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[SPYCRAFT 2.0] How does it play?
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<blockquote data-quote="TheAuldGrump" data-source="post: 3587993" data-attributes="member: 6957"><p>It is also worth mentioning that Spycraft combat is <em>busy</em>. The first few times, yes combat will take a while. The floating initiative system, in particular, takes some getting used to.</p><p></p><p>But combat is seldom boring - players, in my experience at least, are more willing to try something new and different, partly in hopes of getting a bonus Action Die, and partly because they can sometimes pull it off. A couple of months back I had a PC jump from a zeppelin onto an ornithopter while the character tried to prevent the villain's right hand man from escaping. The PC survived the resulting crash, the henchman was not so lucky.</p><p></p><p>Action Dice change the pace of combat by a lot - a character can choose which threats get activated as criticals, can attempt unlikely maneuvers, and keep his character from death, all by using Action Dice at the right times.</p><p></p><p>Mooks (called 'Minions' in Spycraft) go down with ease, automatic weapons fire can take down an entire roomful in a couple of rounds. (While a character does not gain iterative attacks fully automatic weapons make that lack rather a moot point - an Uzi can still put out an awful lot of lead.) Between grenades, automatic weapons, and suppressive fire combat does not drag out much at all.</p><p></p><p>Spycraft has become my default game for Modern settings, from my 1880s Steampunk game to more modern espionage and covert op games - currently I am running the first mission for a Delta Green campaign using Spycraft. So far, so good.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 3587993, member: 6957"] It is also worth mentioning that Spycraft combat is [i]busy[/i]. The first few times, yes combat will take a while. The floating initiative system, in particular, takes some getting used to. But combat is seldom boring - players, in my experience at least, are more willing to try something new and different, partly in hopes of getting a bonus Action Die, and partly because they can sometimes pull it off. A couple of months back I had a PC jump from a zeppelin onto an ornithopter while the character tried to prevent the villain's right hand man from escaping. The PC survived the resulting crash, the henchman was not so lucky. Action Dice change the pace of combat by a lot - a character can choose which threats get activated as criticals, can attempt unlikely maneuvers, and keep his character from death, all by using Action Dice at the right times. Mooks (called 'Minions' in Spycraft) go down with ease, automatic weapons fire can take down an entire roomful in a couple of rounds. (While a character does not gain iterative attacks fully automatic weapons make that lack rather a moot point - an Uzi can still put out an awful lot of lead.) Between grenades, automatic weapons, and suppressive fire combat does not drag out much at all. Spycraft has become my default game for Modern settings, from my 1880s Steampunk game to more modern espionage and covert op games - currently I am running the first mission for a Delta Green campaign using Spycraft. So far, so good. The Auld Grump [/QUOTE]
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