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Few questions (Semi Longish)
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faus7rav3n
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PostPosted: Thu Dec 08, 2011 3:56 pm    Post subject: Few questions (Semi Longish) Reply with quote

First off an introduction and little history, I'm new to the forums but not to the game. I started playing SWD6 in about 15 years ago during Junior H.S., played for almost 6 years with a single, storied character. I joined the military and started playing a myriad of other games to include D&D, Aberrant, Trinity, Exalted, Pathfinder, and most recently SW Saga. I only started GM'ing about 2 years ago but I found a niche and stuck with it. I grew bored with the combat sequences in SW Saga since most combats tended to be HP slogs with CT usage making it interesting but ultimately didn't accurately represent the deadlyness of blaster combat. Then I remembered SWD6 and how easy it was to lose a character.

So my gaming comes full circle now as I return to SWD6 the game that started it all for me. The 6 player group I run has been playing SW Saga for almost 2 years with the same characters. Most of the players were rank green troopers when we started roleplaying and have since become seasoned operators. As this group was the teeth cutting for many of them I decided to run a Stormtrooper game and it's since grown a life of it's own, attracting some amount of notoriety apparently with people queued to join our group. The characters are currently undergoing training by Crix Madine(pre-defection) and his staff in preparation to assume the mantle of Storm Commandos. They have one more training adventure and they will effectively become Commandos. With that bit of info I have some questions.

Coming back to the game after several years I find some of the rules a bit lacking in explanation/effect(if that's what I can say in a make believe universe). The ruleset I'm using is 2R&E

- Blaster Fire Rate -
Coming from Saga, Stormtrooper blaster rifles have a Semi/Autofire setting, allowing for burst/auto fire modes, giving the greenest character the ability to suppress enemies. In D6 most if not all blasters have a 1 Fire Rate. Fire rate according to 2R&E shows that number as firing 1/round. This to me is extremely low. Further more some slugthrowers show a fire rate of 2 or more. The Magna Caster which is a step backwards in technology for the SWU even has a 2 rate. From trolling these forums it seems that Blasters have a somewhat lower recoil than firearms precluding them to the ability to fire more shots, more accurately. Is there something techonological preventing them?

Something inside me screams that this is a limiting factor the designers imposed on the game to either limit Multiple actions bogging the game or limit potential damage per round. It makes sense to me that characters should be able to fire multiple shots in a given round without weapon limitation. If they have the skills to dodge as well that is. My players found the rules for MAPs quite a strong argument against conducting multiples. Some even attempted 4 declared actions...with 6D skills while trying to add extra reactions in there, they quickly saw how easy it was to reduce die codes. So how do you handle Fire Rates?

- Burst Fire -
I would really like to implement something for this since I'd like to see usage of Burst Firing as support and suppression as well as increased lethality. The rules whipped up on the Rancorpit FileShare seem quite strong given that they produce an additional Die of damage for a 3 round burst with no penalty/modification for firing multiple shots per BAS. I'm up for debate on how to make this more difficult to pull off. Penalties are typically something affecting the character while modifiers change the circumstances of accomplishment. I think a modifier most accurately reflects what's happening. Would raising the difficulty to hit by a level make this more believeable?

Example: Macio Kane, Squad Automatic Weapons Operator, declared 2 actions this turn and wants to fire a three round burst from his Light Repeater. His target is at Medium range making his difficulty code a Moderate 11-15, Bursting makes it Difficult, settling in at a 17 to hit his target. The target opts not to dodge gambling that his range and cover of 2D (Rolled 4) will protect him. Macio unleashes a shot rolling 5D for an amazing total of 24 blasting his target with concentrated accuracy. Since the burst hit, the die code on the weapon raises from 5D to 6D. {Dmg rolls, target crumples to a heap all is well}

Thoughts?
Penalties for multiple bursts in sequence?
Bracing/Bipods?

- Wound Tables -
This should be an easy one. If a character gets hit and resists the damage of the attack: Do you impose a stun condition for the remainder of the round and the next round since the wound chart indicates greater than or equal to 0?

- Reactions -
One of the things I mistakenly modified, but I think I might keep is in Reactions. I mistakenly changed a rule where if a character declares multiple actions for the round but finds that he/she is under intense fire may, after previously taking action in the round forsake their later actions to accomplish a Full Reaction at their current penalized die code to protect themselves for the remainder of the round granting them Range+MAP'd Dodge+Cover. Does this break the action economy? Do you think doing this should prevent movement? Is there something I'm not seeing here?

Technically a player could still take a shot and then devote the rest of the round to dodging/covering. Should I redact the ruling and use the given rules? If a player were still to Act, React, and Act again, the original Reaction rules would be in effect replacing Range with Dodge Score and subsequent MAPs. This would give 3 reaction options to players.

Full Reaction: No other actions; Range+Skill+Cover/Modifiers
Fighting Defensively: Prior actions allowed but ends turn when used; Range+Current MAP'd Skill+Cover/Modifiers
Reaction: Multiple Actions; MAP'd Skill replaces Range Difficulty

Example: Macio Kane, has declared 3 attack actions this turn! After identifying himself to his enemies as his teams base of fire in R1 Phase 2 he comes under intense fire. He's already taken 1 action under MAP for 3 actions. Rather than continue his Attack actions in the later phases of this round he opts to make a Defensive stand at his current MAP forsaking his final actions. He is at Med Range for Moderate Difficulty with a Dodge 5D reduced to 3D after MAP and is behind 1/2 Cover for 2D.

13 + 9 from his Dodge + 4 from Cover = 26. Enemies must reach roll a 26 to hit Macio for the remainder of the round.

Does this give too much leeway to the players? Is using the MAP'd dodge unfair?

I think this is all that I have for now. Any thoughts would be appreciated.

Thanks!
Tim
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jmanski
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PostPosted: Thu Dec 08, 2011 5:41 pm    Post subject: Reply with quote

For burst fire: I add +1d to hit or damage.
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Raven Redstar
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PostPosted: Thu Dec 08, 2011 6:40 pm    Post subject: Reply with quote

Quote:
- Blaster Fire Rate -
Coming from Saga, Stormtrooper blaster rifles have a Semi/Autofire setting, allowing for burst/auto fire modes, giving the greenest character the ability to suppress enemies. In D6 most if not all blasters have a 1 Fire Rate. Fire rate according to 2R&E shows that number as firing 1/round. This to me is extremely low. Further more some slugthrowers show a fire rate of 2 or more. The Magna Caster which is a step backwards in technology for the SWU even has a 2 rate. From trolling these forums it seems that Blasters have a somewhat lower recoil than firearms precluding them to the ability to fire more shots, more accurately. Is there something techonological preventing them?

Something inside me screams that this is a limiting factor the designers imposed on the game to either limit Multiple actions bogging the game or limit potential damage per round. It makes sense to me that characters should be able to fire multiple shots in a given round without weapon limitation. If they have the skills to dodge as well that is. My players found the rules for MAPs quite a strong argument against conducting multiples. Some even attempted 4 declared actions...with 6D skills while trying to add extra reactions in there, they quickly saw how easy it was to reduce die codes. So how do you handle Fire Rates?


From what I can see, while looking up the individual weapon stats for the Stormtrooper 1 blaster rifle and most others, they don't actually have a fire rate at all. Depending on which source you use to look it up that is… My assumption is that fire rate is imposed on certain blasters because of the amount of heat and/or stress placed on the weapon with each shot. Firing more than the fire rate equates to damaging the weapon, which not many sane people would want to do.

Now, the above isn't actually stated in any of the books that I've seen. They only mention the mechanic when you look at the various gunnery & blaster skills. If the fire rate system doesn’t suit your universe, I’d suggest getting rid of it. I rarely pay attention to such things. Now, this isn’t to say that I think that Stormtrooper One blaster rifles have a burst fire setting, if you’re looking for something along those lines, I would take a look at the Rules of Engagement: The Rebel Spec Force Handbook. They have much better specialized equipment for the types of ops you are running. Just change the brand name on the weaponry to Sorosuub to make it “Imperial issued.”

Quote:
- Burst Fire -
I would really like to implement something for this since I'd like to see usage of Burst Firing as support and suppression as well as increased lethality. The rules whipped up on the Rancorpit FileShare seem quite strong given that they produce an additional Die of damage for a 3 round burst with no penalty/modification for firing multiple shots per BAS. I'm up for debate on how to make this more difficult to pull off. Penalties are typically something affecting the character while modifiers change the circumstances of accomplishment. I think a modifier most accurately reflects what's happening. Would raising the difficulty to hit by a level make this more believeable?

Example: Macio Kane, Squad Automatic Weapons Operator, declared 2 actions this turn and wants to fire a three round burst from his Light Repeater. His target is at Medium range making his difficulty code a Moderate 11-15, Bursting makes it Difficult, settling in at a 17 to hit his target. The target opts not to dodge gambling that his range and cover of 2D (Rolled 4) will protect him. Macio unleashes a shot rolling 5D for an amazing total of 24 blasting his target with concentrated accuracy. Since the burst hit, the die code on the weapon raises from 5D to 6D. {Dmg rolls, target crumples to a heap all is well}

Thoughts?
Penalties for multiple bursts in sequence?
Bracing/Bipods?


In Rule of Engagement (Henceforth referred to as RoE), they have a few auto-fire blasters that have specific rules for using a system referred to as “constant-fire mode.” Constant-fire mode uses blast bursts (determined by the weapon) and states, Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower. I wouldn’t recommend adding in auto-fire options to standard blaster rifles, because that falls into the realm of the repeating blaster, which is a totally different specialization of the skill.

Now, I tend to agree with jmanski on this issue, for weapons capable of auto-fire/burst fire, give the weapon either +1D to hit or damage for every 3 blasts used. This is in line with combined action rules of 2nd Edition R&E. It gives a usable bonus, while at the same time it helps to chew through ammo stores, so should be used sparingly, especially by Commando units who may or may not be getting re-stocked with blast packs anytime soon. The penalty for firing lots of bursts is that your players chew through ammo stores, when put in a situation when there are more enemies than friendlies, this is its own penalty.

As for bipods, there is 1 blaster weapon that I’ve seen using a bipod, and that grants a +1D to blaster skill when the bipod is used. It seems a simple enough an answer to your question.

Quote:
- Reactions -
One of the things I mistakenly modified, but I think I might keep is in Reactions. I mistakenly changed a rule where if a character declares multiple actions for the round but finds that he/she is under intense fire may, after previously taking action in the round forsake their later actions to accomplish a Full Reaction at their current penalized die code to protect themselves for the remainder of the round granting them Range+MAP'd Dodge+Cover. Does this break the action economy? Do you think doing this should prevent movement? Is there something I'm not seeing here?

Technically a player could still take a shot and then devote the rest of the round to dodging/covering. Should I redact the ruling and use the given rules? If a player were still to Act, React, and Act again, the original Reaction rules would be in effect replacing Range with Dodge Score and subsequent MAPs. This would give 3 reaction options to players.

Full Reaction: No other actions; Range+Skill+Cover/Modifiers
Fighting Defensively: Prior actions allowed but ends turn when used; Range+Current MAP'd Skill+Cover/Modifiers
Reaction: Multiple Actions; MAP'd Skill replaces Range Difficulty

Example: Macio Kane, has declared 3 attack actions this turn! After identifying himself to his enemies as his teams base of fire in R1 Phase 2 he comes under intense fire. He's already taken 1 action under MAP for 3 actions. Rather than continue his Attack actions in the later phases of this round he opts to make a Defensive stand at his current MAP forsaking his final actions. He is at Med Range for Moderate Difficulty with a Dodge 5D reduced to 3D after MAP and is behind 1/2 Cover for 2D.

13 + 9 from his Dodge + 4 from Cover = 26. Enemies must reach roll a 26 to hit Macio for the remainder of the round.

Does this give too much leeway to the players? Is using the MAP'd dodge unfair?


I think your version of fighting defensively is a little too giving. I can see this being abused by players regularly, because all things considered, a player should be thinking ahead enough to know that he may only want to poke his head out for one shot, then take cover. Even though their dodge rolls are penalized, it still seems a little wrong to me, that someone who got to shoot once in the round gets to roll a 3D dodge and get a defense difficulty of 26.
Reaction skills as you put them is done exactly how they’re intended in the rules as they’re written, at least in my interpretation of them. A player is allowed to react to defend himself, but suffers for his actions accrued thus far. Although, if he still has declared actions remaining, he can sacrifice one of those to slightly lessen the penalty against him.

Full dodge action seems to be interpreted the same way that it is written as well.

The only issue I can see with your dodge rules, is that the Fighting defensively system may very well be abused, both by GM, and by players, which may end up with fire fights which last the entire night. Maybe this isn’t so much a problem for your group, but I’ve found that fights that are drawn out too long, can dissuade players from coming back.

Oh, Welcome to the Pit, Faust.
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Bren
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PostPosted: Thu Dec 08, 2011 6:41 pm    Post subject: Re: Few questions (Semi Longish) Reply with quote

Welcome back to D6!

Quote:
- Blaster Fire Rate -
Yes a ROF=1 is too low for many blasters. It is probably appopriate for some weapons - e.g. a high powered holdout blaster. You might note that the WEG stats are not very consistent on blaster ROFs in general and there are a number of blasters with no ROF listed so that the effective ROF is limited only by the MAPs.
One example is the DL-44 heavy blaster pistol which has no ROF listed.

Quote:
- Burst Fire -
WEG didn't include rules in the main rules on burst or autofire, though there are a few weapons that include special rules. There have been a number of discussion threads and listings of house rules on this topic.

Quote:
- Wound Tables -
This should be an easy one. If a character gets hit and resists the damage of the attack: Do you impose a stun condition for the remainder of the round and the next round since the wound chart indicates greater than or equal to 0?
The rules from 2nd edition on say no. This is a change from the earlier first edition rules. Some folks use a house rule that treats any hit as a stun. Personally I am tempted to move back to something like first edition and treat any hit where 2xDamage >= STR roll is equal to a stun.

Quote:
Full Reaction: No other actions; Range+Skill+Cover/Modifiers
Fighting Defensively: Prior actions allowed but ends turn when used; Range+Current MAP'd Skill+Cover/Modifiers
Reaction: Multiple Actions; MAP'd Skill replaces Range Difficulty
That's a very interesting idea. I think it has a lot to recommend it. It does give characters more leeway, but I kind of like the idea.
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Fallon Kell
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PostPosted: Thu Dec 08, 2011 10:30 pm    Post subject: Re: Few questions (Semi Longish) Reply with quote

faus7rav3n wrote:

- Burst Fire -
I would really like to implement something for this since I'd like to see usage of Burst Firing as support and suppression as well as increased lethality. The rules whipped up on the Rancorpit FileShare seem quite strong given that they produce an additional Die of damage for a 3 round burst with no penalty/modification for firing multiple shots per BAS. I'm up for debate on how to make this more difficult to pull off. Penalties are typically something affecting the character while modifiers change the circumstances of accomplishment. I think a modifier most accurately reflects what's happening. Would raising the difficulty to hit by a level make this more believeable?
In terms of fire-linking or combined actions, a 1D bonus roughly represents a doubling of power, so I think that it's a reasonable damage bonus for a 3-round burst. The drawbacks are that burst fire uses ammo three times faster, and selective fire weapons are mostly illegal in the Empire, and draw a lot of attention. If you think that's not enough of a drawback, consider placing a limit on how many bursts a auto-firing gun can fire in a combat turn or two. Call it a function of heat-buildup over time.
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vanir
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PostPosted: Thu Dec 08, 2011 10:34 pm    Post subject: Reply with quote

combined RAW from all the sourcebooks, etc. is from a variety of very different contributors ranging from militarian to silly. The thing about an RPG is you can have a combat vet publishing new rules/material right alongside mongo the opium addicted lord of elfland, you can have one new set of rules based on firearms ballistics and the set beside it based on a care bears episode.

All RPG is exactly like that.

So I just plain toss every rule I don't like, either myself or the gaming group through discussion adapt everything, almost a complete set of house rules. In our game the Prequels are all wack so never happened for example, we go with the original dystopic concept behind EpIV and drop all the ewok/jarjar crap and we're not there to make virtual girlfriends talking in mates voices around a table either and we don't even give a crap about saving the galaxy, we blow s*** up.

Wanna make Palpatine realise the mistake he's made taking over the universe? Give him a teenage daughter. He'll be begging for you succeed a coupé de état.

So anyway we rationalised and filled in the blanks on most SW tech.

For burst and suppression fire, repeater blasters are made for that. Normal handheld blasters aren't repeaters because the release of gases, priming/discharge, then short cooldown is the system used, which essentially means most front line military blasters fire as fast as you can pull the trigger but not fully automatically (ie. as a "repeater" type weapon).

Repeaters generate intense heat along the barrel and around the actuator, plus they need a good supply of blaster gases carried internally, and a reliable, energetic and long lasting power supply, like a small vehicle generator. They drain power packs very quickly if those are used.

A light repeater is essentially a blaster rifle modified to fire bursts or sustained fire, it's about the size of an MG34 or an elephant gun. The biggest drawback whenever used as an artillery piece or troop support weapon is as a laser-style of weapon it is incapable of performing indirect fire. You must blast through obstacles to get at your target.

For this reason repeater blasters are normally used in concentrated fire upon single targets. They do an extra die of damage, ie. 6D normally against single targets.
Optionally you can spray with it, or target troop concentrations with suppressive fire. You give up the extra die of damage in order to fire upon anyone standing closely together at reduced difficulties.
To make this easier, my house rule is, repeaters get an optional +1D to damage or +1D to hit depending on how you use them. The player simply chooses where to put the dice.
It's a very simple and functional house rule, using the weapons modification guidelines (to add a dice in one area you generally take one from somewhere else, simple).

Then add accessories. A macroscope reduces all ranges to short. A point-laser targeter or some other fire control system can give an additional +1D blaster skill.
Alternatively a target imaging fire control set can give extra die in blaster skill when aimed (eg. +1D for aiming and +1-3D for the fire control system but it will not combine with other scope types or targeters).
A bipod or secure mounting raises blaster skill by +1D.
If the weapon is handheld then bracing it and spending a round aiming gives you the +1D.

As you can see it's expensive but fairly easy to run around with a typical +2D blaster skill due to weapon accessories and style of use, and always seek to take down single targets with concentrated fire in repeaters.
You're rarely going to miss and it will take out a light speeder.

But against troop concentrations you might like the suppression fire instead. Not a mode, but a style of firing. IRL it substitutes indirect fire normally used by MG crews for territory denial.

All other regular blaster sidearms from major manufacturers have no rate limit unless specified, typically because they are military grade and restricted among civilians.
Sidearms specifying a ROF are either intended for civilian use, or have some rationalé such as a high damage, lightweight gun, or an easily concealed version, or one that functions well underwater or in high radzones, etc.
Some are just cheaply made, overpriced and sold for profit to people who rarely use one, but like to collect them in display cases to show their aristocratic friends.
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faus7rav3n
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PostPosted: Thu Dec 08, 2011 11:26 pm    Post subject: Reply with quote

I should have been more descriptive of my source for Fire Rate system. The SW Saga Corebook gives most generic blaster rifles a Semi and Autofire ability. At least according to the generic rules in the main book. Also if you take specific feats it allows multiple shots per round. I know this isn't Saga, but this makes sense to me. If a technological universe as great as Star Wars can't make blasters that don't overheat in 2 or 3 shots in a given 6 second period, they have no business marketing them. For the record RoE even has blasters with RoF of 1, seeing as I have the book beside me. Autofire on the Standard Rifles would be over doing it, and you are right that is the purview of Repeaters but Burst Mode might be a nice mod to add to their weapons.

@ jmanski I was using the 5D Lt. Repeater shown in ROE which I did increase to 6D with the Burst Fire usage.

In regards to Bipods and Bracing, I think it can be assumed that if you are in cover you automatically brace and take steps to secure the best shot possible. You think bipods should take an action to set up? I think that is reasonable. Especially if they are deploying and using in the same round?

@ Wound Tables - I must have missed that part right above the chart. Derp. My fault. Reading > me. I don't necessarily like that ruling. If I got shot while wearing a bulletproof vest, it's still going to ring a few bells. Even the most hardened soldiers get popped and have to stop a sec while they clear the cobwebs. I think a good compromise would be no effect on the wound track but a momentary stun effect that lasts until the end of the current round, gives a bit of pause before continuing.

I had a situation come up like this in my introgame. 6 Player PvP introduction to the rules. 2 characters closed to point blank, 1 of them took a Lt Repeater to the chest and FP'd a STR to resist it. I thought that was shenanigans. Getting hit right at the muzzle of the blaster is going to jar you pretty good. So I declared a stun effect for the round player suffered -1D to actions until next turn.

@ Raven (Love the name btw) Fighting Defensively does seem little strong. And I'm pretty sure you said the rules show sacrificing another action to do that anyhow. I'll probably default to RAW so that it saves confusion. I could tell it might get abused.

The biggest reason I ask these questions is b/c the guys in my group are quite smart and I'm sure they are going to ask about things like these in due time. So I want to have the answers for them that are the most fair and correct in order to give the best experience. [/quote]
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faus7rav3n
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PostPosted: Fri Dec 09, 2011 12:16 am    Post subject: Reply with quote

Missed Vanir's post. I like the house rule. Don't get me wrong. I'm not averse to changing any rule I dislike. I'm just trying to find a parity between systems in a way that I think is cool. Still thinking I might allow Limited Burst Fire from Main Line Blasters like the Blastech E11 or Sorosuub 1, reasoning that sustained autofire is outside of possibility given the amount of cooling required on the Light Repeaters.

How does this sound:

Using Burst Fire from a Blaster Rifle counts as a Basic Action. Due to the heat generated by consecutive Bursts it is inadvisable to Burst Fire more than 3 times consecutively. Weapon malfunction range increases to 1-2 on the Wild Die at the 3rd Burst. Increases again to 1-3 at 4th. 1-4 at 5th. If the player is gutsy or dumb enough to push it beyond 4 he/she deserves an explosion in hand.

I think that gives it some use but downsides as well.

Just tossing some ideas around here. Nothing set in stone yet.
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Yasriia
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PostPosted: Fri Dec 09, 2011 6:15 am    Post subject: Reply with quote

Well, a 3 round burst should 'give' you something, but it shouldn't be as good as a real repeater. So how about a 3 round burst costs 2 actions and you get your burstfiredie? With 2 action you have -1d to hit and get +1d to damage (well whoever uses the +1d for to hit has probably too much ammo). And 2 bursts mean 4 actions...
Very simple rule for everyone who wants to offset high skills.
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Bobmalooga
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PostPosted: Fri Dec 09, 2011 10:10 am    Post subject: Reply with quote

Yasriia wrote:
Well, a 3 round burst should 'give' you something, but it shouldn't be as good as a real repeater. So how about a 3 round burst costs 2 actions and you get your burstfiredie? With 2 action you have -1d to hit and get +1d to damage (well whoever uses the +1d for to hit has probably too much ammo). And 2 bursts mean 4 actions...
Very simple rule for everyone who wants to offset high skills.


I like this and I think that I'm going to use it in my game...
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faus7rav3n
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PostPosted: Fri Dec 09, 2011 2:48 pm    Post subject: Reply with quote

The +1D to damage has been a given this whole time. I didn't think that it needed repeating...(no pun intended). While there are alot of great ideas here I'll give you the breakdown on my thinking on penalties. Reasons have been given as to why the weapon can't/shouldn't do it, reasons to make it more difficult for the person and reasons to raise the difficulty.

Penalties affect the rolls by reducing skills.
- Physical problems like injury
- Sickness
- Dividing actions

Modifiers affect the rolls by adding to skills and/or adding to difficulties.
- Firing from an icy bridge in the standing position with a crosswind
- Rappelling down the side of a building with the right kit vs. with just a rope
- Having a medbay would modify the circumstances to First Aid.

Controlling a weapon on Burst and hitting your target with more than 1 shot is difficult. It doesn't make you any less skillful though. With that reason I think the difficulty code should be raised. In the grand scheme of things it has the same effect though, raising the difficulty by 1 level roughly equates to subtracting 1 die from skills. Still trying to do more with less. Someone dodging into cover would be harder to hit with a risky shot. The difficulty is harder but the reward is just as nice. Bursting multiple times in a round gets successively harder as you go. 2 Bursts gives you -1D AND a Difficulty increase. I think that is a pretty good limiting factor to prevent overuse/abuse.

With Burst the gun is firing successively doing the work for a single trigger pull, as opposed to a character single shotting 3 shots, controlling it is the hard part making the shot more difficult. With single shots a player is trying to line up each individual shot for best effect. You are taking the time to make the shots count thus the penalty for dividing your attention. You are doing the work, not the gun.


So I guess my next question would be...for what exactly do YOU, the GM, subtract dice? Examples would be great.
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Raven Redstar
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PostPosted: Fri Dec 09, 2011 4:50 pm    Post subject: Reply with quote

West End Games put out a new revised D6 system which went into options with their skill called "Marksmanship." You may want to check them out, you can get the pdfs free, because the system went open. I've quoted some of the section:

Quote:
Marksmanship Options
Burst Fire as Single: A character may perform this attack only with
a weapon capable of burst fire (like an assault rifle) and switching to
single fire. The firer fires only one shot instead of a burst; it is primarily
used to conserve ammunition.

Full Auto: This attack is only possible with weapons that can fire
at fully automatic settings (such as assault rifles, submachine guns,
and machine guns). Since the character is taking quite a bit of time to
“hold down the trigger” and pump ammo into the air, the extra “to hit”
and “damage” bonuses are somewhat compensated for by the modifier
to the character’s defensive value during the round he is performing
a full auto attack.

Single Fire as Multi: The character fires a weapon (such as a pistol)
several times in a round at the same target. Characters may use this
option only when a weapon automatically reloads itself after firing a
single shot or when it is fairly easy to ready it for firing again (such
as a .45 automatic, which puts a new cartridge in the slide as soon as
the first one clears the barrel). It increases the character’s chance to hit
a target, as well as the damage. It does not count as a multi-action as
long as the shot is taken at the same target. One target, one die roll,
one damage total.

Sweep (Ranged): The character wants to “spray an area” with
ammo. Only characters with weapons that go full auto, burst, or single
fire as multi (in general, just about any automatic weapon) can perform
this maneuver. The gun uses the amount of ammunition needed by
whichever setting is used. They gain a positive modifier to hit (because
of the sheer volume of shots), but this “non-targeted” attack results in
a lower damage total.


Modifiers are as follows:
Quote:
Option = Difficulty Mod. = Damage Mod.
Burst fire as single = 0 = -2D
Full Auto = -2D (-6) = +2D
Single fire as multi = -1D (-3)* = +1D
Sweep = -2D (-6) = -3D

*Modifiers are per additional round of ammunition, up to the maximum that the weapon holds.


Anyway, I thought you might find this useful for your situation.
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faus7rav3n
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PostPosted: Fri Dec 09, 2011 5:50 pm    Post subject: Reply with quote

Thank you for the help!
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garhkal
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PostPosted: Fri Dec 09, 2011 6:14 pm    Post subject: Re: Few questions (Semi Longish) Reply with quote

faus7rav3n wrote:

- Reactions -
One of the things I mistakenly modified, but I think I might keep is in Reactions. I mistakenly changed a rule where if a character declares multiple actions for the round but finds that he/she is under intense fire may, after previously taking action in the round forsake their later actions to accomplish a Full Reaction at their current penalized die code to protect themselves for the remainder of the round granting them Range+MAP'd Dodge+Cover. Does this break the action economy? Do you think doing this should prevent movement? Is there something I'm not seeing here?


Well since RAW a full dodge/parry means that is all you are doing.. i do think there is a issue as you are letting them take all the actions they wish THEN break to a full dodge. This imo would make combat run longer and be less challenging to the pcs as they would get hit a lot less often.

faus7rav3n wrote:

Technically a player could still take a shot and then devote the rest of the round to dodging/covering. Should I redact the ruling and use the given rules? If a player were still to Act, React, and Act again, the original Reaction rules would be in effect replacing Range with Dodge Score and subsequent MAPs. This would give 3 reaction options to players.

Full Reaction: No other actions; Range+Skill+Cover/Modifiers
Fighting Defensively: Prior actions allowed but ends turn when used; Range+Current MAP'd Skill+Cover/Modifiers
Reaction: Multiple Actions; MAP'd Skill replaces Range Difficulty


I do not like it.. Giving 3 ways, where the 2nd is just the first but allowing them do do what ever actions they want before hand..
faus7rav3n wrote:

Does this give too much leeway to the players? Is using the MAP'd dodge unfair?

I think this is all that I have for now. Any thoughts would be appreciated.

Thanks!
Tim


Yes it does.. especially if the pcs are the only ones allowed to use the revised list of dodging.
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PostPosted: Fri Dec 09, 2011 8:22 pm    Post subject: Reply with quote

I'm still working on the RAW to make sure I'm interpretting them right. The dodge thing was a misinterpretation that I'm going to toss. Looking at it, I realize that it's too good easy to defend heavily after still making actions. Either you dedicate to dodge, or you react as you can. No inbetweens. And by the by, it would have been available for both players and enemies.
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