DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
|
Posted: Sat Feb 20, 2016 9:42 pm Post subject: |
|
|
recoveringgeek wrote: | Sincere thanks DougRed4, I had some of those already.
Our first session went well, they connected with the rules better than I thought they would, and the rules for Specialization at character creation alleviated some of their concerns about "sameness".
I have a couple of rules questions that came up during our mock combat;
Movement
In the REUP PDF, page 78;
Quote: | After every character has taken his/her first action, the characters on the first side take their second actions. |
In the REUP, page 80-81;
Quote: | Actions That Take Time...
Move: Maneuver 51% of the character’s Move or more around
the area. |
In the REUP, page 107
Quote: | Character Movement
Moving is an action, just like firing a blaster or dodging an attack. |
The scenario presented to me by my players was the following;
A Melee attacker declares two Actions.
Defender declares two Actions.
First Action: Melee attacker declares a Move, and moves to melee range.
First Action: Defender declares a Move, and moves out of melee range.
Second Action: Melee attacker declares a Move, and moves (again) to melee range.
Second Action: Defender declares a Move, and moves out of melee range.
Does a Move Action count as an "action"? Does this prevent melee-based combat characters from being as effective in combat? Since a defender could always choose to use an available Action to move away, provided they still had an Action available.
Can you move and attack on the same Action, however you still incur a -1D Multiple Action penalty?
Combat
In the REUP, page 96;
Quote: | Combat Options
Hit Locations
Head
Difficulty Modifier +1D
Damage Modifier +12 |
This seems like a really easy way to add +12 damage to every attack. The +1D modifier to the difficulty isn't very hard to overcome.
Uisng Rules-As-Written, is this always available as an attack option? We couldn't find anything regarding situational modifiers, when you couldn't choose to make a called shot for the head every round. |
That might be something new to REUP, as I don't recall ever seeing anything about 51% of moves before. Seems like you could end up with strangeness with chases doing it that way. _________________ 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 |
|