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<blockquote data-quote="swrushing" data-source="post: 1219495" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p></p><p>I agree this is a root cause, it brings in the whole military scifi feel. That does not however make me dislike the decisions less.</p><p></p><p></p><p>Yup. TO me hit points, or wounds vitality as they call it, don't do guns well. It certainly doesn't seem to do the show well much at all.</p><p></p><p>My autofire concern is simple, it doesn't work the way autofire does in the show. It presents a completely different set of decisions and timing to the player.</p><p></p><p>By the book, using autofire, the player/character decides before shooting to hose down the jaffa (Think daniel in the corridor in the mothership at end of season one when a jaffa turns the corner)... he picks ahead of time how many rounds TO THE ROUND he will expend in this shot. Then he rolls and no matter what happens he stops shooting at precisely that numnber of rounds. So, if after those rounds the jaffa is still standing there, even if he still has bullets left, he just stops shooting. Is this because daniel feels like he should give the jaffa a chance?</p><p></p><p>Their view is "pick your bullets before hand then roll and see what happens and hope you roll really really well and get multiple hits.</p><p></p><p>The way autofire hosing him down is represented in the show is that daniel points the gun (its hard to use the word aim for early daniel gunplay) and holds down the trigger watching the bullets bounce all around and off the jaffa and HE KEEPS DOING THIS until either the gun goes empty of the jaffa goes down. There is NO bullet counting. There is no BY CHOICE stopping before the jaffa goes down to give him a chance. </p><p></p><p>The system I use has the character mark off batches of bullets then roll a result and then keep marking off batches bullets and applying more results until he either runs out or chooses to stop with a random roll to adjust the shots fired (which helps to keep autofire very bullet inefficient.) </p><p></p><p>This puts the PLAYER decisions and the input he uses to make those decisions ("do i keep firing is judged by whether the guy is still up NOW, not how many bullets i hoped it would take before i started firing") are the same decisions and inputs the CHARACTER has.</p><p></p><p>Of course, maybe some people think the injured daniel started shooting by thinking "i will fire only 15 bullets and then stop...1..2..3..4..5..." and so would find that an appropriate model. <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>Edit: Also their autofire combines multiples hits into single damage batches. This means that you get better penetration... 5 hits does 5d10+5 for instance and youn apply armor against that. My system deals the damage in individual increments, so getting 10 P90 rounds to hit the goa'uld defense shield will simply earn you 10 bounces, not a single 10d10+10 applied vs a 40 DR and likely penetration for damage.</p><p></p><p></p><p>Well, actually in this system it seems important. First off, from the characters i have generated, the standard sg bundle and even routine gear will push then into medium encumbered. Second, when their system goes to the point of making 1/2 bottles of pills worth including, one would also think that ammo weight, which is much more, would be too.</p><p></p><p>Finally, the designers have made posts about how running out of ammo is a significant thing, even commenting that, for instance, making staff weapons not use clips and having unlimited shots would be a gross advantage. From these it would seem inconsistent and illogical and even down right silly to exclude ammo from one of the primary equipment limiting aspects... weight and encumbrance. With ammo being easy to req, 100 rounds per gear pic, a four man team could choose easily to walk in with well over 1000 extra rounds of ammo... all carried at no weight.</p><p></p><p>Of course, the could have put a lot less emphasis on gear and weights. If they did not weight out everything from pills to flares to weapon slings and used a more abstract system, the ammo thing would not seem as silly.</p><p></p><p></p><p>Exactly as i said it. The pros outweigh the cons, even though the cons take a little more space to describe.</p><p></p><p></p><p></p><p>I only have stargate to go on and so far I would say interms of giving you good references, you are right. I find their "mechanics" of the setting tho (how well do their setting specific rules mesh with the setting) to be very much lacking. It feels like, as you stated above, they stuck too closely to their Spycraft roots and it works very much like making the setting RULES work into the spycraft system than making the spycraft system rules work into the setting.</p><p></p><p>It did not take me more than a half hour to redo the zat, staff weapon, and karakesh to match the show tho.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 1219495, member: 14140"] [/QUOTE] I agree this is a root cause, it brings in the whole military scifi feel. That does not however make me dislike the decisions less. Yup. TO me hit points, or wounds vitality as they call it, don't do guns well. It certainly doesn't seem to do the show well much at all. My autofire concern is simple, it doesn't work the way autofire does in the show. It presents a completely different set of decisions and timing to the player. By the book, using autofire, the player/character decides before shooting to hose down the jaffa (Think daniel in the corridor in the mothership at end of season one when a jaffa turns the corner)... he picks ahead of time how many rounds TO THE ROUND he will expend in this shot. Then he rolls and no matter what happens he stops shooting at precisely that numnber of rounds. So, if after those rounds the jaffa is still standing there, even if he still has bullets left, he just stops shooting. Is this because daniel feels like he should give the jaffa a chance? Their view is "pick your bullets before hand then roll and see what happens and hope you roll really really well and get multiple hits. The way autofire hosing him down is represented in the show is that daniel points the gun (its hard to use the word aim for early daniel gunplay) and holds down the trigger watching the bullets bounce all around and off the jaffa and HE KEEPS DOING THIS until either the gun goes empty of the jaffa goes down. There is NO bullet counting. There is no BY CHOICE stopping before the jaffa goes down to give him a chance. The system I use has the character mark off batches of bullets then roll a result and then keep marking off batches bullets and applying more results until he either runs out or chooses to stop with a random roll to adjust the shots fired (which helps to keep autofire very bullet inefficient.) This puts the PLAYER decisions and the input he uses to make those decisions ("do i keep firing is judged by whether the guy is still up NOW, not how many bullets i hoped it would take before i started firing") are the same decisions and inputs the CHARACTER has. Of course, maybe some people think the injured daniel started shooting by thinking "i will fire only 15 bullets and then stop...1..2..3..4..5..." and so would find that an appropriate model. :-) Edit: Also their autofire combines multiples hits into single damage batches. This means that you get better penetration... 5 hits does 5d10+5 for instance and youn apply armor against that. My system deals the damage in individual increments, so getting 10 P90 rounds to hit the goa'uld defense shield will simply earn you 10 bounces, not a single 10d10+10 applied vs a 40 DR and likely penetration for damage. Well, actually in this system it seems important. First off, from the characters i have generated, the standard sg bundle and even routine gear will push then into medium encumbered. Second, when their system goes to the point of making 1/2 bottles of pills worth including, one would also think that ammo weight, which is much more, would be too. Finally, the designers have made posts about how running out of ammo is a significant thing, even commenting that, for instance, making staff weapons not use clips and having unlimited shots would be a gross advantage. From these it would seem inconsistent and illogical and even down right silly to exclude ammo from one of the primary equipment limiting aspects... weight and encumbrance. With ammo being easy to req, 100 rounds per gear pic, a four man team could choose easily to walk in with well over 1000 extra rounds of ammo... all carried at no weight. Of course, the could have put a lot less emphasis on gear and weights. If they did not weight out everything from pills to flares to weapon slings and used a more abstract system, the ammo thing would not seem as silly. Exactly as i said it. The pros outweigh the cons, even though the cons take a little more space to describe. I only have stargate to go on and so far I would say interms of giving you good references, you are right. I find their "mechanics" of the setting tho (how well do their setting specific rules mesh with the setting) to be very much lacking. It feels like, as you stated above, they stuck too closely to their Spycraft roots and it works very much like making the setting RULES work into the spycraft system than making the spycraft system rules work into the setting. It did not take me more than a half hour to redo the zat, staff weapon, and karakesh to match the show tho. [/QUOTE]
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