Grazzik wrote:Always a pleasure to respond to a challenge from you KC. You bring up a lot of good points that demand a more detailed response. Respect!
Thanks!

Killer Cyborg wrote:Grazzik wrote:The initial decision to opt for the 1:10 MDC damaged by SDC was to prevent PCs tromping through the wilderness in their body armor unafraid of normal threats like bears, mountain lions and peasants with pointy sticks.
Why is it important for your NPCs to be afraid of bears, mountain lions, and peasants with pointy sticks?
If the Wilderness is not scary, then the game loses a key storytelling element that is very relatable to players. Since time immemorial, the Wilderness has scared people because it hides things (real and imagined) that are dangerous - lions, tigers, and bears, oh my. It's a goal in my games to make a hero of anyone who has the gumption to step out into that unknown and make a go of it at the risk of their life. It's important, as it creates a world feel where there doesn't have to be a demon or fury beetle behind every tree to be scary, but there is still a reason to not leave food out overnight in the woods as bears are scary as all heck when you run into one at night. Personal experience talking here. After 300 years, Mother Nature has probably had plenty of time to let the animals become resurgent in their natural habitats where humans are an invasive species. Take that away from players and the Wilderness as an NPC in and of itself loses its mystery and potency. It's no different than the effect well maintained street lights have on the urban landscape. If there is nothing to fear, it becomes tame and boring.
Agreed, BUT it's not like there aren't any mega-damage threats lurking in the wilderness.
Personally, I like playing in a world where your character can be walking through the woods, then get pounced on by a huge beast, knocked to the ground, and...
Oh, thank God! It's just a grizzly. I'll play dead until he gets bored and leaves.
Meanwhile, there's any number of other nasties out there which could still pose a serious threat.
Wait! What's that ahead?
Oh, it's just a bunny rabbit.
Or IS It just a bunny rabbit?
Could be a dragon. Could be a mutant animal about to use psychic powers to immobilize you. Could be a vorpal bunny from another dimension, ready to bite your head off.
Maybe you should throw your holy handgrenade... but should you waste it?
One of the things I dislike that Rifts does is to try to make a radical new world... where everything is still basically the same.
The RMB had dinosaurs statted where a T-Rex had 1d4x10 MDC, which is actually pretty generous considering I rather doubt 7.62mm rifle rounds would just bounce off them. I'd have made them high SDC critters.
But dinosaurs are a BIG threat to normal humans who don't have armor and weapons that makes them the equivalent of a main battle tank, so people felt like that was Too Weak, and Palladium upped the threat proportionately, making T-Rexes the same rough threat level to a MDC-geared human as a real T-Rex would be to a SDC PC.
And of course in Rifts Canada, the writer got annoyed that MDC characters weren't threatened by bears, so decided that some Grizzlies are just inexplicably Mega-Damage.
But the net effect--for me--comes off like playing one of those video games where the enemies scale with you, so at level 1 you're fighting an Orc Robber who's a tough encounter, and at level 100 you're fighting an Orc Robber who is a tough encounter.
You know how superhero stories like to have a bullied main character, who confronts the bullies once he has powers, but then goes on to fight real supervillains?
I like those better than where the main character gets super powers, and the bullies get super powers, so they just keep fighting the same enemies on a different power level.
But Also...
Rifts wasn't originally designed where characters would wear their bulky MDC body armor
all the time.
SB1 8
Yes, characters without MDC armor are vulnerable to instant destruction if hit by a mega-damage weapon. However, one can not wear body armor or sit inside a robot for weeks. It is simply too uncomfortable and dirty to do so. Characters must come out of their armor for some periods of time on a regular basis. Also, some armor, power armor, and robots are not suitable for stealth and must be shed if one wants to prowl around unnoticed.Followed by (among other things) a note about how a good GM doesn't just up and slaughter the PCs without giving them a chance.
I get the impression that the early setting of Rifts was intended to kind of be like Robotech, where you have characters wandering around unarmored a lot of the time, but then they spot smoke on the horizon or other signs of trouble, the music cues, and they gear up in MDC armor for battle.
Not that many people play that way, but it's certainly possible.
WRT the peasants, if their pointy sticks weren't a danger, then how could they survive in a world awash in MD? A dozen Kelpie over their lifespan of 300 years could devastate hundreds of villages.
You're technically correct, BUT consider this: pointy sticks
are a danger to certain supernatural critters, even if they're not much danger to a Mega-Damage bandit. One of the things they tragically got away from after the RMB (specifically, when the Conversion Book hit) is the idea that many/most supernatural have some kind of weakness: wood, energy, sunlight, mirrors, fire, cold, etc.
My model for the standard Rifts village tends to be M. Night Shyamalan's
The Village. Twists aside, the movie opens up set in a rather primitive technology wilderness community surrounded by strange monsters in the woods, BUT the locals have learned enough about the creatures to keep them from being a threat to the village itself. The creatures have a fear of certain colors, and the village keeps a perimeter marked by this color to keep the creatures out, that kind of thing.
Humans have often survived in areas with real-world predators they stand little chance against, simply by learning how to minimize the dangers of these animals (as well as because animals don't tend to kill many more humans than they can eat, and also I suspect because humans don't taste very good).
Take Kelpies, for example.
COULD a Kelpie wipe out an entire village?
Sure.
But they pretty much only have two patterns of attack: lurking in water, ready to jump out and drag somebody under,
and turning into a horse, luring somebody to ride it, then running off into the water to drown them.
If there's a village near a Kelpie lair, I expect everybody would learn to be super-careful when they were near water--especially when near the Kelpie lair--and to not ride strange horses.
Also, keep in mind that Kelpies have an Intelligence of 2-12, for an average of 7. That's a real-world IQ of 70, so most of them wouldn't exactly be all that tough to out-smart in various ways.
As long as the village breeds faster than the kelpie (and other dangers) kill them, the village can survive 300 years.
Meanwhile, the existence of the Kelpie would to an extent protect the village. Kelpies hate all life forms, especially humans and elves.
So if a group of nomadic bandits are traveling in the direction of the village, some of them might fall prey to the Kelpie along the way.
They might even decide, after one or two of them are killed, to head off in a different direction.
Yet, we are to believe there are MDC critters almost everywhere.
Nah, not exactly.
RUE P. 19, from Erin Tarn:
I have had city folk question how it can be with all the fabled towns, tribes, clans, D-Bees and monsters they hear about, that one doesn't stumble over one hiding behind every tree. It doesn't work that way. The wildlife hides from intruders like us, the innocent animals run to avoid becoming hunted, and the predators watch from a nervous distance at least until they are ready to strike. People hear there may be hundred, thousands, even tens of thousands of a particular species, but they forget that number is spread across vast expanses of land, or that perhaps as few as one or two or a dozen may live in any given area. A predator like a mountain lion, for example, will consider one particular area that might cover 100 or 200 square miles as its domain or hunting ground and only it and its made prowl it (along with other species of predators). That's a large area that city dwellers can't adequately picture, and such a range is tiny compared to the sweeping wilderness that covers our land. With the power creep from book to book, there would be no villages.
Keep in mind, we're almost never told any numbers when it comes to monster populations. Big scary monsters might be common in the books, but that doesn't mean they're all that common in the setting.
Protectors are resource intensive investments and wilderness villages have very little to spare. A single protector that a village could support - even of Cyberknight pedigree - could not singlehandedly fight off a pack of Melech, a raiding band of mounted Simvan, or even a well trained squad of CS Deadboys. Even a handful of low level protectors could only have so much effect before being overwhelmed. So, in order to have wilderness villages of some form or other, scaling back MDC to 1:10 and getting rid of the "no SDC dmg to MDC" rule gives these peasants a fighting chance if their primary strategy of hiding until trouble passes fails.
That depends on a lot of factors, actually.
Rifts 137
The majority of these feudal kingdoms are ruled by, or appoint, or employ, a protector or group of protectors, much like the knights of old. The protector(s) is always a powerful warrior, frequently armed with power armor or giant robot vehicle. Men of arms seem to be the norm among these champions, but they can be mages, psychics, mutants, and even monsters.We have zero official information on how much maintenance is required for mega-damage gear when not being used, when being lightly used, or for that matter when being used regularly but not receiving any damage. People tend to to two different ways, either assuming that high-tech super-futuristic Rifts gear requires the same levels of maintenance modern stuff does, or (like me) they assume that common wear & tear is SDC damage, and MDC gear is basically unaffected.
E-Clips hold a charge indefinitely as far as I can tell, and MDC alloys likely don't rust (as they're non ferrous) or corrode (they're often ceramic and plastic).
If the threats requiring the champion aren't very common, they might never need to use more than one suit of armor, one rifle, and one e-clip.
If threats are a daily or weekly occurrence, on the other hand, yeah, things could get expensive. Then it comes up to how good the village is at trade, how much loot is gained from each victory, and other factors.
But if you have a community with a decent way to generate electricty, e-clips could be recharged for free.
A decent forge or even blacksmith could handle rail gun rounds.
Mages, psychics, mutants, and monsters, on the other hand, don't necessarily ever need any of that stuff.
A band of Simvan are intelligent creatures who can be negotiated with. What do they want?
Probably not to just slaughter and eat an entire village. Raiders are basically parasites; they come to rob producers of their produce. If they kill the farmers/ranchers/etc., then the raiders themselves might well starve. At the least, they're less likely to live comfortably.
Also keep in mind that the "protector" of an area might well be
a group.
Simvan raiders coming to a village? That just sounds like Rifts Magnificent Seven time to me.

The Coalition?
Well, again, what do they want? If it's a human community, they're likely to protect it more than anything else.
If it's a magic/psychic community, they have mega-damage available from their spells/powers.
If it's a community of Elves or something, that's a problem. Might be time for everybody to flee farther from CS territory, if their champion(s) isn't up for the job.
Ya gotta know when to hold 'em, know when to fold 'em.
I'd also suggest that after 300 years in a 1:100 MD world, anyone and anything (and that probably means most of the Earth native animals) not in MD armor of some kind would be severely diminished at the hands of MD critters from the Rifts. As an analogy, look at what happened in North America from 1723 to 2023 at the hands of humans with what in game terms is SDC technology. The estimated population of the American colonies in ~1720 was about 460k people. They went on over the next 300 years to radically change the continent devastating or domesticating all that was before them, clearing the way for more and more growth and immigration. Now, if the Rifts were highly active for the first 30-40 years, deposits of 10-20K MD creatures a year could be a feasible guesstimate. If the impact of that first generation of MD creatures were to extend over 300 years with a power scale of 100x, prospering and higher lifeforms possibly purposefully bring others to Earth, the idea of any Earth native higher lifeform in the Wilderness would be slim at best.
Nah.
We have no numbers on the numbers of MD stuff that came through Rifts.
Ecologies have natural balancing factors:
-predators fight off other predators. It's not like every monster came through a Rift and started picking just on native SDC life; that pack of Simvan might get wiped out by a Neuron Beast. That Neuron Beast might get killed by a dragon. That dragon might get wiped out by Xiticix.
-Predators that kill faster than their prey can breed tend to starve to death. If a pack of supernatural beasties kill everything in their territory, they'll have to find new territory, and their new territory is probably claimed by another supernatural beastie or is NOT claimed because there's some other threat that keeps them out. Or there are natural barriers that keep the predator population from roaming as freely as they like.
Cannibalism can sometimes happen, with the predators turning on each other.
If the species lives long enough to bread future generations, the ones with less appetite and which require less food are going to the the ones that have the best survival chances, and that lowered appetite will let future prey populations grow.
-Prey animals often survive not by being able to fight predators effectively, but simply by being able to run, hide, and breed. A village of nothing but SDC humans could live safe from MD threats indefinitely, if no threats can find them, or if the threats kill them slower than they breed, or if the community has a nomadic route where they can move from place to place safely.
Nature tends to find a balance.
Killer Cyborg wrote:They would walk into a wilderness village that had no MD capabilities and do whatever they wanted - good or evil - with little physical consequences. Bullets just bouncing off their armor from the aggrieved locals or villains.
That's the short term.
What's the long term, though?
And what's the context?
Say the PCs walk into the village, and they just murder everybody there.
WHY? Are they all Diabolic alignment?
Are they all just murdering sociopaths, hell-bent on pointless slaughter?
If so, it seems like maybe some more planning should have been put into the party creation part of the adventure/campaign.
Maybe they are murder hobos, but it would be a boring game. Maybe they are wandering heroes, again if villains are no match, it's a boring game. The thread is taking about the merits of the scale of MDC/SDC. Once combat has begun, the motivation doesn't matter. It's the gameplay that is paramount and the 100x differential between MDC and SDC opponents is not fun. As such, by taking away that giant 100x gap, it creates tension for MD empowered players any time they step up to fight and encourages them to find alternative means to conflict resolution. Murder hobos become kidnappers, righteous gunslingers become the scheming A-Team.
As you say, massacres are boring. So why would you make THAT the adventure in the first place?
Why run a game that's just a pitched battle between Mega-Damage PCs and an unprepared SDC community, with no survivors?
Seems like the GM is the problem there.
As for the 1:100 ratio not being fun, I disagree entirely.
I love the challenge of having, for example, a pack of SDC Vagabonds who are setting out to ambush and kill 1d4 CS soldiers.
I like having the physical odds against my character, and using my imagination and intellect to even the odds.
What fun would The Terminator have been if Kyle Reese and Sarah Connor's guns did 1/10th damage to the Terminator's robotic endoskeleton, so the only challenge was just shooting it enough times instead of playing a Cat & Mouse with it until they could use improvised explosives and a hydrolic press to defeat the thing...?
Now we are getting to the "well, everyone's gotta shower sometime" argument...
All that does is a) reverse the power dynamic if the SDC opponents can introduce a new MD element or b) level the playing field.
I don't know that it's really reversing the power dynamic, so much as simply acknowledging that no power is absolute. There are consequences to every action, and people who make enough people mad tend to see repercussions, either from more powerful people or from assassinations.
Just a fact of life.
In a), the PCs now are on the receiving end of the 100x differential. The game has gone from a no-lose boring story to a no-win boring story. However, this begs the question why the MD element wasn't brought in earlier. It very well may be that the Protector or an ally of some kind came back to town. Sure, it could lead to a foot race for PCs to get their armor on again or grab their guns, but does the story have to see-saw like that just to get to a few moments of excitement?
I don't think I said anything about the PCs fighting a pitched battle against anybody 100x more powerful than they are.
I mean, even if they royally tick off The Coalition, that doesn't mean they have to stand there going toe-to-toe against an entire army.
Butch & Sundance didn't end with the bankers getting them; they RAN.
The Rebellion in Star Wars abandoned Hoth instead of fighting, and they went on the offensive when they had a good plan that evened the odds a bit.
In b), all this does is to finally give the SDC opponents a fighting chance against the PCs. The 1:10 scale I use gives the SDC opponents a fighting chance from the get go.
To me, though, "they all stood there shooting each other" is much less interesting than "the psycho PCs won the battle, but then faced consequences for their actions."
I don't see Rifts as a FPS game so much as a cross between chess, CYOA, improv class, and a good movie.
And I wouldn't like having to deal with all the ripple effects from changing a rule that major, all the unintended consequences and adjustments.
Granted there are MD shotgun shells, ramjet rounds, etc. that can turn any farmhand or city rat into a threat. But considering price of a shell to a farmer's income in Rifts, I seriously doubt the farmer has enough to hold off a party of PCs.
Nah, I agree, but it's not always about direct death.
Let's say there's a farmer with a double-barrel shotgun pointed at you. You don't know what's it's loaded with. If it's rocksalt or buckshot, it'll do nothing.
If he's got two plasma shells in there, though, that's 6d6 MD you're looking at.
It won't kill you unless you're in Plastic Man or something, and rolls max damage and/or gets a crit.
But it'll damage your armor, which will cost up to CR 700 to repair for every point of damage he does (unless the GM hands out free repairs), so you're looking at CR 4,200-25,200 damage to your wallet.
CR 4,800-28,800 if you're in power armor.
CR 24,000-144,000 if you're in a robot vehicle.
Plus travel time to the nearest repair shop, and if you're out in a wilderness village that could be hours, days, or weeks.
So you gotta ask yourself,
is it worth it?
And if you get into another fight along the way to the repair shop? That missing MDC might mean the difference between life and death.
(although with the GI-Joe Rule that's less likely, of course, but who plays with that rule?)
Attrition was always there, no doubt. The 1:10 scale simply accelerates that, as you don't have to get into a MD gunfight to damage your armor. A tango with a cougar or an old fashioned knife fight can expand the sources of damage... again motivating PCs to avoid fighting if they can.
Attrition was always deadly enough that accelerating it would mostly have been TPKs for my old group.
As it was, it took nearly a year for people to start to understand that winning a battle and only losing 25% of your armor was a basically
loss if you've got another three fights like that between you and a repair shop.
Killer Cyborg wrote:Some argued that magic and psionics gets nerfed:
For me, it's more about Juicers and other high-SDC stuff.
A Juicer with 400 SDC goes from being able to soak an extra 4 MD to being able to soak an extra 40 MD!
Keep in mind that basic Juicer Plate has 45 MDC; that basically doubles his Mega-Damage.
They always have to bring up the gosh darned juicers

... well, allow me to address that one.
Assuming a plain old knife does on average 3 SDC, a juicer with 390 SDC (to keep the math simple) can take 130 stabs. A vibroknife at 1:100 does 300 SDC on average, so 2 stabs. A vibroknife at 1:10 does 30 SDC on average, so 13 stabs. Even 2 stabs from a 1:100 vibroknife is hugely impressive to the average normal human, 13 stabs at 1:10 might be seen as superhuman, which juicers are supposed to be. Juicers are solid muscle, so they have that going for them. But you suggest, and quite rightly, that flesh and bone is not the same as some sort of ceramic plate armor. Now, at this juncture, I'd like to posit that the SDC unit we are using is a measure of the destructive force an object can take before it becomes ineffective. Damage applied to a ceramic armor plate, or even a plain old steel plate, leads to anything from deformation to catastrophic failure. The armor doesn't crumble to dust at 45 MDC damage, it simply stops offering protection.
However, force is distributed differently in organic matter leading to side effects like wound channels, knockdown, hydrostatic shock(?), etc. that goes beyond just making a hole. Juicers are designed chemically and, to a certain degree, cybernetically to overcome or simply ignore many of these effects of damage. As such, I don't see the S in SDC as really meaning "structural", because if that were literally the case, Juicers would only have as much SDC as a highly efficient bodybuilder since they are made of mostly the same stuff. Instead, I see SDC as a measure for how much a Juicer or any other object can take before it fails to operate... just like MDC. So, back to the pincushion juicer... can you stab a normal human 129 times with a normal knife, sure. They'd still be dead. The juicer would have the same wounds, just able to maintain their bodily functions enough to survive and get healed. However, keep in mind that after 129 wounds, the blood loss rules really add up! So, in effect, a juicer would be long dead before getting to stab 129. When it comes to a vibroknife using 1:10, the normal human is just as dead. However, the juicer can still take an impressive number of stabs, but the effect of blood loss is lessened as there are fewer wounds. At 1:100, there even fewer wounds, but the juicer is just as dead as a normal human after two stabs anyway. So, I'd argue that the juicer isn't munchkined using 1:10, it simply showcases their superhuman abilities in line with sci-fi fiction.[/quote]
Mercenaries 95
The main gun from a modern tank does 3d4 MD. At 1:10 ratio, a Juicer with 300 SDC could take up to 10 hits.
The armor of a 20th Century Tank offers 10-20 MDC. At 1:10 ratio, that's 100-200 SDC.
A stick of dynamite does 5d6 MDC, an average of 17.5 SDC. A Juicer with 300 SDC could withstand 17 sticks of dynamite.
I mean, don't get me wrong; if you find it plausible enough to swallow based on everything you said, that's fine.
Rifts is ultimately pretty absurd no matter how we break it down, because their damage numbers and damage capacity numbers are all pretty arbitrary, not a science.
But it'd rub ME the wrong way.

Killer Cyborg wrote:And stuff like a LAW Rockets. There are three kinds: 1d4x10 SDC, 1d6x10 SDC, and 1d6 MD, which cost CR2000-2500 for the SDC, or CR 15,000 for the MD version. Change the ratio, and there are now two version of the same weapon that do the exact same damage, BUT one of them costs 6x more for no real reason. Which is easily addressed by bumping up the damage of the MD version, or by ignoring it, but all those little changes, fixes, and ignorings adds up to be more work than the reward for me personally.
So, just add a zero if it makes sense. OMG it is not hard to do. There is practically no work and all reward with a simple change like that. Players shouldn't be looking up stats anyway as they should be busy interacting with NPCs trying to sell them dud rockets for top credit.
It's not hard work, but it's still a LOT of work, because of all the areas where this comes into play.
Rifts has enough bogging down in rule decisions as it is; I don't want to add more, especially when I'd have to remember each time how I ruled last time, or make a note of every change.
Killer Cyborg wrote:Every time you change a rule, there are rippling effects, and consequences, so I try to change the rules as little as possible.
Granted, it's impossible to never change ANY rules at all, so it's always just a matter of degree when it comes to how much work you want to do smoothing things out.
Sure there may be a few ripples that I log in my house rules, but unless one is a rules lawyer slavishly bound to the details in the books, it's nothing a little adding a zero here or taking one from there won't fix. Hardly as difficult as doing taxes. Anyway, my gameplay focuses on the story and the closer it can get to being relatable for the players, the more I'm willing as GM to smooth some of rough edges for them.
The rules are the physics of the game universe; I try to keep them as consistent as possible.
:shrug: