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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 26, 2020 9:49 pm Post subject: |
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Saw that. I've got my own version drawn up in my head, but it's nice to know that exists. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10447 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 27, 2020 1:03 pm Post subject: |
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LOL. That's one of the downsides to posting as much as I have; it's easy to forget what I've actually posted, as opposed to what I've just thought about posting. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10447 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 28, 2020 2:41 am Post subject: |
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Whill wrote: | I'm sure you have thousands of more posts swimming around in there. |
I could deny it, but we both know I'd be lying. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu May 28, 2020 3:16 am Post subject: |
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CRMcNeill wrote: | Whill wrote: | I'm sure you have thousands of more posts swimming around in there. |
I could deny it, but we both know I'd be lying. |
Stop them swimming.. Free them from that grey matter!! _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 28, 2020 10:27 am Post subject: |
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garhkal wrote: | Stop them swimming.. Free them from that grey matter!! | They lack sufficient form, structure and function to be of any use at the moment. When you see one of my "random thought" or "I've been thinking" posts, that's when one of my mental ideas has coalesced into something that I consider to be worthy of public consumption. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu May 28, 2020 7:09 pm Post subject: |
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The Bissler wrote: | Interesting thoughts all!
@Xain: I'll have a more thorough look through my shelf of supplements, thanks!
@Mamatried: I like this idea! I think I'd be inclined to limit successive hits to +1 (rather than 1D) to damage, again, so as to avoid players getting too obsessed with boosting Blaster skill.
@CR: I completely sympathise with your argument here. When you compare blaster now to what happens in the films, limiting the players to a single shot feels counter-intuitive but, as I'm enjoying a better balance to combat, I'm extremely reluctant to revert back to the unlimited shots method. |
An argument can easily be made for the idea that a "single attack roll" does not represent a "single pull of the trigger" or a "single blast fired from the weapon."
The biggest hang up is in ammo consumption.
On the other hand, the idea of one shot per round also works just fine: Even though a round is ~5 seconds, you don't necessarily have all 5 of those seconds to shoot. Some of that time is spent maneuvering, communicating, assessing, etc.
If you are familiar with the OODA loop, it is a description of what happens in combat. It stands for Observe, Orient, Decide, Act. In an RPG, the "A" would be pulling the trigger. But the other three steps take time. The winner of combat will usually be the one with the faster OODA loop.
A basic break down is like this: Your opponent "acts." You "observe" the act, "orient" to it (figure out what is going on), "decide" what to do about it, and then "act" on your decision. Your opponent "observes" your "act"... etc...
The time that elapses between the "observation" and the "act" could be represented by initiative (except that noone gets a second turn prior to the opponent getting a first turn).
In any case, just because you have "5 whole seconds" doesn't mean you're spending them shooting: figuring out "what to do" also takes time and reacting to your opponent (who is presumably also trying to make your shots more difficult or impossible) takes up some of that 5 seconds.
So feel free to keep using the fire rate as a limiter on your game's characters: it can reasonably describe the various complexities that are present in a gun fight.
I'll add the caveat that firing rapidly is entirely appropriate for "suppressing fire" (but understand that achieving the actual effect of "suppression" requires deliberate aiming, not "spraying and praying"). In such cases, you could rule that a weapon gets double or triple its fire rate but that it automatically misses unless the target chooses to return fire. The target can choose to forgo shooting back in order to guarantee not getting hit. (Just a hip-pocket solution for a quick way to handle suppressing fire). _________________ .
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting |
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