Could it work in a /tg/ context? Say you used the Damaging Objects rules from the d20 System.
>>97343823People are fairly consistent in their closed-mindedness on adapting mechanics from video games to tabletop, but I think there's some validity in trying; at least, for the sake of some of the more simple ones.I'm not saying go as far as calculations to the degree of Pokémon's damage formula, but systems like Fire Emblem or even Morrowind could be adapted to tabletop wholesale; both being essentially D% systems.I have no experience with Red Faction specifically, but I recommend looking into statistics (especially probability theory) to see if anything can be carried over.
If your campaign involved blowing up buildings frequently enough that you can't just GM handwave it, then determining "Hitpoints" for buildings based on material, construction quality and such is perfectly doable.But it adds another level of autism to the crunch, and lots of games are complex enough already.Battletech had building destruction rules in Total Warfare, but they are fairly simple and abstracted so as to not bloat the already fairly crunchy mech fight centric ruleset.
Agree with the above.
>>97343823 JUST YOU AND ME MINER
>PCs get to fuck around with the railgun and chucking attachable mines onto people
The big gimmick of the red faction games is environmental destruction which ports poorly to tabletop because environmental destruction was never a limitation in this format.
>>97344210Check the objects/hardness rules in your D&D 3.5 DMG (or just the SRD). They account for material, thickness, and resistances.
does the rail gun in this game:1. pwnor 2. pwn af?
>>97344192>turn corner>get 1 tapped by a merc with a railgunit made the hardest difficulty ACTUAL HELL
>>97344420LITERAL AIMBOTS WITH X-RAY VISIONFUCK
>>97344490the bit where you're on a timer to do the upload and you have to run through a hallway full of mercsthank god the precision rifle is a great weapon and sounds awesome