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<blockquote data-quote="Grendel_Khan" data-source="post: 8485510" data-attributes="member: 7028554"><p>Agreed on both counts. I like AC so much I wish they'd taken that approach for Dune, instead of steering as hard as they did into something like a story game. And as someone who owned and played older T2K editions, this one feels like it hit the sweet spot in an impressive way.</p><p></p><p>Not sure if you've tested T2K enough for this question to make sense, but I was every so slightly worried (looking at the rules) that autofire would result in way too many jams and/or broken guns. Don't get me wrong, I love basically everything about how they're doing autofire, and I also love the idea of jams being an actual thing (and not just a goofy critical failure result like on other systems), and weapon maintenance repair, too. I just couldn't tell if guns would be failing and falling apart to a silly extent once people--PCs as well as NPCs--inevitably lean on their triggers a bit.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8485510, member: 7028554"] Agreed on both counts. I like AC so much I wish they'd taken that approach for Dune, instead of steering as hard as they did into something like a story game. And as someone who owned and played older T2K editions, this one feels like it hit the sweet spot in an impressive way. Not sure if you've tested T2K enough for this question to make sense, but I was every so slightly worried (looking at the rules) that autofire would result in way too many jams and/or broken guns. Don't get me wrong, I love basically everything about how they're doing autofire, and I also love the idea of jams being an actual thing (and not just a goofy critical failure result like on other systems), and weapon maintenance repair, too. I just couldn't tell if guns would be failing and falling apart to a silly extent once people--PCs as well as NPCs--inevitably lean on their triggers a bit. [/QUOTE]
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