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Cthulhu, Guns, and a Sanity Check
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<blockquote data-quote="Celebrim" data-source="post: 7271104" data-attributes="member: 4937"><p>I very much agree, which is why for the most part I've disliked every extension to the rules in every edition. I've never really liked the seemingly endless addition of skills. I didn't like all the variant professions that had special immunities or bonuses and/or which were notably weaker or stronger than the basic 'list out 8 professions' basic professions. I've been continually dubious of the ever increasing list of lesser grimoire spells. The 7e rules with their ideas borrowed hodge podge from other game systems seem like adding complexity to the rules for no good reason.</p><p></p><p>But for the most part, in revising firearms I'm not talking about adding complexity. Mostly I'm just trying to solve the problem that a high powered rifle is largely incapable of taking large game - sometimes even with an impaling hit. For that I'm doing slight tweaks to the damage inflicted by firearms, and adding one new rule - against size 20 or larger targets high powered weapons do a small amount of bonus damage because they do not over-penetrate. That bonus damage is easily calculated and shouldn't slow play, though it does change the balance of power between a well-armed party and say a shantak or a hunting horror. You wouldn't want to be a Shantak flying over say south Arkansas during deer season.</p><p></p><p>I probably will also add some rules that limit the effectiveness of very heavy firearms if you have low strength, but I expect those not to slow play much simply because it will be rational for a low strength investigator to use smaller, lighter weapons with less recoil as so avoid the penalties. This also has the favorable result of making strength - currently with APP the least important stat - matter somewhat more that it currently does.</p><p></p><p></p><p></p><p>You seem generally happier to metagame than I usually am, but I do agree with the general point that well-armed or not, if you get into tentacle reach of a mythos monster, you are probably dead. And if you aren't in tentacle reach, you still have the problem of ongoing sanity drain. Also, a cultist with guns is going to be a serious problem. I'm hoping that the availability of more effective firearms don't end up creating simply a pulp Cthulhu vibe, but also create a palpable feel of grim hopeless warfare with investigators suffering PTSD or "shell shock".</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7271104, member: 4937"] I very much agree, which is why for the most part I've disliked every extension to the rules in every edition. I've never really liked the seemingly endless addition of skills. I didn't like all the variant professions that had special immunities or bonuses and/or which were notably weaker or stronger than the basic 'list out 8 professions' basic professions. I've been continually dubious of the ever increasing list of lesser grimoire spells. The 7e rules with their ideas borrowed hodge podge from other game systems seem like adding complexity to the rules for no good reason. But for the most part, in revising firearms I'm not talking about adding complexity. Mostly I'm just trying to solve the problem that a high powered rifle is largely incapable of taking large game - sometimes even with an impaling hit. For that I'm doing slight tweaks to the damage inflicted by firearms, and adding one new rule - against size 20 or larger targets high powered weapons do a small amount of bonus damage because they do not over-penetrate. That bonus damage is easily calculated and shouldn't slow play, though it does change the balance of power between a well-armed party and say a shantak or a hunting horror. You wouldn't want to be a Shantak flying over say south Arkansas during deer season. I probably will also add some rules that limit the effectiveness of very heavy firearms if you have low strength, but I expect those not to slow play much simply because it will be rational for a low strength investigator to use smaller, lighter weapons with less recoil as so avoid the penalties. This also has the favorable result of making strength - currently with APP the least important stat - matter somewhat more that it currently does. You seem generally happier to metagame than I usually am, but I do agree with the general point that well-armed or not, if you get into tentacle reach of a mythos monster, you are probably dead. And if you aren't in tentacle reach, you still have the problem of ongoing sanity drain. Also, a cultist with guns is going to be a serious problem. I'm hoping that the availability of more effective firearms don't end up creating simply a pulp Cthulhu vibe, but also create a palpable feel of grim hopeless warfare with investigators suffering PTSD or "shell shock". [/QUOTE]
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