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"he's too far out of range"
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griff
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PostPosted: Sat Jan 25, 2014 1:15 am    Post subject: "he's too far out of range" Reply with quote

If there was one thing that changed from 1e to 2e that I wished stayed the same was the Speed Code for vehicles. I liked the fact that two vehicles relative speed to be in flux an interesting concept. Even being able to add in operations skill dice was a good idea. An improvement on this would be for the player to choose who much of the speed code they wanted to use, and the more of the speed code that was used the difficulty to pilot the vehicle would increase. It made chases more interesting when dice were rolled to see if you were catching up or falling behind. Instead of trying to figure out how long it would take a speeder with a top speed of 100 kph to be taken over by a speeder biker going120 kph.

And the one thing thing in 2e that was put in that I didn't like was ammo count for blasters. Not that I thought the capacities were too low, but I hate having to reload in the middle of the fight.
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griff
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PostPosted: Sat Jan 25, 2014 1:25 am    Post subject: Reply with quote

What are the rules you can or can't live without?
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Tinman
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PostPosted: Sat Jan 25, 2014 4:17 am    Post subject: Reply with quote

griff wrote:
What are the rules you can or can't live without?


"Thou shalt not engage in canon discussion or debate at the game table." Laughing We've all agreed that's one rule worth maintaining, as without it very little actual gaming gets done. If it means someone has to go purple faced restraining themselves from showing off their lore knowledge on occasion, at least we actually get to play through the story. Very Happy


Last edited by Tinman on Thu Jan 30, 2014 3:10 pm; edited 1 time in total
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cheshire
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PostPosted: Sat Jan 25, 2014 9:55 am    Post subject: Reply with quote

Tinman wrote:

"Thou shalt not engage in canon discussion or debate at the game table."


Well played, Tinman.

griff wrote:
What are the rules you can or can't live without?


Really the one that I think just bogs down the game is initiative. Combat is already just a bit clunky, and this just makes it worse. I only have my players roll initiative on certain critical junctures, and usually we just fudge it a bit. Turn order is usually determined by the GM.
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griff
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PostPosted: Sat Jan 25, 2014 10:02 am    Post subject: Reply with quote

Oh yes, the "i'll lite myself on fire, because it is only a negitive 5 penalty in stead of a negitive 8 penalty for fighting in the dark" debate. This is a true scenario I read in a magizine years ago. I have had many gaming session go sideways because of little "bookkeeping" bs that usually was the same player who couldn't just let it go. When it became time to reward CPs I would have to give him the normal amount, because it would be another argument if he got less for slowing down the game. It ended up having to reward everyone in secret to reward the coopertivr plays a few more CPs.
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garhkal
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PostPosted: Sat Jan 25, 2014 11:10 am    Post subject: Reply with quote

Someone actually did that? Lighting themselves on fire, cause it was a BY the book lesser penalty than fighting in pitch black conditions?
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Fallon Kell
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PostPosted: Sat Jan 25, 2014 11:43 am    Post subject: Reply with quote

Like Cheshire, I don't use initiative rolls. All combat happens roughly simultaneously in my game.
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Centinull
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PostPosted: Sat Jan 25, 2014 1:46 pm    Post subject: Re: "he's too far out of range" Reply with quote

griff wrote:

And the one thing thing in 2e that was put in that I didn't like was ammo count for blasters. Not that I thought the capacities were too low, but I hate having to reload in the middle of the fight.


Other than weapons with with single digit ammo ratings, like hold out blasters, I never keep track of ammo.

Running out of ammo is one of my favorite complications. It seems appropriately cinematic often enough.
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garhkal
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PostPosted: Sat Jan 25, 2014 2:07 pm    Post subject: Reply with quote

Griff.. Why may i ask don't you like ammo counts for blasters? Do you think they should just be unlimited?
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Random_Axe
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PostPosted: Sat Jan 25, 2014 5:51 pm    Post subject: Reply with quote

Seriously! Most standard blaster pistols have an ammo count of 50. Blaster rifles have double that. Practically speaking, this means they just keep on shooting! Literally speaking, it equates to 25 rounds of double-tap blasting. Dude, if any combat scene goes beyond 25 ROUNDS of non-stop gunning, my players themselves would rebel!

To extend the measurement it otherwise equates to ten rounds of 5-shot blasting, which is just so much munchkinism that if you can't SINGLEHANDEDLY take out an enemy after that kind of firepower, then just go home.

In roleplaying terms it already means that the "ammo" of a blaster pistol is already practically hand-waved. And if all your PCs have Heavey Blast Pistols, then their stated ammo count of 25 means you can have it become an issue only if you want it to, at the most dramatically appropriate moment.
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DougRed4
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PostPosted: Sun Jan 26, 2014 3:22 am    Post subject: Reply with quote

Completely agree, Random_Axe. While I've never addressed the issue of ammo and reloading (for anything other than a weapon that only has a small number of shots), I don't think any combat has ever even been anywhere in the neighborhood of anyone running out.

Even six or seven rounds, with people taking multiple actions, would be a really long fight. Nobody has ever been close to using up all of their ammo, so why do elaborate bookkeeping for it?

That is one of those things that I think 1E had right (over 2E and R&E).

I never played 1E (though I have the rulebook), so I can't say about chases. Anyone else done them and think that their way of doing chases is more cinematic?
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griff
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PostPosted: Sun Jan 26, 2014 5:12 am    Post subject: Reply with quote

While I don't think ammo should be limited, for the player to be bookkeeping each shot the it throws in some metagaming, the player will know when the character will have to reload the player will get the character ready for the reload. I have been on the rifle.range with an eight shot M1 Garand, with the recoile and the noise it was hard to keep count of even eight shoots. It would be difficult for a character to keep track of 100 shots from a blaster rifle, assuming that a blaster power pack hold an exact number of shots. What if the power pack could.provide 200 hundred shots it was only firered once here and there, or supplied as little as fifty if the trigger was being pulled nonstop for.several combat rounds. It is a great GM device to throw a complication at a character, to suddenly run out of ammo at the worst time to help tell the story and not have the player say that they still have fifty shots left.
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griff
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PostPosted: Sun Jan 26, 2014 5:22 am    Post subject: Reply with quote

"i know what you're thinking, did he fire six or only five. Well in all the confusion I lost count. So you have to ask yourself 'do I feel lucky?' Well, do ya.... Punk"

"hay man. I gots ta know"

Quotes may not be accurate but I hope they help illustrate my point.
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CRMcNeill
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PostPosted: Sun Jan 26, 2014 5:31 am    Post subject: Reply with quote

On the other hand, point to a single instance in the films where a blaster ran out of ammo and needed a new power pack. I sure can't think of one...
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griff
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PostPosted: Sun Jan 26, 2014 5:39 am    Post subject: Reply with quote

The scene that I got my avatar from has the lead stormtrooper telling his men to load their weapons just before they light up docking bay 94 like it was life day, and Luke's blaster did jam in the trash smasher.

Complications do happen, and the GM should be in control of them not the stat sheet.
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