Bobitron
Explorer
Captain Tagon said:And I have a new wallpaper.
Now updated with better quality!
I think I will break my "one order a month" rule and pick this book up on Thursday, it really sounds fun.
Captain Tagon said:And I have a new wallpaper.
So, it's kinda like that moment in THE KILLER whenbarsoomcore said:Yeah, I like this mechanic better than the vitality/wound point system, which has alway felt sort of clumsy and stapled-together to me. I like how as you resist more and more damage, your ability to act gets worse and worse, but you aren't, like, dying. Until you're dying, of course.
In original M&M, you CANNOT blow a Damage save badly enough to be dying -- you enter the dying state ONLY by exerting oneself while in the disabled state. I added a possibility of blowing a Damage save badly enough to be dying for this game, because a higher degree of lethality seemed to work better. It still means you can't DIE from an attack, only from being unable to stabilize oneself once dying. Which takes away the fear of excessive hit point loss you have with any hit point/wound point system, which does away with the hit-point-management mindset that D&D is all about.
Which I find gets you closer to the spirit of these kinds of action movies than hit point systems. We'll see how folks react.
barsoomcore said:One of the conscious decisions I made with this product was to make guns VERY similar to one another. There are no descriptions of individual models of guns, just categories like "light pistol" or "assault rifle" or whatever.
In the movies that this game is based on, it NEVER matters what sort of gun somebody is using. All guns are pretty much the same. How much damage a gun deals seems to have more to do with how angry the person pulling the trigger is than the calibre or muzzle velocity.
My hope is that it's not boring for the same reason the movies themselves aren't boring -- because the stories are so much fun and the characters are so cool.
Gun-Fu is not by ANY stretch of the imagination any sort of reality-based model. It's meant to model the dynamics and typical situations of John Woo shoot-em-ups, NOT to present accurate portrayals of what happens when something gets hit by a round from a Colt 1911.
I hope people will find that a useful thing for a game to model, and that they're able to play fun, action-filled games with it.
Which is a variation on the 44th law of anime:barsoomcore said:How much damage a gun deals seems to have more to do with how angry the person pulling the trigger is than the calibre or muzzle velocity.
EXACTLY -- only they're not the sort of distinguishing features you want to apply to particular MODELS of real-world guns.Committed Hero said:You could always add things like Intimidation or Initiative bonuses when someone is using a gun they really like, or for cool-looking weapons. There are plenty of ways to distinguish firearms beyond the typical stats - especially in a genre such as this.
Bobitron said:Now updated with better quality!