this post was submitted on 10 Oct 2024
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The 1911 Revolution, also known as the Xinhai Revolution or Hsinhai Revolution, ended China's last imperial dynasty, the Qing dynasty, and led to the establishment of the Republic of China. The revolution was the culmination of a decade of agitation, revolts, and uprisings. Its success marked the collapse of the Chinese monarchy, the end of over two millennia of imperial rule in China and the 200-year reign of the Qing, and the beginning of China's early republican era.

The Qing had struggled for a long time to reform the government and resist foreign aggression, but the program of reforms after 1900 was opposed by conservatives in the Qing court as too radical and by reformers as too slow. Several factions, including underground anti-Qing groups, revolutionaries in exile, reformers who wanted to save the monarchy by modernizing it, and activists across the country debated how or whether to overthrow the Qing dynasty. The flash-point came on 10 October 1911, with the Wuchang Uprising, an armed rebellion among members of the New Army. Similar revolts then broke out spontaneously around the country, and revolutionaries in all provinces of the country renounced the Qing dynasty. On 1 November 1911, the Qing court appointed Yuan Shikai (leader of the powerful Beiyang Army) as prime minister, and he began negotiations with the revolutionaries.

In Nanjing, revolutionary forces created a provisional coalition government. On 1 January 1912, the National Assembly declared the establishment of the Republic of China, with Sun Yat-sen, leader of the Tongmenghui (United League), as President of the Republic. A brief civil war between the North and the South ended in compromise. Sun would resign in favor of Yuan, who would become President of the new national government, if Yuan could secure the abdication of the Qing emperor. The edict of abdication of the six-year-old Xuantong Emperor, was promulgated on 12 February 1912. Yuan was sworn in as president on 10 March 1912.

In December 1915, Yuan restored the monarchy and proclaimed himself as the Hongxian Emperor, but the move was met with strong opposition from the population and the Army, leading to his abdication in March 1916 and the reinstatement of the Republic. Yuan's failure to consolidate a legitimate central government before his death in June 1916 led to decades of political division and warlordism, including an attempt at imperial restoration of the Qing dynasty.

The revolution is named Xinhai because it occurred in 1911, the year of the Xinhai (θΎ›δΊ₯) stem-branch in the sexagenary cycle of the traditional Chinese calendar. The governments of Taiwan and China both consider themselves the legitimate successors to the 1911 Revolution and honor the ideals of the revolution including nationalism, republicanism, modernization of China and national unity. 10 October is the National Day of the Republic of China on Taiwan, and the Anniversary of the 1911 Revolution in the PRC.

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[–] Frank@hexbear.net 6 points 2 months ago (1 children)

Yeh. DnD never really did solve the problem of being unpredictably swingy. Lots of potential solutions.

I've always been fond of SPECIAL (Fallout 1 and 2 and NV) and the way it has three ways of avoiding damage. First your armor class determines if you get hit at all. You get AC for high dex, perks, equipped armor, and any unspent action points from your last round. I think AC is a penalty to enemy to hit rolls but it's been a while.

Then there's Damage Threshold. DT mostly comes from armor. A shot has to meet your exceed your DT or it just bounces off your armor (or incredible steely pecs, depending on perks). This was a big deal with heavy armor, especially power armor, as many attacks from small caliber weapons or weak enemies just could not damage you. It really contributed to power armor's feeling of invulnerability.

Finally there's damage reduction, DR. Any damage you do take gets reduced by a percentage based on this value. The game had like five damage types and armor had separate dr for each one.

The result was armor that varied in how it worked, what it was good at, and how it felt to wear it. Light armors were good for agile characters but if you did get hit it hurt a lot. Heavy armors favored strong characters. The metal armor, a suit of plate, had good damage threshold but low resistances, so it'd stop many attacks cold but if something ddi blow through the armor it hurt. But it did have good laser defense, being shiny reflective metal. Variant armors were good against specific things like tesla armor that offered great protection from energy attacks. And the high dt of power armor allowed you to wade in to small caliber pistols, shotguns, or even machine guns that did low per-hit damage, laughing as the bullets and lasers bounce off your armored hide.

It'd all be. Abit complicated for tabletop, but I really like it as an example of what's possible. Damage Threshold especially, as it gives the feel of strong armor really being strong by completely no-selling some attacks.

[–] buckykat@hexbear.net 6 points 2 months ago (1 children)

Dice pool systems tend to be less swingy.

[–] Commiejones@hexbear.net 6 points 2 months ago (2 children)

1st edition Shadowrun's damage system was awesome.

[–] keepcarrot@hexbear.net 6 points 2 months ago (1 children)

How has that changed? I've never looked into it but I enjoyed 4th and 5th

[–] Commiejones@hexbear.net 1 points 2 months ago (1 children)

So in 4th and 5th ed are pretty different from even 3rd. The damage in 4+ is all just the number of health boxes it does and weather that is physical or stun. In 2 and 3 there was power (target to soak damage) and wound level(number of health boxes Light 1 box, medium 3, serious 6, deadly 10) as well as the physical/stun. (also everybody only had 10 boxes of health)

In 1st there was also Staging. The damage code of an ares preaditor is 4M2 (phisical).So the power (4) is the target to soak the damage M is the number of health boxes it does and the Staging (2) is how many successes it takes to stage it up or down to the next wound level.

Long rant

So if an average person (body 2) gets a bullet from an ares predator they are probably taking a medium wound or 3 boxes of damage (getting 2 4s on 2 dice is unlikely) a tough guy is probably gonna take a light wound (2 4s on 4 dice ) a big guy might take no damage but its unlikely (4 4s on 6 dice is possible). If they were shot with a slight amount of skill or above average luck its easy to make those wounds go up a wound category. An experienced shooter is killing people outright unless they are really tough.

Something with low staging like a knife or light pistol the skill is really important as is the Body of the target... but because when you get the wound category above deadly (10 boxes) the power gets increased by each staging increase. So a light pistol with like the colt with a 4L1 isn't killing anyone on accident but put it in the hands of an expert (skill of 9 and smart links to make a 2+ at short range) and they can push the damage code up to 6D1 with 6 successes and in that case even a Body 6 guy is gonna get a serious or deadly wound unless they are really lucky.

Something with a high staging is hard to change the damage skill but also hard to soak with body. A 50 cal. sniper rifle (I think it was 9S4) is going to wreck anyone regardless of how big you are. A really good shot with a rifle is going to make kill shots and serious wounds on lucky big guys. An average shooter is going to give out serious wounds and mediums for the lucky tough guys.

Armour counted as automatic successes on the body check. So a vest with plates (3 ballistic armour) will save you from a light pistol even if the guy is a decent shot, (that 6d1 from the crackshot with a colt is only ever going to give you a medium wound unless he takes the penalty to aim for the head) a heavy pistol however is gonna bruise you and maybe still kill you (a 4m2 still needs a 4+ success on the body roll to take no damage but if they got 2 successes on the shot you are facing a 4S2 and need 3 successes + 3 armour to get nothing). A heavy rifle isn't going to be stopped by a vest with plates but it makes it survivable.

[–] keepcarrot@hexbear.net 2 points 2 months ago

Hmm, I'm not sure which I prefer.

For writing a wargame (loosely based on the Ukraine war), atm I'm just going DAM = (SUCCESS * STR / TOUGH), and TOUGH is increased by all sorts of environmental factors (usually cover, range etc). DAM received translates to dice penalties of one sort or another. But the scope of a wargame is a little different to an RPG. (the d6 hit roll is based on a stat called Fatigue, which can be used for various things, but your dice roll is Fatigue+, so your units gaining more fatigue makes them worse. A d6 roll of 6 counts as 2 successes though, so its not entirely linear)

I feel like I should just "publish" what I've got to hexbear at some point though

[–] buckykat@hexbear.net 5 points 2 months ago (1 children)

I've never played any edition of Shadowrun, what makes it so good?

[–] Commiejones@hexbear.net 2 points 2 months ago

Shadow run itself is good because its a mix of fantasy and sci-fi/cyberpunk. The backstory is interesting and based because whitey gets fucked up by the indigenous peoples who end up being major powers.