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<blockquote data-quote="Connorsrpg" data-source="post: 6692128" data-attributes="member: 19265"><p>Thanks for replies. I understand I CAN change things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I like doing that and messing with things. I do that a lot with games I know.</p><p></p><p>This was our very first game. Not sure people are reading the posts above but it was a Star Wars game. I used the Guard and Thug stats for Clones (and their leader).</p><p></p><p>Some citizens got involved in a fight too. Main point was that over half of my group take no damage from light weapons, INCLUDING blaster pistols!? Most of the galaxy get around with blaster pistols, and I was quite concerned. I don't think arming them with Bows, Battleaxes etc would help. Well, it might help, but would appear odd <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>And as [MENTION=63245]Evenglare[/MENTION] stated, damage actually IS attributed to creature stats - that was the problem. I was using weapon damage instead of creature stats damage.</p><p></p><p>Not missing the point of 1 being GM intrusion either. We have kind of done this sort of thing with fumbles and what-not for years. Yep, +4 damage on a 1 is pretty boring, but it is a good back up if nothing presents itself immediately. (I was just pondering an idea for creatures/NPCs to increase damage potential. I mean, seems pretty boring once a PC knows exactly how much damage each creature does every round. Not a big issue though, as I was using wrong damage... and it seems [MENTION=81852]Desh-Rae-Halra[/MENTION] does too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p> [MENTION=63245]Evenglare[/MENTION]. I am not actually interested in randomising the damage. (OMG, I can't believe I said that - I am usually for anything random <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). I want to give the system a go as is and keep action fast. Initially, when I heard of Numenera, I thought it sounded cool, but if I was to ever play it, I would change so the GM rolls. Now I am embracing the no rolling aspect, especially as I am teaching young kids to play. This has been great and now I am adopting it for one of the games I run at school in a rushed recess and lunch session <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If I add damage, it will be on a poor roll by the PCs. Even a simple +2 on a roll of 2 might help.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6692128, member: 19265"] Thanks for replies. I understand I CAN change things. :) I like doing that and messing with things. I do that a lot with games I know. This was our very first game. Not sure people are reading the posts above but it was a Star Wars game. I used the Guard and Thug stats for Clones (and their leader). Some citizens got involved in a fight too. Main point was that over half of my group take no damage from light weapons, INCLUDING blaster pistols!? Most of the galaxy get around with blaster pistols, and I was quite concerned. I don't think arming them with Bows, Battleaxes etc would help. Well, it might help, but would appear odd ;) And as [MENTION=63245]Evenglare[/MENTION] stated, damage actually IS attributed to creature stats - that was the problem. I was using weapon damage instead of creature stats damage. Not missing the point of 1 being GM intrusion either. We have kind of done this sort of thing with fumbles and what-not for years. Yep, +4 damage on a 1 is pretty boring, but it is a good back up if nothing presents itself immediately. (I was just pondering an idea for creatures/NPCs to increase damage potential. I mean, seems pretty boring once a PC knows exactly how much damage each creature does every round. Not a big issue though, as I was using wrong damage... and it seems [MENTION=81852]Desh-Rae-Halra[/MENTION] does too ;)). [MENTION=63245]Evenglare[/MENTION]. I am not actually interested in randomising the damage. (OMG, I can't believe I said that - I am usually for anything random ;)). I want to give the system a go as is and keep action fast. Initially, when I heard of Numenera, I thought it sounded cool, but if I was to ever play it, I would change so the GM rolls. Now I am embracing the no rolling aspect, especially as I am teaching young kids to play. This has been great and now I am adopting it for one of the games I run at school in a rushed recess and lunch session :) If I add damage, it will be on a poor roll by the PCs. Even a simple +2 on a roll of 2 might help. [/QUOTE]
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