|
Post by providence13 on May 19, 2014 8:54:03 GMT -8
The PC's are protected by bullet proof vests, armor and agility (Dodge too, but that doesn't count for guns.). Most have ~60DV. Even point blank, they are only hit by crits. (We use Rank based crits; max out at R10.)
So I have disintegrating armor rules: "20% of DV is the number of times the armor can protect from attacks that would have hit if it wasn't for the armor. But do we still need a rule for point blank. It's near impossible to hit miss* if someone is 1m away in real life; imho. Should this be represented in the rules. Is it and I missed it somewhere?
*Edit:Meant to say "miss"..
|
|
|
Post by SavageGM on May 19, 2014 9:47:19 GMT -8
I don't believe it is in the rules.
I faced this Saturday in my SC Comicon game. I think my house rule would be that if you or an enemy is being shot at from a combatant that is "in melee" , the one being shot at (if aware) and they have the intelligence that isn't a wild beast or has no understanding of firearms, MAY forgo their next action and may use whatever available parry option they have to increase their DV against the attack at only 50% of their normal parry value (Rounded down). So it helps the person being shot at to have a melee weapon in their hands.
I know that up close it should seem like its a breeze to hit a target while in melee, but I have enjoyed Savage Worlds take on it that instead of the normal chance to hit at ranged the target is ducking, trying to grab the weapon, knock the weapon away and generally freaking out at having a gun "in their face" and the normal roll needed in Savage Worlds changes to the targets "Parry" value, which is typically a few points higher than the normal to hit roll. I see it as once in melee the foes are in that "cartoon dustup" with the enemies circling each other. The firearm used must be either a weapon arm or no bigger than a hand gun in size. No rifles, missile launchers or sniper rifles, etc.
This maybe the inverse of what you were possibly aiming at but what are your thoughts of this way of doing it?
|
|
|
Post by Mutant Lord: William McAusland on May 19, 2014 13:23:01 GMT -8
Just got back from a 5 day camping trip.
Okay, point blank range attacks. Of course, there is the generous missile attack on an unsuspecting target with back turned, but I don't think this is what you guys are talking about. This is gonna take some play testing.
For now, at my table, I'd say that for anyone using a pistol at point blank range of 0 to 3 meters, add +30 SV. The target, if wining initiative, can try and use a weapon, implant or appendage to parry, or, flee out of point blank range, or attack the person about to shoot.
Oh man, this brings up the need for a table or rule on how to knock a weapon out of somebody else's hand!
|
|
|
Post by SavageGM on May 19, 2014 14:35:26 GMT -8
Just got back from a 5 day camping trip. Okay, point blank range attacks. Of course, there is the generous missile attack on an unsuspecting target with back turned, but I don't think this is what you guys are talking about. This is gonna take some play testing. For now, at my table, I'd say that for anyone using a pistol at point blank range of 0 to 3 meters, add +30 SV. The target, if wining initiative, can try and use a weapon, implant or appendage to parry, or, flee out of point blank range, or attack the person about to shoot. Oh man, this brings up the need for a table or rule on how to knock a weapon out of somebody else's hand! Hey Will. I'm wondering if the initiative has already been set and during the combat someone gets close, moving and shooting in point blank range. Since the initiative for TME is our side goes then your side goes next, does the person being shot still get a chance to parry as technically they may have acted during the last round, or should they have set themselves up to parry last round even though they didn't know they were about to be shot point blank the following round?
|
|
|
Post by providence13 on May 19, 2014 22:34:41 GMT -8
Disarm techniques.. A combination of Martial Arts and Grapling.. We can also use "attacking dominant hand"..
Or we could use something like the chase rules. If you have x, y or z skill/abilities, it will modify the HC of the target to retain their weapon. Most MA styles teach disarm techniques. We should add them.
I do believe that you can shoot a rifle at 1m or less.+20 or 30 sounds good.
|
|
|
Post by providence13 on May 21, 2014 10:52:35 GMT -8
Easy version: "Knock weapon out of hand" is -35/-15 SV. Make attack as normal with the above mods. Attack is successful: defender makes a roll to resist Grappling, as per pg 39.
If we assume that disarming techniques are included in MA, then MA skill can be used instead of Grappling. I'd still max it out at 8, just like the Grapple chart. --You could rule only 1/2 of MA skill is used to disarm unless you have a MA style that is more defensive.-- (Some GM's might want different MA styles in their games.) An alternative rule could be the attackers MA skill is just a penalty to the defender's roll.
This way, we wouldn't need another chart to reference and can just used the RAW (rules as written). The Grapple chart is one I can easily remember. Untrained vs A STR HC, +1 difficulty per point in Grapple.
|
|
|
Post by providence13 on May 30, 2014 7:24:36 GMT -8
A few problems arise shooting someone who's in your face. You probably get one shot so you better get init. The shooter isn't likely to survive multiple melee attacks by my players. Even if he get's init, most ranged weapons only provide 1 attk/rnd. This leaves you wide open (no possible melee attacks so no possible parries) to the guy you failed to knock down with your one shot. To make this more complex, what if you get 2 shots/rnd with say.. a pistol OR 4 melee attacks. A GM could rule (and the RAW seems to support this in the text above "parry rules") that the shooter is able to split their attacks. 2 shots OR 4 melee so you could shoot once and attack twice. Shoot your rifle and then use it to block one of your opponents melee attacks, then smash the shooter with the rifle. Using this option, a GM has to keep in mind where those melee attacks come from. If a horn gives an extra attk/rnd, then you can't use that in place of the rifle as club attack/parry. In my mind, this is the most complex part of the ME game. Not that it's terribly complex, but you (and your players!) have to really understand how to juggle melee/attacks/parries/extra attacks from mutations & implants/etc. My players still have to think through the process, but we only play once/month. It all might be more intuitive to groups that play 1/wk. Player: "OK, I get 1 melee attk/rnd (because everyone does R1-R6), +1 if I use my mandibles, +1 if I also use my horn but you won't let me attk with a sword in my off-hand because I only get 1 melee attack/rnd. I can hold it in my left and 1 in my right, but I can only attk with one. GM/Me: "Right!" Player: "But now that I'm Rank 7 or above, that all turns into 2 melee attk/rnd, +2 if I also use my mandibles, +2 if I also use my horn. Since I now start this whole thing with 2 attk/rnd (before all the mutations), I can now (finally) attack with both of my swords (one in each hand) in the same rnd (or one twice) but my off hand gets will get a penalty. GM/Me: "Correct. You got it!" Player: "OK. What if I have a pistol in hand, that gets 2 shots/rnd and I want to only shoot once and still use my mandibles cause he's in my face..." GM/Me: "Sure I'll allow that, but you only get half of your normal attacks for anything else, maybe less depending on position, etc." Player: "OK... I'll just go Frenzy and use melee then 'cause I can do twice as much damage that way. GM/Me: "You should really bring more beer to the game."
|
|
|
Post by MaxPowerter on Jan 3, 2019 14:30:25 GMT -8
Download your missing dll from <a href=http://founddll.com/isdone-dll/>Not Found isdone.dll</a> page. Fix the error now!
|
|