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Spycraft 2.0 - is it as difficult as it looks?
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<blockquote data-quote="Denaes" data-source="post: 2707051" data-attributes="member: 33738"><p>Which game? BESM or Feng Shui? Certainly not d20 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>SC2.0 combat is just attacking (we roll for damage at the same time as the attack), if you hit, then opponent makes a damage save with the damage as a penalty and/or marking off those wounds if they survive or are a Special NPC (and thus not making a damage save). </p><p></p><p>Really, even with the fluid iniative rules, it rarely comes up during play. I make sure players know the rules for their own maneuvers/tricks/feats/abilities and take their word on it. If it seems funny, I make a note to look it up later - not stop combat for it. So someone will just just modify their initiative or ask to modify the opponents iniative. </p><p></p><p></p><p></p><p>It's not that you're leaving them out, you decide if they'll come into play. </p><p></p><p>Do you need to have - in the same mission - laser weilding Guerrillas, Flame Thrower enabled Helecopters, Acid Spewing sprays, rocket launcher turrets, a car chase, interrogations, hacking sprees, martial artists with 4 styles and 8 tricks and a gamut of traps to avoid?</p><p></p><p>Probobly not in the same mission. Can you imagine watching a movie like that? It would be 'stunning'... but trying to make sense of it all within a time frame... </p><p></p><p>As GM you can define what comes into play in a given Mission. If you don't include mutant animals or laser weapons, you don't have to worry about those rules right now. </p><p></p><p>If you don't let players choose explosives and don't have any for NPCs, you don't have to know the rules for those yet. </p><p></p><p>If you think worrying about automatic weapons off the bat is too troublesome, then don't give any to players/NPCs for the first mission. Honestly, I'm three missions in and players havn't chosen an automatic weapon yet.</p><p></p><p>You really only need to worry about that 20% of the rules that come into play every adventure.</p></blockquote><p></p>
[QUOTE="Denaes, post: 2707051, member: 33738"] Which game? BESM or Feng Shui? Certainly not d20 :) SC2.0 combat is just attacking (we roll for damage at the same time as the attack), if you hit, then opponent makes a damage save with the damage as a penalty and/or marking off those wounds if they survive or are a Special NPC (and thus not making a damage save). Really, even with the fluid iniative rules, it rarely comes up during play. I make sure players know the rules for their own maneuvers/tricks/feats/abilities and take their word on it. If it seems funny, I make a note to look it up later - not stop combat for it. So someone will just just modify their initiative or ask to modify the opponents iniative. It's not that you're leaving them out, you decide if they'll come into play. Do you need to have - in the same mission - laser weilding Guerrillas, Flame Thrower enabled Helecopters, Acid Spewing sprays, rocket launcher turrets, a car chase, interrogations, hacking sprees, martial artists with 4 styles and 8 tricks and a gamut of traps to avoid? Probobly not in the same mission. Can you imagine watching a movie like that? It would be 'stunning'... but trying to make sense of it all within a time frame... As GM you can define what comes into play in a given Mission. If you don't include mutant animals or laser weapons, you don't have to worry about those rules right now. If you don't let players choose explosives and don't have any for NPCs, you don't have to know the rules for those yet. If you think worrying about automatic weapons off the bat is too troublesome, then don't give any to players/NPCs for the first mission. Honestly, I'm three missions in and players havn't chosen an automatic weapon yet. You really only need to worry about that 20% of the rules that come into play every adventure. [/QUOTE]
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