gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 19, 2018 20:10:56 GMT
I forgot about dual wielding and have not mentioned this in the rules. I think I am going to say that, in the spirit of keeping things simple, and because there is quite a lot of artistic license in terms of what is actually happening when you make an attack (i.e. it wouldn't be just one swipe of the sword in 6 seconds, there would be several thrusts and parries, etc.), dual wielding won't benefit you. So you can have 2 guns if you want, but it still counts as the same 'attack'.
I am hoping that this won't be an issue anyway. The game probably won't involve much actual weaponry. There might be the occasional soldier shooting at you, but I don't think any of the PCs are going to be weapon-reliant.
How about this for gun damage. I am basing this on the current game mechanics of super/mega attack and super/mega attributes....
Pistol: 2 damage
SMG (essentially multiple pistol rounds): 2 damage x2 dice
Shotgun (solid slug): 2 damage Shotgun (shot): 1 damage to 2 targets or 2x2 area
Rifle: 3 damage. +1 bonus to hit
Assault rifle (essentially multiple rifle rounds but with less range): 3 damage x2 dice
Machine gun (lots and lots and lots of bullets): 3 damage x3 dice Cannot move & fire
So the auto weapons get multiple dice, which gives them a chance to get a slam, and rifles are equivalent to a 'mega attack'. Auto weapons could also be used on multiple targets - roll one attack and anyone in the area that fails to defend takes damage - you can spread the damage across an area (machine gun can do 3 damage to 1 target, 2 damage to 2 targets or 1 damage to 4 targets, as in mega attack).
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Post by Kristian on Oct 20, 2018 12:21:13 GMT
So is the max damage you can do with a 2-handed weapon still 2? As I would argue that being hit on the arm with a greataxe is much less desirable than being shot in the arm with a pistol. But it doesn't really matter at the end of the day. I'm just thinking aloud really
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 20, 2018 14:19:51 GMT
So is the max damage you can do with a 2-handed weapon still 2? As I would argue that being hit on the arm with a greataxe is much less desirable than being shot in the arm with a pistol. But it doesn't really matter at the end of the day. I'm just thinking aloud really Actually it is 1. Maybe I should bump up the damage for those. In any case it shouldn't be too important as there won't be many greataxe wielding enemies. Probably...
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Post by brumguvnor on Oct 20, 2018 20:15:50 GMT
How much we betting that Kris doesn't already have a set of figures for everyone in the party?
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 20, 2018 20:43:25 GMT
How much we betting that Kris doesn't already have a set of figures for everyone in the party? In an attempt to be even more sad and geeky than normal, I am making some scenery out of lego, so I am going to use minifigures!
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Post by zaphodbeebledoc on Oct 20, 2018 21:53:49 GMT
How much we betting that Kris doesn't already have a set of figures for everyone in the party? In an attempt to be even more sad and geeky than normal, I am making some scenery out of lego, so I am going to use minifigures! Oh that's just great! That'll make what I'm planning look like I'm just copying you!
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Post by brumguvnor on Oct 21, 2018 11:35:13 GMT
How's this for a pontlessly-bloke-competitive thing: we all have to make our own character figure: points given for general cool factor, how closely they represent your character concept - stuff like that?
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Post by pericles on Oct 21, 2018 11:48:57 GMT
I dont see anything regarding guns which may be unbalancing however adding technology is a great way to unbalance rules unless you are careful how it is done.
Apparently small changes can have big game effects. Shadowrun and 2nd ed DND are great examples of adding new technology or magic after the core mechanic. In Shadowrun money became a great substitute of experiance. Tool up the characters or at least character classes that could take advantage of multiple types of body enhancement and balance went out the window. In DND Elves and Clerics benefitted from almost every new sourcebook.
In SLAM there are two mechanics:
- Probability of hit normal, super, and mega corresponding to the best of 1,2 or 3 dice balanced against dodge normal, super, mega.
- Damage caused, 1,2 or 3 balanced against armor. A new guns mechanic or easy access to power equivalent technologies via money or connections has the potential to unbalance stuff.
At the moment melee is ranked as normal damage 1. Guns and great melee items are ranked at super attack damage. Adding extra dice to hit stuff replicates super and mega attribute capabilities tied to weapons. Probabilities for SLAMS i.e. bypassing dodge and imposing penalties, could have unforeseen consequences especially as authorities will have greater access to weaponary.
An ordinary human with attribute 4 having a machine gun rolling two dice to hit (proposed on forum) and causing 2 damage (Super attribute + super damage) has hit probability 65% slam 22%. Considering a slam will bypass dodge this ordinary human trooper in the regular forces is quite deadly.
Attributes for 90% hit probability = 9 ordinary (10% slam), 7 super (25% slam), 5 mega (36% slam).
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 21, 2018 13:20:28 GMT
How's this for a pontlessly-bloke-competitive thing: we all have to make our own character figure: points given for general cool factor, how closely they represent your character concept - stuff like that? Definitely. I have quite a lot of minifigures that people can use - but a lot of them are star wars and don't fit too well, so feel free to bring your own.
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Post by brumguvnor on Oct 21, 2018 17:23:23 GMT
I just used www.heromachine.com to make a regular, normal person... - no weapons, magic halos or energy blasts ANYWHERE. I feel a bit dirty right now...
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Post by dorian on Oct 23, 2018 19:07:30 GMT
In an attempt to be even more sad and geeky than normal, I am making some scenery out of lego, so I am going to use minifigures! Oh that's just great! That'll make what I'm planning look like I'm just copying you! I've got loads of minifigs so I'll have to make my character out of them.
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Post by zaphodbeebledoc on Oct 24, 2018 8:40:41 GMT
Oh that's just great! That'll make what I'm planning look like I'm just copying you! I've got loads of minifigs so I'll have to make my character out of them. Already built mine...
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Post by brumguvnor on Oct 24, 2018 9:33:58 GMT
I've got mine all ready to rock - and in multiple sizes too!
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Post by Kristian on Oct 24, 2018 9:36:33 GMT
I dont see anything regarding guns which may be unbalancing however adding technology is a great way to unbalance rules unless you are careful how it is done. My main issue is that there should be some difference between pistol rounds and rifle rounds, and also automatic weapons (so essentially 3 subtypes). My original suggestion was pistol rounds do 1 damage (so a bit of a nerf), and rifle rounds do 2 damage (so no change there). Which makes sense to me (I'd also argue that 1 handed weapons do 1 damage, and 2 handed weapons do 2 damage - so everything is nice and simple). For automatic weapons, an advantage mechanic seems the most fitting ...but perhaps it should be done at -1 (or maybe -2) to hit (to simulate the fact that a gun on full auto is harder to control).
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Post by Kristian on Oct 24, 2018 9:49:56 GMT
If fact, if I 'borrow' the SLAM/SPORE rules for a little World War II (possibly Weird War II ) one-shot, this ^ is what I'll probably use
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