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Weapons, weapons, weapons!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6251955" data-attributes="member: 20805"><p>4) Reach weapons are listed with a reach measured in feet while ranged weapons are measured in squares. This wasn't immediately obvious and caused some confusion.</p><p></p><p>5) Glass Cannons and flurry of misses. This is more a point about the Defence-HP-SOAK-Damage dynamics. Rolling for health resulted in two of my players having 'low' health scores. 7 and 9 respectively. A 'standard' pistol deals 2D6, more than enough to drop either of them. Put that in the hands of someone with marksmanship skill and a hit is almost guaranteed to take them out. The Sulliman brothers had 12 Health, so they could take a shot or two, plus they wore armor. They also had a Defence of 25, which meant that an average human (Agi 4) could not hit them without ranks in marksmanship, masterwork weapons, some method of 'getting the drop' on them, or rolling exploding 6s. The T-Rex is just a killing machine with 10D6 (average 30) to both hit and damage, the only way to survive is to stay out of range.. which might be the right feel for him.</p><p></p><p> But I don't think that this is the right balance overall as combat turns into a challenge to see who gets the first hit in. Fun when the players are first, but sucks when the NPCs get to ambush. Which makes it hard to have stories where the bumbling bad guys never get the first shot, but I digress.</p><p></p><p> How to fix? Oi. That is the hard question. I think hitting more often, but having more options for gaining soak...but options to bypass the soak with either called shots or the right type of damage.</p><p> Perhaps drop the defense calculation to 5 + (AGIx3) and grant everyone a base SOAK equal to their WILL. Narratively its the determination to fight through the pain. Then drop all bonus damage dice from skills or equipment, so the master ranked unarmed combatant isn't dealing 5D6 damage with his fists. Instead ranks can be spent learning combat tricks like quickdraw, rapid reload, crippling strike {reduce targets speed by half for one round}, etc..</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6251955, member: 20805"] 4) Reach weapons are listed with a reach measured in feet while ranged weapons are measured in squares. This wasn't immediately obvious and caused some confusion. 5) Glass Cannons and flurry of misses. This is more a point about the Defence-HP-SOAK-Damage dynamics. Rolling for health resulted in two of my players having 'low' health scores. 7 and 9 respectively. A 'standard' pistol deals 2D6, more than enough to drop either of them. Put that in the hands of someone with marksmanship skill and a hit is almost guaranteed to take them out. The Sulliman brothers had 12 Health, so they could take a shot or two, plus they wore armor. They also had a Defence of 25, which meant that an average human (Agi 4) could not hit them without ranks in marksmanship, masterwork weapons, some method of 'getting the drop' on them, or rolling exploding 6s. The T-Rex is just a killing machine with 10D6 (average 30) to both hit and damage, the only way to survive is to stay out of range.. which might be the right feel for him. But I don't think that this is the right balance overall as combat turns into a challenge to see who gets the first hit in. Fun when the players are first, but sucks when the NPCs get to ambush. Which makes it hard to have stories where the bumbling bad guys never get the first shot, but I digress. How to fix? Oi. That is the hard question. I think hitting more often, but having more options for gaining soak...but options to bypass the soak with either called shots or the right type of damage. Perhaps drop the defense calculation to 5 + (AGIx3) and grant everyone a base SOAK equal to their WILL. Narratively its the determination to fight through the pain. Then drop all bonus damage dice from skills or equipment, so the master ranked unarmed combatant isn't dealing 5D6 damage with his fists. Instead ranks can be spent learning combat tricks like quickdraw, rapid reload, crippling strike {reduce targets speed by half for one round}, etc.. [/QUOTE]
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