Pielorinho
Iron Fist of Pelor
I'm getting ready to play in a Spycraft game that Spider is running, and I'm very excited by it. However, we ran through a trial chase last night to familiarize ourselves with the rules, and they seemed a little, well, clunky, to say the least.
Here's how it looks to us:
Ignoring, for a moment, the speed, each driver looks at eight possible maneuvers (some of which don't make logical sense to us, but no matter), discards the ones that are impossible due to distance, and chooses one that they like. The GM cross-references the two choices on a chart to find out what modifiers each driver gets based on the other driver's choice. Each driver rolls a D20, adding her drive skill and vehicle handling and cross-referenced modifier. The results are compared, and often the losing result is subtracted from the winning result, and sometimes a multiplier is applied to the resulting number, and then results are calculated.
Geez! This is worse than THAC0!
There are also some weird patterns that arise. Apparently, if I chase you really hard (redlining maneuver) and you just try to escape normally (pulling away maneuver), you're likelier to win the opposed check. Huh?
Also, low level agents are both far likelier to die in crashes, AND far likelier to get in crashes. This makes chases a very bad idea at low levels, but not much of an issue at high levels--not an ideal curve.
My question is, you folks who have run Spycraft: how do you simplify or modify the rules so that they remain fun and don't require an advanced degree in trigonometry? Especially if you're around, Piratecat, we both had tremendous fun in the chase you ran, but neither of us could remember how that worked ruleswise.
Daniel
Here's how it looks to us:
Ignoring, for a moment, the speed, each driver looks at eight possible maneuvers (some of which don't make logical sense to us, but no matter), discards the ones that are impossible due to distance, and chooses one that they like. The GM cross-references the two choices on a chart to find out what modifiers each driver gets based on the other driver's choice. Each driver rolls a D20, adding her drive skill and vehicle handling and cross-referenced modifier. The results are compared, and often the losing result is subtracted from the winning result, and sometimes a multiplier is applied to the resulting number, and then results are calculated.
Geez! This is worse than THAC0!
There are also some weird patterns that arise. Apparently, if I chase you really hard (redlining maneuver) and you just try to escape normally (pulling away maneuver), you're likelier to win the opposed check. Huh?
Also, low level agents are both far likelier to die in crashes, AND far likelier to get in crashes. This makes chases a very bad idea at low levels, but not much of an issue at high levels--not an ideal curve.
My question is, you folks who have run Spycraft: how do you simplify or modify the rules so that they remain fun and don't require an advanced degree in trigonometry? Especially if you're around, Piratecat, we both had tremendous fun in the chase you ran, but neither of us could remember how that worked ruleswise.
Daniel