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Star Wars SECR's New Damage System.
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<blockquote data-quote="Victim" data-source="post: 3422537" data-attributes="member: 78"><p>Spycraft also doesn't let normal foes crit without a special quality, which goes a long way. Also, avg damage seems a bit lower - pistol damage is around ~7 (some of the good pistols were around d10+1 to d12+1) instead 10.5 (3d6 blaster pistol) - so characters are less likely to drop in a single crit, if we're going with 12-14 CON for most characters. Granted, rifle damage is pretty much equivalent. Finally, critical hits occur because of an allocation of meta level resources, not chance. So whether or not crits are problem depends pretty much entirely on the GC. </p><p></p><p></p><p></p><p>Funny. I think it's a bigger thing to admit that your revolutionary changes were, in fact, not not such a good idea because however awesome they in theory, they don't work out in play. </p><p></p><p>Besides, it's generally older gamers who can spend more since they have more disposable income.</p></blockquote><p></p>
[QUOTE="Victim, post: 3422537, member: 78"] Spycraft also doesn't let normal foes crit without a special quality, which goes a long way. Also, avg damage seems a bit lower - pistol damage is around ~7 (some of the good pistols were around d10+1 to d12+1) instead 10.5 (3d6 blaster pistol) - so characters are less likely to drop in a single crit, if we're going with 12-14 CON for most characters. Granted, rifle damage is pretty much equivalent. Finally, critical hits occur because of an allocation of meta level resources, not chance. So whether or not crits are problem depends pretty much entirely on the GC. Funny. I think it's a bigger thing to admit that your revolutionary changes were, in fact, not not such a good idea because however awesome they in theory, they don't work out in play. Besides, it's generally older gamers who can spend more since they have more disposable income. [/QUOTE]
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