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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Sat Jan 14, 2017 10:41 pm Post subject: |
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shootingwomprats wrote: | I have been toying with mechanic that adds a new range called Engaged. Which is 0-3 meters. Most hand weapons are not effective at this range so it fits. Once you have entered Engaged range you perform brawling and melee attacks. |
Umm, ok. So what species can punch someone from about 10 feet away? |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sat Jan 14, 2017 10:54 pm Post subject: |
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Sorry I meant, "Most ranged weapons are not effective at this range..."
As for what species? There are all sorts of real world models that show a person with a melee weapon can close the distance of 10-20 feet I think and attack the person before they can effectively fire at them. Effective fire meaning drawn a bead on the target and fire. Granted I think some of those models included drawing the weapon as well.
Bottom line, a person can effectively close the distance of 10' without much effort. Besides, this mechanic fills a hole in the system that I feel has been there for some time. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Sat Jan 14, 2017 11:02 pm Post subject: |
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My thoughts in no particular order.
1. DO NOT make it "blasters are illegal here" Because thats a huge tip off and (not unreasonable) PC logic translates that to "No one here will have guns, EXCEPT people who want to kill us.
2. Do your PCs have decent melee skills so it doesn't end up looking like a total hopeless GM fiat beatdown?
3. Don't give the pirates some special anti-blaster gear unless you are prepared for PCs to unleash it on the universe at large afterwards.
4. Best option IMO is to go with some environmental condition. Eg. some background radiation that destabilizes blaster gas. Some charged dust particles that short out blasters when fired.
5. Be careful not to make the effect something that disables to wide a swath of technological devices or someone will ask "then why do vibroblades still work?"
6. If some PC reaches under his coat and whips out a slug thrower pistol that will still work congratulate the player on his foresight and versatility and move on. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 15, 2017 1:51 am Post subject: |
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shootingwomprats wrote: | Sorry I meant, "Most ranged weapons are not effective at this range..."
As for what species? There are all sorts of real world models that show a person with a melee weapon can close the distance of 10-20 feet I think and attack the person before they can effectively fire at them. Effective fire meaning drawn a bead on the target and fire. Granted I think some of those models included drawing the weapon as well.
Bottom line, a person can effectively close the distance of 10' without much effort. Besides, this mechanic fills a hole in the system that I feel has been there for some time. |
They do. Heck in my security guard training, we used 'lipstick round' live ammo, and tested that, with everyone wearing thick clothing (so it wouldn't hurt as much'. THE General range most of us were safe to hit the target before they rushed and sliced us, was just over 40ft (and we had measured out ranges in groups of 5ft with markers on the floor). A few of the better guys were able to do it at between 30-35ft.. NO ONE managed it at less than 30ft.
Quote: | 6. If some PC reaches under his coat and whips out a slug thrower pistol that will still work congratulate the player on his foresight and versatility and move on. |
One DM made that mistake with my PC way back.. Planet we went to under Imp control, had heavy blaster restrictions for ANYTHING beyond a standard pistol.. Not even sporting rifles or blaster carbines were allowed..
BUT i had no issue waltzing through with a shotgun, since most imps see a firearm and go "Why you got that archaic piece of xyz"..
Then when we went to fight the enemy stormies and the dark jedi leader, i wipped it out and blasted him at 20ft!! With the accompanying "I'd like to see you deflect THAT you b/stard"... _________________ Confucious sayeth, don't wash cat while drunk! |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 15, 2017 3:27 am Post subject: |
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garhkal wrote: | Then when we went to fight the enemy stormies and the dark jedi leader, i wipped it out and blasted him at 20ft!! With the accompanying "I'd like to see you deflect THAT you b/stard"... |
I am decidedly reminded of Trinity in the first Matrix movie saying "Dodge this." _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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Ninja-Bear Lieutenant Commander
Joined: 26 Sep 2016 Posts: 209
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Posted: Sun Jan 15, 2017 1:59 pm Post subject: |
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im definately going with an enivromental approach. Plus I figure that vibros are self sealed therefore work but lightsabers can also short-out. |
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Sun Jan 15, 2017 11:15 pm Post subject: Re: How to con the players into melee combat |
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garhkal wrote: |
In many tv shows we see people in close trying to 'shoot' but getting brawled/melee, to where they can't hit jack.. So perhaps someone that close in, being shot at, can use his or her melee/brawl parry instead of dodge.. |
This is how I handle it.
As a result, if you start the encounter with the PC's getting 'jumped', then the opponents can start at melee combat range. When the PC's try to bring their blasters to bear, you can have the enemies make 'parry' rolls to push the muzzles away from them; if the parry is done well enough perhaps the blaster gets dropped to the floor, in a disarming action.
Any melee weapon the players have on hand is going to look pretty attractive right about then. |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Jan 16, 2017 1:57 pm Post subject: |
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Gungan personal shields reflect blaster bolts. That seems a good incentive to switch to melee. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Mon Jan 16, 2017 2:41 pm Post subject: |
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Sutehp wrote: | Why would a vibrorapier set off an explosive gas? It's not like they have sparks that would ignite anything. (Or do they?) How would a moving blade (even one as fast as a vibro-weapon) set off an explosive gas? |
I was wondering that myself
Sutehp wrote: | Also, I didn't know about that blaster-blocking gas. I'll have to look that up. I've heard of (fictional, obviously) low-tech lasers that could be blocked by smoke, since they're light-based, but I thought blasters worked differently and couldn't be blocked by any sort of gas, be it smoke, steam or what have you. (Are blasters plasma-based? I forget.) Finding out about a specific gas that can block blaster bolts is definitely a device with great story potential. |
Dampener Aerosol seems a bit underpowered (i.e. in a cost-to-benefit ratio, you really get a very small defensive power). They can see through it too! So I am inclined to make it available to PC's. Nobody would buy that over saving for better armor. Or at least I wouldn't. If I found it on the ground I'll probably take it, but you won't see me buying any. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 16, 2017 2:54 pm Post subject: Re: How to con the players into melee combat |
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Dredwulf60 wrote: | garhkal wrote: |
In many tv shows we see people in close trying to 'shoot' but getting brawled/melee, to where they can't hit jack.. So perhaps someone that close in, being shot at, can use his or her melee/brawl parry instead of dodge.. |
This is how I handle it.
As a result, if you start the encounter with the PC's getting 'jumped', then the opponents can start at melee combat range. When the PC's try to bring their blasters to bear, you can have the enemies make 'parry' rolls to push the muzzles away from them; if the parry is done well enough perhaps the blaster gets dropped to the floor, in a disarming action.
Any melee weapon the players have on hand is going to look pretty attractive right about then. |
Heck if at range, the enemy's first action could be to SHOOT the weapons (called shots with say that blaster buster weapon from Galadiniums)..
Error wrote: |
Dampener Aerosol seems a bit underpowered (i.e. in a cost-to-benefit ratio, you really get a very small defensive power). They can see through it too! So I am inclined to make it available to PC's. Nobody would buy that over saving for better armor. Or at least I wouldn't. If I found it on the ground I'll probably take it, but you won't see me buying any. |
At first it does. BUT when you see standard people having 2d str, give them a blast vest (2d+2 now to resist), and most weapons are 4d (pistols at least), that -1d damage, now has the overage being a mere 2 points on ave..
However i DO feel multiple 'doses' should stack up to say a max of -3d... _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Jan 16, 2017 6:00 pm Post subject: |
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Best way to get players into melee combat in SW? Give them lightsabers! |
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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Mon Jan 16, 2017 7:21 pm Post subject: Re: How to con the players into melee combat |
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garhkal wrote: | At first it does. BUT when you see standard people having 2d str, give them a blast vest (2d+2 now to resist), and most weapons are 4d (pistols at least), that -1d damage, now has the overage being a mere 2 points on ave..
However i DO feel multiple 'doses' should stack up to say a max of -3d... |
I am inclined to agree with multiple doses in adjacent spaces could stack, like if a blaster bolt had to pass through three clouds to hit someone—then it would be -3D. Or yeah if you really want, let someone dose a given locus 100 times and give passing bolts -100D, it's not really a tactical advantage after their opponents figure out they need to go around it, or use weapons other than blasters.
EDIT: I could see some of the more "rogue-ish" character builds, e.g. those with dice in Acrobatics, Sneak, Climb/Jump, Hide, Melee, etc. making good use of this stuff. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera.
Last edited by Error on Mon Jan 16, 2017 7:24 pm; edited 1 time in total |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Mon Jan 16, 2017 7:23 pm Post subject: |
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Naaman wrote: | Best way to get players into melee combat in SW? Give them lightsabers! |
It's also the quickest way to end the melee combat if they're non-Jedi who don't know how to use their lightsabers and subsequently cut their own arms off.... _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 17, 2017 1:38 am Post subject: Re: How to con the players into melee combat |
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Error wrote: | garhkal wrote: | At first it does. BUT when you see standard people having 2d str, give them a blast vest (2d+2 now to resist), and most weapons are 4d (pistols at least), that -1d damage, now has the overage being a mere 2 points on ave..
However i DO feel multiple 'doses' should stack up to say a max of -3d... |
I am inclined to agree with multiple doses in adjacent spaces could stack, like if a blaster bolt had to pass through three clouds to hit someone—then it would be -3D.. |
Now that i can also agree with. So someone could pop a canister for a screen in front of him, someone else could pop a 2nd canister in front of that and a third could go where they stand.. creating a 3d screen... _________________ Confucious sayeth, don't wash cat while drunk! |
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TauntaunScout Line Captain
Joined: 20 Apr 2015 Posts: 981
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Posted: Tue Jan 17, 2017 11:32 pm Post subject: |
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I still really feel like something is missing in this thread, from Cracken's Field Guide. Maybe I'm remembering it wrong it's been years. But as I remember it, yes, the bonus DID stack, of you had multiple clouds of it, as the blaster bolt passed through eahc one it was a further negative damage modifier. |
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