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<blockquote data-quote="Lilcamper" data-source="post: 8923600" data-attributes="member: 6887513"><p>Sorry for the delay, guys, and, finally, the last scene:</p><p></p><p><strong><u>Scene 4</u></strong></p><p></p><p>PC starts driving the truck, intending on dodging/driving around the APC and getting the vehicle far away so as to evade any pursuiters. As there are still 3 soldiers right on her path, she will try to run them over...</p><p></p><p>First thing is to notice that I didn't put her Driving skill level on the topic - she has it at 1 plus Reaction, or 7d.</p><p></p><p>Since just driving around the APC is easy, I told her player that PC would only crash into the other vehicle if she fumbles her skill roll. She rolls (1,6,5,6,6,3,4) - 4 successes, nice! Now the soldiers all get to roll to try to get out of the way, and, wisely, all of them use their full defense, rolling Reaction (4)+Intuition (3) +Willpower (3), or 10 dice. The results are (2,3,5,4,2,3,1,4,5,1), (5,5,5,3,2,5,3,4,4,4) and (6,1,6,4,2,1,2,5,1,5), one of the soldiers didn't jump fast enough and was hit by the truck.</p><p></p><p>I didn't want to write the full stats for the vehicles (as there is already too much info), but the truck has Speed 3 and Acel 1, which means that it can acelerate to up to 10m/s on the first round of combat, so it is at that speed that it hit the poor soldier. At this speed, it does a base of Body/2 points of damage, which translate to 9 points of damage, resisted with the target Body (4)+Armor(12)-6, or 10 dice.</p><p></p><p>He rolls (3,5,5,2,4,1,5,5,6,1) - 5, resists 5 points of damage, and takes only 4, he was just singed by the truck, spiralling onto the ground, stunned, but alive.</p><p></p><p>As the truck acelerates, the Assault Specialist warns PC - The APC is on pursuit! Time for a chase!</p><p></p><p>PC has a head start, since the APC driver was unaware the truck was stolen, so they begin at medium range (11-50m). Both roll initiative:</p><p>PC - 10+2d6 - (3,6) - 19 Driver - 7+1d6 - (4) - 11</p><p></p><p>PC goes first and tries to break away - she can get (Aceleration) range categories away from the APC, or just 1, at Acel 1. She rolls her Reaction + Driving skill of 7, and gets (5,1,1,5,6,4,6) - 4 successes, she must beat the truck Maneuver statistic (which is 3), and she succeds, breaking into long range (51-150m).</p><p>APC turn - they don't want to kill the prisioner, so the APC gunner will not shoot its rockets, but he will fire the medium machinegun at the truck, trying to slow it down. The gunner has Gunnery + Agility at 9, the weapon is stabilized, so no penalty for shooting on the move, and the truck is big, for +2 to hit. He is trying to shot-out the tire, for -4, at medium range (-1), using a long burst (6 bullets).</p><p></p><p>His total pool is 6d, and he rolls (4,6,3,1,2,3) only 1 success.</p><p>PC will try to evade the attack, but has only two options - normal "free" defense of Intuition+Reaction (10 dice) or forfeiting her last action to add her Intuition again to the test, for a total of 14 dice. In both cases, she is at -5, because of the long burst.</p><p></p><p>Wanting to really get the hell of the place, she risks the lower defense, and rolls 10-5 = 5d, getting (5,5,4,6,6) - 4 successes, and easily evades the burst, but not the swearing and cursing coming from her friend on the truck's bed, as the assault specialist is thrown from side to side inside it.</p><p></p><p>Now the APC driver tries to close up the distance, and rolls his Driving at 7d, -2d because of the damage to the vehicle. He gets (5,5,2,2,4) - 2 successes, not enough to hit the APC "Maneuver" stat of 3, so he is still at long range.</p><p></p><p>Now is PC turn again, and she tries to further distance herself from the APC - she rolls again with the same pool (7d), and gets (4,2,3,1,3,1,6) - only 1 success, so she can't move away just yet.</p><p></p><p>On the APC crew's turn, the driver tries again to close the distance, rolling the same 5d, and gets (4,3,5,6,2) - 2 successes yet again, and can't close in; the two vehicles are speeding through the wastes, without one of them gaining nor giving terrain to the other. The gunner fires again at the tires of the truck, rolling the same 6d, and gets an abysmal (2,2,2,4,2,1), missing it entirely, end of the turn.</p><p></p><p>Next turn we decide to use the same initiative for everyone, so PC goes again. She tries again to move further away from the APC, and, rolling 7d, gets (3, 4, 1, 6, 5, 2, 2) - 2 successes, not enough to gain distance.</p><p></p><p>The driver rolls his 5d and gets (1,4,3,1,1,1), no successes, and more than half the pool ends in 1's - a critical glitch! The APC hits a hill sideways and loses control, being catastrophically flipped over. The truck disappears far away, as the wrecking APC is a little more than a cloud of dirt and dust in PC's rear mirror.</p><p></p><p>Just out of curiosity - each occupant on the APC must resist the vehicle BODY in damage, or 18 points of damage... They each should roll Body (4) + Armor (15) - 6, or 15d. They are very, very dead.</p><p></p><p>Well, end of the scenes. The session went for a couple more minutes, as a scout helicopter joined the chase while PC went to gather the Sniper and the Decker, but we have not played it yet.</p><p></p><p>As you can see, the system is very detailed, having tables upon tables of modifiers, but there is too much dice rolling, every action generaly envolves two or more pool of 6+ dice being rolled, which not only halts the game, but also tire the players. The system is a gear, and gun, porn paradise, but maybe its my age, but I do not find it that appealing anymore...</p><p></p><p>Anyway, it is done, and now I will begin to play it in EABA. Next post I will talk a little about EABA. Until next time!</p></blockquote><p></p>
[QUOTE="Lilcamper, post: 8923600, member: 6887513"] Sorry for the delay, guys, and, finally, the last scene: [B][U]Scene 4[/U][/B] PC starts driving the truck, intending on dodging/driving around the APC and getting the vehicle far away so as to evade any pursuiters. As there are still 3 soldiers right on her path, she will try to run them over... First thing is to notice that I didn't put her Driving skill level on the topic - she has it at 1 plus Reaction, or 7d. Since just driving around the APC is easy, I told her player that PC would only crash into the other vehicle if she fumbles her skill roll. She rolls (1,6,5,6,6,3,4) - 4 successes, nice! Now the soldiers all get to roll to try to get out of the way, and, wisely, all of them use their full defense, rolling Reaction (4)+Intuition (3) +Willpower (3), or 10 dice. The results are (2,3,5,4,2,3,1,4,5,1), (5,5,5,3,2,5,3,4,4,4) and (6,1,6,4,2,1,2,5,1,5), one of the soldiers didn't jump fast enough and was hit by the truck. I didn't want to write the full stats for the vehicles (as there is already too much info), but the truck has Speed 3 and Acel 1, which means that it can acelerate to up to 10m/s on the first round of combat, so it is at that speed that it hit the poor soldier. At this speed, it does a base of Body/2 points of damage, which translate to 9 points of damage, resisted with the target Body (4)+Armor(12)-6, or 10 dice. He rolls (3,5,5,2,4,1,5,5,6,1) - 5, resists 5 points of damage, and takes only 4, he was just singed by the truck, spiralling onto the ground, stunned, but alive. As the truck acelerates, the Assault Specialist warns PC - The APC is on pursuit! Time for a chase! PC has a head start, since the APC driver was unaware the truck was stolen, so they begin at medium range (11-50m). Both roll initiative: PC - 10+2d6 - (3,6) - 19 Driver - 7+1d6 - (4) - 11 PC goes first and tries to break away - she can get (Aceleration) range categories away from the APC, or just 1, at Acel 1. She rolls her Reaction + Driving skill of 7, and gets (5,1,1,5,6,4,6) - 4 successes, she must beat the truck Maneuver statistic (which is 3), and she succeds, breaking into long range (51-150m). APC turn - they don't want to kill the prisioner, so the APC gunner will not shoot its rockets, but he will fire the medium machinegun at the truck, trying to slow it down. The gunner has Gunnery + Agility at 9, the weapon is stabilized, so no penalty for shooting on the move, and the truck is big, for +2 to hit. He is trying to shot-out the tire, for -4, at medium range (-1), using a long burst (6 bullets). His total pool is 6d, and he rolls (4,6,3,1,2,3) only 1 success. PC will try to evade the attack, but has only two options - normal "free" defense of Intuition+Reaction (10 dice) or forfeiting her last action to add her Intuition again to the test, for a total of 14 dice. In both cases, she is at -5, because of the long burst. Wanting to really get the hell of the place, she risks the lower defense, and rolls 10-5 = 5d, getting (5,5,4,6,6) - 4 successes, and easily evades the burst, but not the swearing and cursing coming from her friend on the truck's bed, as the assault specialist is thrown from side to side inside it. Now the APC driver tries to close up the distance, and rolls his Driving at 7d, -2d because of the damage to the vehicle. He gets (5,5,2,2,4) - 2 successes, not enough to hit the APC "Maneuver" stat of 3, so he is still at long range. Now is PC turn again, and she tries to further distance herself from the APC - she rolls again with the same pool (7d), and gets (4,2,3,1,3,1,6) - only 1 success, so she can't move away just yet. On the APC crew's turn, the driver tries again to close the distance, rolling the same 5d, and gets (4,3,5,6,2) - 2 successes yet again, and can't close in; the two vehicles are speeding through the wastes, without one of them gaining nor giving terrain to the other. The gunner fires again at the tires of the truck, rolling the same 6d, and gets an abysmal (2,2,2,4,2,1), missing it entirely, end of the turn. Next turn we decide to use the same initiative for everyone, so PC goes again. She tries again to move further away from the APC, and, rolling 7d, gets (3, 4, 1, 6, 5, 2, 2) - 2 successes, not enough to gain distance. The driver rolls his 5d and gets (1,4,3,1,1,1), no successes, and more than half the pool ends in 1's - a critical glitch! The APC hits a hill sideways and loses control, being catastrophically flipped over. The truck disappears far away, as the wrecking APC is a little more than a cloud of dirt and dust in PC's rear mirror. Just out of curiosity - each occupant on the APC must resist the vehicle BODY in damage, or 18 points of damage... They each should roll Body (4) + Armor (15) - 6, or 15d. They are very, very dead. Well, end of the scenes. The session went for a couple more minutes, as a scout helicopter joined the chase while PC went to gather the Sniper and the Decker, but we have not played it yet. As you can see, the system is very detailed, having tables upon tables of modifiers, but there is too much dice rolling, every action generaly envolves two or more pool of 6+ dice being rolled, which not only halts the game, but also tire the players. The system is a gear, and gun, porn paradise, but maybe its my age, but I do not find it that appealing anymore... Anyway, it is done, and now I will begin to play it in EABA. Next post I will talk a little about EABA. Until next time! [/QUOTE]
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