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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="Yora" data-source="post: 8399703" data-attributes="member: 6670763"><p>Even with WWN looking like a great fantasy game the system is looking even more fun for space campaigns.</p><p></p><p>The Snap Attack action in WWN looks interesting, but moving your attack to a point earlier in the round for a -4 penalty doesn't seem to useful in a fantasy campaign where weapons deal 1d6 or 1d8 damage, and many monsters they encounter have 4 hit dice and more.</p><p>But in a space game, where ranged weapons with 2d8 or more damage are common, and most enemies will be expected to be average soldiers or criminals, the ability to skip the initiative order for a -4 attack roll penalty sounds like a really fun option.</p><p></p><p>Imagine you are going to meet a small criminal for information, and as you approch him a bounty hounter steps out on the street, gets highest initiative, and raises his rifle.</p><p>Snap Attack! You skip ahead and quick draw your pistol (part of the Main Action to attack) to shot the bounty hunter or at least distract him while the criminal gets to cover. The criminal could easily get killed in one hit, and you might also be able to kill the bounty hunter in one hit.</p><p>Now for extra fun, the GM can also shout Snap Attack! Instead of you shoting first before the bounty hunter, he turns around to shot at you, and you both shoot at each other similtaneously.</p><p>Also remember, warriors have the ability to turn a miss into a hit once per scene. (Both in Stars and in Worlds.) Combined with Snap Attack, that makes pure Warrior a really interesting choice compared to partial Warrior, who doesn't get it.</p><p></p><p>A moderately interesting option in fantasy, but something I'd try to use all the time in a space game.</p><p></p><p>Shock damage now also seems much more worthwhile. Melee weapons are no longer the default attack that often deals more damage than the ranged weapons. It's now the unusual way to fight that also deals much less damage. Knowing that an ene,y charing you with a blade will hurt you no matter what makes it a lot more threatening. And a more interesting option than to keep shoting at an enemy who shots from behind cover. Cause a distraction and then one guy charges him with a sword.</p></blockquote><p></p>
[QUOTE="Yora, post: 8399703, member: 6670763"] Even with WWN looking like a great fantasy game the system is looking even more fun for space campaigns. The Snap Attack action in WWN looks interesting, but moving your attack to a point earlier in the round for a -4 penalty doesn't seem to useful in a fantasy campaign where weapons deal 1d6 or 1d8 damage, and many monsters they encounter have 4 hit dice and more. But in a space game, where ranged weapons with 2d8 or more damage are common, and most enemies will be expected to be average soldiers or criminals, the ability to skip the initiative order for a -4 attack roll penalty sounds like a really fun option. Imagine you are going to meet a small criminal for information, and as you approch him a bounty hounter steps out on the street, gets highest initiative, and raises his rifle. Snap Attack! You skip ahead and quick draw your pistol (part of the Main Action to attack) to shot the bounty hunter or at least distract him while the criminal gets to cover. The criminal could easily get killed in one hit, and you might also be able to kill the bounty hunter in one hit. Now for extra fun, the GM can also shout Snap Attack! Instead of you shoting first before the bounty hunter, he turns around to shot at you, and you both shoot at each other similtaneously. Also remember, warriors have the ability to turn a miss into a hit once per scene. (Both in Stars and in Worlds.) Combined with Snap Attack, that makes pure Warrior a really interesting choice compared to partial Warrior, who doesn't get it. A moderately interesting option in fantasy, but something I'd try to use all the time in a space game. Shock damage now also seems much more worthwhile. Melee weapons are no longer the default attack that often deals more damage than the ranged weapons. It's now the unusual way to fight that also deals much less damage. Knowing that an ene,y charing you with a blade will hurt you no matter what makes it a lot more threatening. And a more interesting option than to keep shoting at an enemy who shots from behind cover. Cause a distraction and then one guy charges him with a sword. [/QUOTE]
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