Collisions currently do too much damage. The involved cars roll D8 and take damage equal to the result, with a MINIMUM of their Speed. Cars have 20 Armor (hitpoints). So a Speed 6 car is going to take 6-8 damage, which is brutal. Even a Speed 1 car takes 1-8. Know how frustrating and…uninvolved? it is to take 8 damage three times and explode? This is even worse once the Hammer Brand is involved (+2 Damage to others, -2 Damage to self) as you potentially are doing 10 max damage. In other words 1 more damage than the HIGHEST weapon damage in the game, which is only single use. So it’s time to revisit them. I want people to die from shooting, not from crashing.
Rename?: Speaking of crashing, I was considering today of renaming the more clinical Collision term to Crash. Can’t tell what would fit the tone and theme of the game better.
Anyway to fix up Collisions I had a few ideas:
Flat Damage: Take damage equal to your Speed. Predictable and a bit boring. Would work better for vs obstacles than vs cars (which would be a much messier crash).
Roll Off: I like the head to head nature of a roll off during a crash. I just can’t figure out how it’d work to feel different than just rolling damage. For example if the White Challenger rolls a 7 and the Red Mustang rolls a 4 what happens? Does the “winner” take less damage? Maybe the damage is the Speed still, so in this case the Challenger would take the lesser Speed as damage? How does that work with similar speeds? How does it work vs obstacles? What about the different between the dice? Or a slower second roll? See how it gets weird?
Max instead of Min: What about if instead of Speed being the MINIMUM damage you take, it’s the MAXIMUM? This changes a Speed 6 car from 6-8 to 1-6. It also feels better “rolling against yourself” since you have a chance to roll low and take less damage. The Hammer Brand in this case could just remove the max cap for the enemy, so they just straight out take D8 damage.
Currently the winner is the last option. I’m going to give it a few playtests and see how it works. But the math seems much more favorable, the system still works for vs obstacle and vs car without needing changes, the Hammer Brand provides an interesting option, etc.
Open Road: Campaign System
I’ve mentioned that I want to eventually include a campaign system for White Line Fever that uses real world road maps. Primarily because I spent most of my 20s going on 200,000km of road trips. So I’ve been back-burner-brainstorming on how to use the maps to make a series of meaningful, interesting decisions that link together car combat while still having resource management and the feel of a road trip. Lofty goal.
So far my heart is tending towards a dice allocation/placement style. Some light reading in the genre:
More to come on that in the future. And I swear one of these days it won’t take me freaking 3 months to take in-game photos for my rulebooks. Haha man I’m awful at doing that in a timely fashion.