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Re: [BNW] Combat tips?
> Perhaps you could add a rule that allows for Dodging and acting on the same
> phase, if you like. Make it a Trick--an extra success, and you can act as
> well. That would add a cinematic feel.
>
> Or, if you don't want it to be a Trick, just make that an option for all
> combatants.
>
> >- You need to spend actions on things like moving, jumping or getting into a
> >good position.
>
> I thought you could move and act at the same time.
Keep in mind that a dodge isn't just stepping to the side. You can move on
a dodge (like jumping into cover) so that would consolidate two actions
into one. Also you can move and fire, you just take a small penalty to
your roll (actually if you walk you take no penalty IIRC, only if you run
do you take minuses).
> >- You have to stagger your actions along with everyone else's; without the
> >First
> >Move trick (and plenty of successes), you can't get in a decisive first hit.
>
> ??? That's no different from any other rules system I've seen.
Agreed, what system have you been playing?
> I always forget about the darn stun rules. This is a rule meant to
> simulate realism. If you want more cinematics, why not ditch the rule, or
> allow something to modify it (that already doesn't)?
Well if you think about it, if you get hit by a bullet it ought to give
you pause for at least a second. But no, it isn't very cinematic, so you
can just save stun checks for tension builders and such.
> >- It's bloody hard to make a dent in anyone with a high Strength, reg or
> >delta.
> >They take the hit, but don't fall down.
>
> That can be true. But then again, I don't know that it is all that
> surprising. Encourage players to be creative. If someone's leg isn't
> working well, then they still aren't chasing you.
Again this is more of a realism thing. Very few people actually die from a
single gun shot. A lot go into shock (failing that infamous stun check)
and bleed to death. Or they get shot multiple times. Still even with a 4d6
str. you should be able to knock them out with 2 shots (avg. of two wounds
per shot).
> >- Wound penalties are a bastard for those with lower skill levels.
>
> I don't use wound penalties. I don't like them in game systems--they
> create a nasty downward spiral. A lucky shot not only nearly kills your
> char, but you also are useless for the rest of the battle. (I had a bad
> Ars Magica session that went this way once. It was a major conflict that
> had been in the planning for 2+ years game time and probably 4 months real
> time (if not more). I ended up with only one char at teh battle, where
> most people had 3 or 4. My char got hit by a lucky shot early on and ended
> up with a -5 penalty -- basically meaning she was completely useless for
> the rest of the marathon session. Realistic? Sure. Fun? No way. I
> talked the GM into allowing me to ignore the penalties, but that took a bit
> of arguing).
Again I'm of the opinion that getting shot should have its consequences.
Sorry but that's life (in my world anyway). The one thing I always LOATHED
about D&D (and still do) is that there was absolutely no difference in the
offensive capabilites of a fighter with 100HP and that same fighter after
he'd lost 99 of those HPs.
That's what things like the tough edge and delta points are for.
What about a rule that says if you spend a delta point you can ignore all
wound mods. for the remainder of the battle (or one level per success on
an easy str. roll...)
> >- Initiative is very random; you can go first with 5 actions one round, go
> >last
> >with one action the next.
>
> Is there a way to smooth it out somehow? There are probably ways to get a
> result like what you want. There's also DPs. Or perhpas allow players to
> take a penalty to attacks in that round equal to a bonus they'd apply to
> init. (Perhaps that idea could work in some form...).
Chalk it up to the chaos of combat. You could adopt a champions system
where everyone gets a set number of actions (one per speed die or
something). Personally I never liked the fixed action system of champions,
it made the combat seem a little too predictable and planned out to me.
> >None of these things are bad per se - but I think they encourage a certain
> >style
> >of combat.
>
> Definately. And if you want a different style, change what doesn't work
> for ya.
Agreed, all this stuff is personal taste.
Theo McGuckin
"Putting the Mentor back in Tormentor"