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General Tabletop Discussion
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Optional Combat Round System?
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<blockquote data-quote="Aussiegamer" data-source="post: 3076063" data-attributes="member: 19601"><p>in D&D I think that the thrown range max is 5x and knives are 10' not yard increments.</p><p></p><p>In Nexus, I changes burst to not be a ref save but a normal attack, thus adding serious damage potential to the defender. To offset this I have recoil and also that mibs take max 20% damage from any one attack, as most of the bulk of a body is in the torso.</p><p></p><p>I have shot through cover rules, thus that paper wall is not really going to protect you like a steel wall.</p><p></p><p>I have combat damage threashold, there are three different layers to it (these are set by a number set like d20M damage threashold). At lower levels you get some nasty damage that stays with you until fixed, with upper levels allowing for fort save v damage or drop to -1hp. This allows for limbs to be blown off and then allow for cybernetics to be used if you like. Or you are just a one armed fighter until you get regeneration done or what ever system you like for limb replacements.</p><p></p><p>I also have an active initiative, which changes the order depending on what happens in the combat, also uses the knowledge Tactics as a base for better reactions in the combat.</p><p></p><p>I tried to make it still dangerous, the playtesters have died from grenades and being hit in the chest by a mech assault cannon (with a critical hit on top, so there was just a pair of smoking boots left :\ ), but tring to also make it able to enjoy the combats.</p><p></p><p>hay how about posting some of your ideas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 3076063, member: 19601"] in D&D I think that the thrown range max is 5x and knives are 10' not yard increments. In Nexus, I changes burst to not be a ref save but a normal attack, thus adding serious damage potential to the defender. To offset this I have recoil and also that mibs take max 20% damage from any one attack, as most of the bulk of a body is in the torso. I have shot through cover rules, thus that paper wall is not really going to protect you like a steel wall. I have combat damage threashold, there are three different layers to it (these are set by a number set like d20M damage threashold). At lower levels you get some nasty damage that stays with you until fixed, with upper levels allowing for fort save v damage or drop to -1hp. This allows for limbs to be blown off and then allow for cybernetics to be used if you like. Or you are just a one armed fighter until you get regeneration done or what ever system you like for limb replacements. I also have an active initiative, which changes the order depending on what happens in the combat, also uses the knowledge Tactics as a base for better reactions in the combat. I tried to make it still dangerous, the playtesters have died from grenades and being hit in the chest by a mech assault cannon (with a critical hit on top, so there was just a pair of smoking boots left :\ ), but tring to also make it able to enjoy the combats. hay how about posting some of your ideas :D [/QUOTE]
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