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[Star Wars] SECR Preview #5 is up
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<blockquote data-quote="Reaper Steve" data-source="post: 3497661" data-attributes="member: 51528"><p>Liking it more and more...and I hope it's the shape of things to come (ie 4e, but that's another topic).</p><p></p><p>My only disappointment with this preview is suppresion fire. Seems like every game wants rules for suppression, and they all have some terrible flaws.</p><p></p><p>As far as I can tell, suppresive fire doesn't give the attacker a chance to hit. So why would the target have a penalty to attack if he is targeted by an attack that can't hit him? (Facetious question.) But then when being shot at by an attack that actually does have a chance to hit, the target doesn't suffer a penalty to his next attack.</p><p></p><p>My point is...the target doesn't know if it's suppresion or aimed fire, all he knows is bullets/slugs/lasers are flying by in near proximity and he may want to keep his head down.</p><p></p><p>There is no reason for separate suppression attacks...it should happen as a result of a near hit or a hit. Just pulling something out my butt...I would say that if an attack roll missed the target by 5 or less, then the target is suppressed and suffers the -2 penalty on his next attack. A target that was actually hit would suffer a bigger penlty. I would also tie it to cover...a target behind cover (that was just shot at) would need to make a Will check to break cover on his action.</p><p></p><p>But again, rules are not for realism, they are for playability and fun. There is no precedent for melee hits giving a penalty to a subsequent attack because it would make the game less fun, so whay apply one to ranged attacks?. I do think that SWSE is shaping up to be the most fun version of d20 so far, with an emphasis on ease and speed of play. Having to make Will checks or suffer attack penalties after every attack against you would be cumbersome and counter to those goals. So I'm cool with it!</p></blockquote><p></p>
[QUOTE="Reaper Steve, post: 3497661, member: 51528"] Liking it more and more...and I hope it's the shape of things to come (ie 4e, but that's another topic). My only disappointment with this preview is suppresion fire. Seems like every game wants rules for suppression, and they all have some terrible flaws. As far as I can tell, suppresive fire doesn't give the attacker a chance to hit. So why would the target have a penalty to attack if he is targeted by an attack that can't hit him? (Facetious question.) But then when being shot at by an attack that actually does have a chance to hit, the target doesn't suffer a penalty to his next attack. My point is...the target doesn't know if it's suppresion or aimed fire, all he knows is bullets/slugs/lasers are flying by in near proximity and he may want to keep his head down. There is no reason for separate suppression attacks...it should happen as a result of a near hit or a hit. Just pulling something out my butt...I would say that if an attack roll missed the target by 5 or less, then the target is suppressed and suffers the -2 penalty on his next attack. A target that was actually hit would suffer a bigger penlty. I would also tie it to cover...a target behind cover (that was just shot at) would need to make a Will check to break cover on his action. But again, rules are not for realism, they are for playability and fun. There is no precedent for melee hits giving a penalty to a subsequent attack because it would make the game less fun, so whay apply one to ranged attacks?. I do think that SWSE is shaping up to be the most fun version of d20 so far, with an emphasis on ease and speed of play. Having to make Will checks or suffer attack penalties after every attack against you would be cumbersome and counter to those goals. So I'm cool with it! [/QUOTE]
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