Do we need streamlined numbers for rules?
May 9, 2014 7:51:36 GMT -8
Mutant Lord: William McAusland likes this
Post by providence13 on May 9, 2014 7:51:36 GMT -8
May 8, 2014 9:41:25 GMT -4 rexbannon said:
"Its all the other rules that become confusing. ..Grappling, i ruled it out of my game unless the players really want to play with grappling. It seemed overly complex for me and them. Its hard to fulling grasp what your character is capable of in TME. Each player would need to have the core rules book ..human shields! True there is a GM screen and it helps a lot but it doesn't have some of the finite rules on it like human shield, for these rules you will still need to refer back to the book. "
Yeah, we have a lot of rules with irregular progression.
Without a handy printout, what's the penalty for attacking someone's dominant hand without taking time to aim or set up the attack? This leads to more book flipping and can slow down some games.
I like to be as prep'd as possible for games (but the players think I'm more generous when I wing it).
I do wish the charts followed a more natural and predictable progression in ME.
Should the "called shot chart" be concentric circles (bullseye)? Something like -5 for each ring as you get closer to a vital area? 5 or 6 (+) circles should do it.
Almost every chart is different.
Realistically, I agree. Different abilities/items would yield different bonuses/penalties. But if you're trying to streamline rules, why are they all different?
SV bonuses for skills, for example.
Gunslinger SV bonus follows a 3/6/9/11 progression.
Knife Fighter is 2/4/6/8.. (Knife Fighter stacks with WE: Knife..)
Knife Thrower on the other hand is 3/6/9..
(Ok, my GM brain thinks. Looks like there's a pattern. Maybe just for ranged weapons..)
Sniper is 5/8/10/12..
(Alright. This doesn't fit the pattern but it does take more time to aim I suppose, so bonus is larger..)
Brawling.. 3/5/7/9..
Martial Arts..5/7/9/11..
(Well, sure. MA should have better bonuses than just Brawling..)
Weapon Expert.. 4/6/8/10..
(It's nice that all weapons are handled the same. Ranged or melee doesn't matter. That's easy to remember..)
Each one is handled as a unique and different skill bonus. I understand and it's realistic.
Only after looking at these as a whole, I wonder if there's another way. The different progressions also mean that players have to keep good character sheets so they know where the numbers came from, in case they change.
(And they frequently change.) You can't tell, at a glance, that X skill points will give you +Z SV bonus.
It's real aggravating to dig through previous Ranks and make sure all the bonuses are where they're supposed to be. I recommend having players keep the bonuses separate then have a final column with a sum bonus.
Out of 7 different skills above, we have six different SV bonus progressions.
Should there be 2 or 3 different values? One option could have Ranged and Melee. Maybe all Ranged attacks could follow the 2/4/6/8 pattern for SV bonus. Then melee would have something like 3/5/7/9.
But that might slow the game too.
Maybe there could be 3 (or so) progressions for SV bonus from skills. If the skills stack (Gunslinger and WE:Pistol or Sniper and WE: Rifle) then the added skill (Sniper) follows a standard, lesser progression.
All Weapon Expert could be 4/6/8/10.. maybe.
Then any additional stacking skill could be 2/4/6/8 SV bonus on top of that.
Any one else have trouble remembering the "almost the same but different" numbers.
I don't mind the grappling rules. Easier than some games I've played.
"Its all the other rules that become confusing. ..Grappling, i ruled it out of my game unless the players really want to play with grappling. It seemed overly complex for me and them. Its hard to fulling grasp what your character is capable of in TME. Each player would need to have the core rules book ..human shields! True there is a GM screen and it helps a lot but it doesn't have some of the finite rules on it like human shield, for these rules you will still need to refer back to the book. "
Yeah, we have a lot of rules with irregular progression.
Without a handy printout, what's the penalty for attacking someone's dominant hand without taking time to aim or set up the attack? This leads to more book flipping and can slow down some games.
I like to be as prep'd as possible for games (but the players think I'm more generous when I wing it).
I do wish the charts followed a more natural and predictable progression in ME.
Should the "called shot chart" be concentric circles (bullseye)? Something like -5 for each ring as you get closer to a vital area? 5 or 6 (+) circles should do it.
Almost every chart is different.
Realistically, I agree. Different abilities/items would yield different bonuses/penalties. But if you're trying to streamline rules, why are they all different?
SV bonuses for skills, for example.
Gunslinger SV bonus follows a 3/6/9/11 progression.
Knife Fighter is 2/4/6/8.. (Knife Fighter stacks with WE: Knife..)
Knife Thrower on the other hand is 3/6/9..
(Ok, my GM brain thinks. Looks like there's a pattern. Maybe just for ranged weapons..)
Sniper is 5/8/10/12..
(Alright. This doesn't fit the pattern but it does take more time to aim I suppose, so bonus is larger..)
Brawling.. 3/5/7/9..
Martial Arts..5/7/9/11..
(Well, sure. MA should have better bonuses than just Brawling..)
Weapon Expert.. 4/6/8/10..
(It's nice that all weapons are handled the same. Ranged or melee doesn't matter. That's easy to remember..)
Each one is handled as a unique and different skill bonus. I understand and it's realistic.
Only after looking at these as a whole, I wonder if there's another way. The different progressions also mean that players have to keep good character sheets so they know where the numbers came from, in case they change.
(And they frequently change.) You can't tell, at a glance, that X skill points will give you +Z SV bonus.
It's real aggravating to dig through previous Ranks and make sure all the bonuses are where they're supposed to be. I recommend having players keep the bonuses separate then have a final column with a sum bonus.
Out of 7 different skills above, we have six different SV bonus progressions.
Should there be 2 or 3 different values? One option could have Ranged and Melee. Maybe all Ranged attacks could follow the 2/4/6/8 pattern for SV bonus. Then melee would have something like 3/5/7/9.
But that might slow the game too.
Maybe there could be 3 (or so) progressions for SV bonus from skills. If the skills stack (Gunslinger and WE:Pistol or Sniper and WE: Rifle) then the added skill (Sniper) follows a standard, lesser progression.
All Weapon Expert could be 4/6/8/10.. maybe.
Then any additional stacking skill could be 2/4/6/8 SV bonus on top of that.
Any one else have trouble remembering the "almost the same but different" numbers.
I don't mind the grappling rules. Easier than some games I've played.