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Spycraft metagame rules
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<blockquote data-quote="Warchild" data-source="post: 302413" data-attributes="member: 769"><p><strong>Re: Re: Spycraft metagame rules</strong></p><p></p><p></p><p></p><p>The problem with the ability is not the ability itself, but how some players will try to use it. I had in the first session a pointman (who had gotten Cold Read as a cross class ability) try to ask some really ridiculous questions with the ability, admitting in the end it was just to get me to spend action dice. When i told him he could ask sensible questions and get answers (or get me to spend action dice if the answers would be 'damaging') he had a fit. He didn't want to Hannibal Lector, he wanted to be Kreskin (sp?). Dave's concern is a legitmate one. As long as your player is playing in good faith, you shouldn't have a problem. But beware of who in the group has the ability. It MIGHT cause som problems.</p><p></p><p>As for action dice themselves, i have a different take on them. I don't like the GC having them!! As a GC, i found myself at a bit of a loss for using them. I didn't want to use them with the no name guard types, because they should drop in one hit. The problem being here is that when it comes down to a scene with the Main baddie, there is so much action dice stored up, the main baddie can absolutely tear up the players. I resorted to just using my action dice to acvtivateing their fumbles and then use the remainder on the last guard for his defense so they needed an extra round to take him down. That'll get old fast however. I'm going to let it go a couple weeks, but i may just ixnay the GC's action dice rule altogether. It creates a bit of an adversarial dynamic between the GC and the players.</p><p></p><p>My most major problem with the game is the NPC rules. Even the loser npc guard types have vitality!! Thats the problem, they are too tough. Sure they go down on a critical, but thats few and far between and cost the player an action dice. Blegh! NPC no namers are supposed to go down in droves.</p><p>I switched to using NPC classes from Star Wars, where they have no vitality and drop like rocks. Like they are supposed to, especially in this genre! <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></blockquote><p></p>
[QUOTE="Warchild, post: 302413, member: 769"] [b]Re: Re: Spycraft metagame rules[/b] The problem with the ability is not the ability itself, but how some players will try to use it. I had in the first session a pointman (who had gotten Cold Read as a cross class ability) try to ask some really ridiculous questions with the ability, admitting in the end it was just to get me to spend action dice. When i told him he could ask sensible questions and get answers (or get me to spend action dice if the answers would be 'damaging') he had a fit. He didn't want to Hannibal Lector, he wanted to be Kreskin (sp?). Dave's concern is a legitmate one. As long as your player is playing in good faith, you shouldn't have a problem. But beware of who in the group has the ability. It MIGHT cause som problems. As for action dice themselves, i have a different take on them. I don't like the GC having them!! As a GC, i found myself at a bit of a loss for using them. I didn't want to use them with the no name guard types, because they should drop in one hit. The problem being here is that when it comes down to a scene with the Main baddie, there is so much action dice stored up, the main baddie can absolutely tear up the players. I resorted to just using my action dice to acvtivateing their fumbles and then use the remainder on the last guard for his defense so they needed an extra round to take him down. That'll get old fast however. I'm going to let it go a couple weeks, but i may just ixnay the GC's action dice rule altogether. It creates a bit of an adversarial dynamic between the GC and the players. My most major problem with the game is the NPC rules. Even the loser npc guard types have vitality!! Thats the problem, they are too tough. Sure they go down on a critical, but thats few and far between and cost the player an action dice. Blegh! NPC no namers are supposed to go down in droves. I switched to using NPC classes from Star Wars, where they have no vitality and drop like rocks. Like they are supposed to, especially in this genre! :) [/QUOTE]
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