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Morgenstern said:
Hey swrushing

,
If the biggest con is Stargate's autofire system doesn't make you happy -
like unto every other RPG system on the planet - I can live with that

.
Me too, after all, thats what house rules are for, taking a good game a making it BETTER for my game.
Morgenstern said:
Hey swrushing

,
On the matter of counting bullets, I would say the character doesn't, any more than the character knows the exact distance between himself and the target and the number of "range increments" that constitutes. The player (quite separate from the character I'm afraid) is obliged to know these things because he's being used as a math sub-processor for the GM so that things can move along smoothly.
The range to targets is a great example. The character makes decisions abou where to position himself and such. The mechnics affect those decisions when made by the player. They affect the actions chopsen and what is reasonable and what is not reasonable. As such, the MORE the player decisions (based on mechanics) are in sync with the character decisions (based on the character's view of the world and how things work) the more the game seems to make sense. The more divorced the factors that play into the players decision are from the world of the character, the less sense it seems to make.
The bullet counting autfire seems very divorced when you look at the player decisions and the character decisions, the player knowledge and the character knowledge.
Morgenstern said:
Hey swrushing

,
The count bullets and shoot system has three strengths of note - one, it's simple, not requiring any extra rolls allowing the player to work out the math for his shot while other players or the GM are doing their thing.
This seems to presume the results of that action are not relevent to the other events as well as knowledge of the targets defense score. I am sure in some cases that will be the case.
EDIT TO ADD: FWIW, my system has one to hit roll and one damage roll per hit made. IIRC thats the same number of rolls as would be required in the official stargate, except that if you had the dice in stargate the damage rolls could be made all at once it. The one extra roll i add is the single d10 rtolled afterward for wasted shots, which obviously can be done after the action moves on to others.
Morgenstern said:
Hey swrushing

,
Two - it places control over the resulting target numbers in the hands of the player; how many bullets hes' going to shoot sets the base dificulty.
Why is that a good thing?
Morgenstern said:
Hey swrushing

,
Three it provides several clear and fixed baselines which characters whith feats or superior abilites can improve upon. More skilled heavy gunners start to get extra hits on small increments over the base, and more importantly for bullet-to-damage efficiency start firing off volleys that only expend two round each. This make a huge difference between the "know how to pick it up and hold the trigger down folks" and the "live it, love it, want more of it gunnbunnies"
Gothca... but the same sort of effect would be seen in a non-bullet counting system. The more accurate shooter would gets hits sooner in the sequence and with the right feats would mark off less ammo per increment. I agree that the system making a visible difference between these types of gunners is a good thing, i just think both mechanics do that.
Morgenstern said:
Hey swrushing

,
Never look at a Spycraft (or Stargate) ruleset without looking at the feats that affect it

. They
always work together to allow people to do a lot, but experts to do it better.
I don't, as such when i change a mechanic with a house rule i follow the feats that are affected and paty attention to them too. Figuring out how to fix toughness (as well as the other small hit point bonus abilities) when i ditched the hit points took a lot longer than the autofire feats did.
Morgenstern said:
Hey swrushing

,
If you really, really have to have bullet-for-bullet randomness, AND can't accept that from the untrained character's persective he's deciding "tap the trigger, tug the trigger for a moment, or hold it down intill the buzzing sound stops..." even if the player is thinking "If I take a 5-ft. step I'll be a range increment closer, and I can probably hit a defense of 18, so four bursts is the way to go..." then sure, have the player pick a number of volleys he's
trying to fire and having him roll a d6-3 to see how many actually come out, then roll another d6-3 to modify the exact number of bullets expended by the barage.
Why? Why should i even want to make the decisional basis for what happens something totally divorced from what the character is making his decisions on? Daniel is not worrying about or spending decision making time on "how many bullets" and he wont be whether it is a perfect count system or a guess on the count random shift system. its not as much "can daniel count bullets accurately" but rather "is counting bullets a factor at all in his thinking.
The factors which determine how many rounds he fires for daniel are very simple and easy to determine:
1. Is the gun still firing?
2. Is the bad guy still up?
3. Does it look like my shots are doing anything?
Thats it.
Each of those are perfectly applicable, describale, and useful pieces of info within the game as well as the character world.
So why would i want to throw all those elements out and use instead a bunch of other parameters (what is the remaining ammo by 3, how many volleys do i want to fire beofre seeing any results)?
It just seems more logical to base the factors that are used for the PLAYER decision mathc the factors that would go into the character making the decision.
Morgenstern said:
Hey swrushing

,
If he's got the Speed Trigger feat, switch to using d4-2s for both rolls. Not a big deal

. 10-second optional rule. But to blast a book over something like that really seems a little silly to me

.
Here we go again.
Maybe someday, we will be spared this nonsense.
If you had read my posts, especiallyu my review from early in the thread, you will find that I endorsed the book, did a pretty good job at it iirc. In this review i said
"While it does have flaws, the book is well worth its price and will serve a GM wanting to run a stargate game well from both a rules perspective and a genre setting perspective."
and i said...
"The "problems" are easy to fix (Well swapping out hit points takes a bit of effort) and relative to the good stuff are not that serious."
and i then said...
"As a final summary, i am using their book for my game, with my own house rules to plug the problems, so that should give you a rough notion of my overall feel. it is worth it."
and even a little further back I said...
"While i list these in brief, these two are big IMO. So, dont let the fact that I spend more bandwidth explaining the cons to give you reasons to believe the cons outweigh the pros."
So, frankly, morganstern, if this is what you want to use to go off on this "blast a book" over is silly nonsense, then I guess we get a good notion of what kind of reasoned analysis and perception to expect from those people working on spycraft?
Even though it may be totally lost on those who work on Spycraft, there is a difference between criticising a mechanic or even several mechanics in a game book and "blasting the book" and I did more than a little to bring that out in my review... even though that seemed lost on you.
geesh.
Maybe a caution about overzealous defenders going overboard against criticisms of any mechnics should be added to my reviews?