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Theodrim Lieutenant
Joined: 18 May 2014 Posts: 78
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Posted: Wed Jan 07, 2015 11:40 pm Post subject: |
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atgxtg wrote: | YUp. Couldn't agree with you more. Unfortunately, most RPGs tend to make the damage potential a function of the weapon- or at least make it the overwhelming factor. There are only a handful than don't.
Realistically, just about ANY weapon has the potential to kill ANY person with a single attack. How probable such an outcome would be depends on circumstances and skill. |
There are a few, but honestly they're just not very fun as the game quickly gets bogged down by oodles of extra rolls, calculating the aftermath of an attack, and whatnot. If your group is into hardcore crunch, I could see their merit...but mine isn't. With my group, the big two consequences pay-wise is they become extremely risk-averse, and tend to take their time, stack force multipliers, and only commit to combat when they're positively certain they can win with little room for chance.
Which doesn't make for a very Star Wars-like game, at least in my opinion. It really cuts into the "high adventure/space opera" feel. If nothing else, one could always give the SpecFor combat overage rules a chance -- although it's been my experience they make for an exceptionally lethal game that turns players risk-averse to the extreme. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Jan 08, 2015 11:41 am Post subject: |
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Actually not all get bogged down that way.
One RPG that I love is the old Jame Bond RPG. In that game weapons were assigned a damage class, and that was cross indexed with the quality rating of the result (read success level) to get the wound taken.
For instance, a typical light pistol might do LW/LW/HW/HW meaning that most hits will inflict a Light Wound (LW) but a really good hit will inflict a Heavy Wound.
It played very fast.
There was even a called shot rule where you could up the damage at a penalty to hit.
As far as the Spec Forces option goes probably the best variant in terms of speed, playability and lethality is to adapt from the old 1st Edition rules upgrade for shots to vital locations on capital ships.
Before the shot trade of 2D of skill for 1D of damage. This keeps the damage down to reasonable levels of lethality, and prevents PCs from getting slaughtered when a mook rolls the inevitable lucky shot due to the wild die. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2290 Location: Seattle, WA
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Posted: Thu Jan 08, 2015 12:27 pm Post subject: |
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I kind of like that variant rule, trading 2 for 1.
And at, since you (like me) love the old James Bond 007 RPG, have you heard of the new version, called Classified?? From what I've heard, it's basically a remake, but with updated weapons and the like. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Jan 08, 2015 1:43 pm Post subject: |
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DougRed4 wrote: | I kind of like that variant rule, trading 2 for 1. |
Somebody else around here suggested it first. 1 for 1 gets a bit too much. You wind up with someone like Jango Fett being able to snipe starfighters with a pistol.
DougRed4 wrote: |
And at, since you (like me) love the old James Bond 007 RPG, have you heard of the new version, called Classified?? From what I've heard, it's basically a remake, but with updated weapons and the like. |
No I haven't. I WILL check that out. Know anymore about it?
Okay, I bought the PDF!
It's pretty much the old Bond RPG with bits from the Q Manual and other supplements tossed in and the serial numbers filed off. Most of the changes to the rules are replacing D6s with D10s or % dice. Such as for Draws and for the random NPC tables. Some of the new car and weapon stats are nice to have, but I've been doing that for years. Layout and appearance are, IMO a step backwards. looks more like something from.Taskforce Games Still, it's nice to know the game system has survived. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2290 Location: Seattle, WA
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Posted: Thu Jan 08, 2015 3:08 pm Post subject: |
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You now know more about it than I do. I think it was for sale via Lulu for awhile (for a softbound book), but then he removed it, I think.
There's supposed to be a modern adventure, too; not sure if that ever got made. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Jan 08, 2015 4:08 pm Post subject: |
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DougRed4 wrote: | You now know more about it than I do. I think it was for sale via Lulu for awhile (for a softbound book), but then he removed it, I think. |
Yeah, not by much though. I just shelled out the $15 for a peek. It's up at drivethru.
DougRed4 wrote: |
There's supposed to be a modern adventure, too; not sure if that ever got made. |
Yup, it's up at drivethru too. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 08, 2015 6:24 pm Post subject: |
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Talking about bond. Any on ever have their PCs hide their blasters in innocuous items like bond always seemed to have? even if it was just say a one shot item like that bullet cigarette, or a camera gun? _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Jan 08, 2015 7:24 pm Post subject: |
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I had a character who would hide his lightsaber in a toolkit. I walked around many a Star Destroyer masquerading as an Imperial Techie.
And I had another character who put all sorts of stuff into his droid. Some of the fun bits were the shoulder straps so I could use the droid's repulsorlift to fly over obstacles.
But those were both me. Most of my players are less subtle. If it isn't worth a bonus to Intimidate, they don't want it. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2290 Location: Seattle, WA
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Posted: Thu Jan 08, 2015 9:33 pm Post subject: |
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I can't honestly think of any games where I've hid items like that. I used to play Top Secret, but mostly with the James Bond game I was the one running. I can't think of times where it's happened much in SW either (though my son played a Clawdite that concealed a hold-out blaster for awhile). _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Thu Jan 08, 2015 10:06 pm Post subject: |
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My son is currently playing an astro-mech droid with a holdout blaster built into his dome. It was the largest I would have let him fit in there, turns out that was all he wanted, a little surprise for when the poo doo hit the fan, and he had to give up some standard equipment just to make room.
Yes, I allow PC droids.
He has a nice little soundboard on his tablet for "communicating" with the party when not jacked into the ship. _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Jan 09, 2015 9:11 am Post subject: |
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I'd have let him hold more. R2-D2 hid Luke's lighsaber. Just make sure that the weapon fits into the compartment. We had an astreomech store a micro grenade launcher. Smoke and Stun greandes are remarkable good for them, since they are mostly immune to the effects.
One of the funniest wishes for equipment from a droid was when our R2 unit (which kept getting damage in combat) went and sawed the shield generator off of a Droideka that the group had taken out. it had enough droid repair skill to try and figure out a way to install it. |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Fri Jan 09, 2015 11:24 am Post subject: |
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garhkal wrote: | Talking about bond. Any on ever have their PCs hide their blasters in innocuous items like bond always seemed to have? even if it was just say a one shot item like that bullet cigarette, or a camera gun? |
Blaster, no. But I did once play a character that hid his lightsaber in a case for a pair of macrobinocs and had the binocs, powered up and turned on, sitting on top of the lightsaber to mask its power source.
Thankfully I passed my hide roll. _________________ No matter where you go, there you are... |
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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Fri Jan 09, 2015 12:02 pm Post subject: |
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Bobmalooga wrote: | garhkal wrote: | Talking about bond. Any on ever have their PCs hide their blasters in innocuous items like bond always seemed to have? even if it was just say a one shot item like that bullet cigarette, or a camera gun? |
Blaster, no. But I did once play a character that hid his lightsaber in a case for a pair of macrobinocs and had the binocs, powered up and turned on, sitting on top of the lightsaber to mask its power source.
Thankfully I passed my hide roll. |
On the concealment front, has anyone come up with stats for "Confounders".
They were used quite a bit in the Jax Paven books. They are small sensor jammers used to mask small areas (pocket), and low power signatures.
My thought is to give them a D value that adds to the sensors difficulty. _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2290 Location: Seattle, WA
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Posted: Fri Jan 09, 2015 5:15 pm Post subject: |
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I've given my characters a Jedi artifact (from way back in the Old Republic days) that masks Force activity, though I've yet to actually stat it. It's always left on their ship. Of course, it will be tough to figure out how the Miraluka (the ship's pilot) gets around his own ship, if the Force is being hindered or dampened on that ship.
That same player has a hidden compartment on the ship that he wants to be immune to Force Sight, though he's not yet articulated how he expects to do that... _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 10, 2015 6:39 pm Post subject: |
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How masked does it make the activity? Is it like the Yssilmari in it makes a force 'dead' bubble? Does it just dampen the force use inside, so the "Ripples' don't go out? _________________ Confucious sayeth, don't wash cat while drunk! |
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