System. Finally, Blue climbs part way up the building with its Movement, and is left hanging on to the side of the building, prior to Turn 6

Yellow also intends to Run Interference against Red if it can make it up to Check Point 3. Rolling well for both Movement and Jump Boost, but not for Interference, Yellow clears its first Jump and then its second Jump up to Check Point 3. Yellow raises its flag, and all eyes turn to Green…
Green has a lot to do, but rolls well and finds itself in a strong position to reach for Check Point 3 in Turn 5.

At the end of Turn 5:
Image

Turn 6
Blue opens up the Activation for this turn and climbs up to the rooftop, plants its flag at Check Point 3, and then Trips Red up.

Red Activates next, and after failing to Push Yellow, Jumps down to a long building offering a safe approach to Check Point 4 in the Start/Finish Area.

The Jump down is across a gap of 2 RU, but the distance is only 1 RU as the drop is 6 bricks:
Image

To make the Jump down, Red only needs 1 hit, but needs a second hit to land softly enough to not damage the Frame. Red rolls a single hit, enough to make the Jump, but not enough to cushion the landing, causing the loss of one of its Interference Systems. At the end of its Move, Red has a 3 RU gap to Jump to claim First place…

Red rolls its remaining Jump Boost Dice Pool (4 dice) and fails to get a single hit. It suffers no damage from the drop, partly due to landing on its feet thanks to the attached Reaction System.

Green Activates next and makes a running Jump up to plant its flag at Check Point 3.

Finally Yellow Activates, and runs off after Red. Yellow successfully Jumps down to the lower rooftop, and makes it most of the way across before running out of Movement.

At the end of Turn 6:
Image

Turn 7
Red gets first Activation and opts to REDLINE its Systems, getting a 7 on the White d8 it rolled. It uses this to reach Check Point 4, plant its flag and claim First place.

Green is up next, also REDLINEs its Systems, and with a pair of 6s, Jumps down, lands badly knocking off one of its White d6, sprints past Yellow and makes the leap to Check Point 4 stealing Second place. The crowd goes wild!

Blue opts to Jump across to another 12 brick building, making it across successfully, though it can’t get any further this turn, even after REDLINING its Systems.

Yellow makes its final Jump of the race, landing neatly next to Check Point. Yellow plants its flag, claiming Third place, and promptly pushes Red off the building (such a sore loser).

At the end of Turn 7:
Image

Turn 8
Turn 8 ends with Blue making a superb leap across to Check Point 4 for its elevated position, finishing the race in Fourth.

Race End:
Image

In Conclusion
I found the update to be less likely to destroy Frames before they’re even a quarter of the way around the Track – in a previous trial using identical Frame loadouts, Blue was wrecked before it had reached Check Point 2.

Things seem to run smoothly, though I’m in two minds about granting a System-less Frame a Green d6 or d8 to reflect the reduced weight of the Frame – not that Green needed it in this race, stealing Second place from Yellow.

Red lining was left until the very end (I honestly forgot about it – I was using the red d8s to record who was going when on my System tracker). I’ve had a few thoughts about this, including making the RED LINING call occur before the Turn Activation Order roll off to grant an additional d6 (or a d8).

I’ve got a bit of tweaking to do to the Jump rules, but I think I’ll be posting Version 0.3.1 very soon.

EDIT: I've had a thought regarding the Start/Finish - possibly altering the number of Check Points depending on the size of the Track (in this case the Track would have 3 Check Points) with the Frames merely having to return to the Start Area once hitting the last Check Point outside it. This could result in larger Tracks having more Check Points, or I could reduce the distance between the Check Points slightly... hmm.

If you have any feedback, I’d appreciate it :D
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Re: Rooftop Racing Rules - v0.4.0

Postby Cake » Thu May 28, 2015 10:07 am

Right, Version 0.4.0 of the Rooftop Racing rules are up, here's the changes:

  1. Changed Check Points so that they appear on the Track as previously placed ones are touched by a Frame, with the first Frame to touch a Check Point getting to choose where to place the next Check Point. This removes the requirement for having Check Point 4 in the Start Area, and gets rid of the Finish Area completely
  2. Clarified Jumping to make it easier to read (I hope), and also to change how a successful Jump is determined. The score on the Jump Boost die is also the total distance a Frame can Hop and Jump during a Turn, and each Jump and Hop reduces the amount left by the distance crossed or dice rolled.
  3. Changed the Red Lining mechanic to make it happen before rolling for Turn Activation Order so that it grants an additional d6 to that roll as well as providing the White d8 for the Frames Activation roll
  4. Added a Hopping section that explains this benefit of Jump Boost Systems and how it works
  5. Made some other changes that I forgot to log, and incremented the Version up to 0.4.0 as I've done some big things (like clarifying Buildings and Obstacles and stuff)

Feedback is appreciated as always - and check out the full 4-Frame race I ran (above)
Rooftop Racing Rules (Version 0.4.0) Version 0.5.0 coming soon, with some big changes.

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Re: Rooftop Racing Rules - v0.4.0

Postby Blorf » Thu May 28, 2015 12:24 pm

The game report definitely helped me understand it better. I wonder about the balance concerning damage. Take damage early on and you aren't likely to catch up. Green took second in your race, but it loaded heavy movement (which would typically be an advantage in racing) and you stated multiple times that it rolled really well. If either of those hadn't been true, that player would likely be bored and possibly upset at their total lack of chance or even influence.

Another effect worth considering: turn order is massively important. The standings for the game were essentially decided by turn order in the last round. If you don't want it to be quite that important, you'll need to find a way around it.
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Re: Rooftop Racing Rules - v0.4.0

Postby Cake » Thu May 28, 2015 4:21 pm

Blorf wrote:The game report definitely helped me understand it better.


I tried to provide explanations for the more complex things as they came up, and deliberately included some taller than normal buildings to demonstrate Jumping Up and Down. I'm pleased it was helpful for you :)

Blorf wrote:I wonder about the balance concerning damage. Take damage early on and you aren't likely to catch up. Green took second in your race, but it loaded heavy movement (which would typically be an advantage in racing) and you stated multiple times that it rolled really well. If either of those hadn't been true, that player would likely be bored and possibly upset at their total lack of chance or even influence.


This and my own thoughts on the matter makes me think that something similar to MF0's Green d8 for non-ranged Frames might be a good idea, this way, if a Frame has no systems it still has a die dedicated to Movement that it will never lose.

One of the other rules not exactly implemented in the demo race was allowing Ground Level to be Inbounds - straight movement would be beneficial in this case, and also a lot less risky than jumping across the rooftops (though that is the name of the game :D), though a bit slower than Jumping.

As I mentioned previously, the original Jump mechanic more often than not failed to allow a Frame to reach its target, resulting in most of the Frames taking damage within the first two Turns, and utterly destroying Blue before it had gotten to CP 2 (which was about Turn 4, the whole Race took a lot longer in that instance).

A thought I've (literally) just had revolves around making it to the last Check Point to win, without worrying about the other ones so much - in this case who ever gets to CP3 first can decide where CP4 is and try and reduce the likelyhood of the other Frames making it in time. This would make CP placement more tactical, and also reduces the risk of someone getting stuck at the back of the pack flailing around, bored, trying to catch up, like Green did for a couple of turns. (I haven't tried the CP placement rules yet, came up with them today whilst thinking about frames just waiting by CP4 to touch it at the end of their first turn, thereby technically winning the race).

The number of CP touched could affect points received in League Races but would have no impact to one-off races like the one above.


Blorf wrote:Another effect worth considering: turn order is massively important. The standings for the game were essentially decided by turn order in the last round. If you don't want it to be quite that important, you'll need to find a way around it.


Turn order determination is probably the hardest part to figure out - Green and Yellow both seemed to be the last two to activate until right at the end when Green got second. I'm still thinking about how I could make it less important - the die rolls for activation order seem to be the best option so far, but I'd like to do more testing. I even considered something similar to MF0, where the Frames have a points value modified by what Systems they carry, but this would set a fixed order that punished Frames for taking certain systems, so I never went through with it.

I appreciate your feedback, as always it's critical yet very constructive, and gets me thinking about things. Thanks! :D
Rooftop Racing Rules (Version 0.4.0) Version 0.5.0 coming soon, with some big changes.

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Re: Rooftop Racing Rules - v0.4.0

Postby Blorf » Thu May 28, 2015 5:00 pm

Maybe frames don't take damage, but getting back onto the roof is more time consuming.

If ground travel is legal, it should still be illegal to place checkpoints there. Again, maybe climbing is more time consuming, and frames on the ground must always navigate around buildings. Buildings should be hard to get around, so that being on the ground isn't really a good choice to make most of the time.

Turn order could simply be last-to-first, giving players a chance to catch up to and tear down a player in front. This may also slow the game a bit (If I pass him he goes before me next time) which allows others to catch up. There's also the choice of 'do I use half my move to catch up and try to knock him off, or all my move to go on past?'. This should definitely be playtested out as there may be other undesired effects. You also need a reliable way of determining the rank at any given time, which is harder if checkpoints aren't required.
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Re: Rooftop Racing Rules - v0.4.0

Postby attackowl » Tue Dec 05, 2017 8:05 pm

I want to try to replicate this game with Intercept Orbit. Rooftop Regatta, anyone?
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Re: Rooftop Racing Rules - v0.4.0

Postby VitorFaria » Tue Dec 05, 2017 8:25 pm

That sure sounds like fun!
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Re: Rooftop Racing Rules - v0.4.0

Postby Cake » Wed Dec 06, 2017 5:06 am

Thanks for the interest :)

This reminds me that I really should put up the v0.5.0 Rules. should try and get them up in the next week or two, certainly by the end of the year.

It's a bit of different beast compared to v0.4.0 (and probably also contain all the rules, which I'm not sure are here in v0.4.0 for some reason - it's been a while).

Changes you can expect to see:
Improved movement - it's less complicated, and incorporates jumping
Yellow dice allow frames to assist others in the race (much like how Spots work)
There may even be rules for weapons (using black dice) in unofficial races!
There's probably other things, but I can't remember them right now
Rooftop Racing Rules (Version 0.4.0) Version 0.5.0 coming soon, with some big changes.

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