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<blockquote data-quote="Masada" data-source="post: 3075714" data-attributes="member: 19339"><p>As a half measure without attempting to completely re-write combat you might try a few things to make combat more gritty (aka: deadly).</p><p></p><p>You could try lowering the Massive Damage Threshold to 10. This is easily exceeded with small arms fire and should cut down charging in to the bullets. Another tweak in unison is to make Charge deny your dex bonus to Defense (makes you flat-footed since you're not dodging and such). Apply this rule to running as well.</p><p></p><p>OR</p><p></p><p>Implement Vitality/Wounds and allow players to use Action Points to confirm critical threats. Critical hits go straight to wound points with normal damage. Since most players will only have 12 to 16 wound points this again makes combat more deadly and players less likely to charge in to gunfire. Also rule that Charging and Running make the PC flat-footed.</p><p></p><p>While VP/WP seems like no big deal, it really changes the feel of combat. Can't hurt to try it.</p><p></p><p>OR</p><p></p><p>You can make special NPC characters and player characters shine but stealing some pages from Spycraft 2.0 combat. Assign your rank and file mooks only a saving throw bonus. When a mook takes damage just make a damage + the bonus you assigned against save DC 10 + 1/2 the damage dealt. Failure means death to the mook. Damage is accumulative making each save harder. PC and special NPC damage is dealt with in the normal manner (how ever you define normal). This makes for very cinematic combat scenes with droves of mooks dying while the PC's slug it out.</p><p></p><p>(Spycraft 2.0 rocks!)</p></blockquote><p></p>
[QUOTE="Masada, post: 3075714, member: 19339"] As a half measure without attempting to completely re-write combat you might try a few things to make combat more gritty (aka: deadly). You could try lowering the Massive Damage Threshold to 10. This is easily exceeded with small arms fire and should cut down charging in to the bullets. Another tweak in unison is to make Charge deny your dex bonus to Defense (makes you flat-footed since you're not dodging and such). Apply this rule to running as well. OR Implement Vitality/Wounds and allow players to use Action Points to confirm critical threats. Critical hits go straight to wound points with normal damage. Since most players will only have 12 to 16 wound points this again makes combat more deadly and players less likely to charge in to gunfire. Also rule that Charging and Running make the PC flat-footed. While VP/WP seems like no big deal, it really changes the feel of combat. Can't hurt to try it. OR You can make special NPC characters and player characters shine but stealing some pages from Spycraft 2.0 combat. Assign your rank and file mooks only a saving throw bonus. When a mook takes damage just make a damage + the bonus you assigned against save DC 10 + 1/2 the damage dealt. Failure means death to the mook. Damage is accumulative making each save harder. PC and special NPC damage is dealt with in the normal manner (how ever you define normal). This makes for very cinematic combat scenes with droves of mooks dying while the PC's slug it out. (Spycraft 2.0 rocks!) [/QUOTE]
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