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I'm having a love affair with GUMSHOE
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<blockquote data-quote="nnms" data-source="post: 5795157" data-attributes="member: 83293"><p>What I don't like about Gumshoe:</p><p></p><p>The combat system is very abstract and often very safe for participants in what should be dangerous situations. Health levels are very high relative to weapon damages.</p><p></p><p>This is solved by the optional rules presented in Trail of Cthulhu. I cap health at 4-6, make gunfire automatically seriously would those hit and then also add the amount you succeed in your roll to the damage done when using anything that could be considered lethal force.</p><p></p><p>EDIT: Another issue I have is with "health" in general. Like many RPGs the health/hit points in ToC are often thought off as representing morale, near misses and courage as much as actual damage. But then you have things like some magic spells requiring X health points worth of blood. When you get shot, it talks about it as being hit and rolling damage.</p><p></p><p>I think a better way would have been to separate out a "avoiding harm" stat that you use to reduce any damage you might take by spending. It makes it a near miss, or not as bad as you first though (just a scratch or winded) But if you actually take damage, they go straight into getting hurt or wounded.</p><p></p><p>This is all easily fixed with the optional rules, but I would have liked a move away from the typical "health" that is more than health type hit point system.</p></blockquote><p></p>
[QUOTE="nnms, post: 5795157, member: 83293"] What I don't like about Gumshoe: The combat system is very abstract and often very safe for participants in what should be dangerous situations. Health levels are very high relative to weapon damages. This is solved by the optional rules presented in Trail of Cthulhu. I cap health at 4-6, make gunfire automatically seriously would those hit and then also add the amount you succeed in your roll to the damage done when using anything that could be considered lethal force. EDIT: Another issue I have is with "health" in general. Like many RPGs the health/hit points in ToC are often thought off as representing morale, near misses and courage as much as actual damage. But then you have things like some magic spells requiring X health points worth of blood. When you get shot, it talks about it as being hit and rolling damage. I think a better way would have been to separate out a "avoiding harm" stat that you use to reduce any damage you might take by spending. It makes it a near miss, or not as bad as you first though (just a scratch or winded) But if you actually take damage, they go straight into getting hurt or wounded. This is all easily fixed with the optional rules, but I would have liked a move away from the typical "health" that is more than health type hit point system. [/QUOTE]
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