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Post by xhaosdaemon on Aug 18, 2013 9:14:10 GMT -8
I may have worded it incorrectly, but the penalty for range applies to all ranged weapons. I was using missile weapons interchangeably with ranged weapons. It is intended for all ranged weapons; even with a sniper rifle with a 1km range it is going to be harder to hit your target near maximum range than at short range.
Just to note all the above rules as well as several others are posted in the House Rules section, Will transferred them over from the original forum.
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Post by providence13 on Dec 28, 2013 10:42:32 GMT -8
Got a rules question for everyone. TME, pg 109:
"Shooting someone in the head -44/-22 If unsuspecting, the target only gets helmet DV. If aware, the target gets helmet, Dodge and AGI DV bonus."
The best helmet you can wear gives -7 DV; Combat Helmet. -51/-29
The hit gives random damage x2 and target must make a C END HC or die. They way I read a non-lethal strike, you still do double random damage and target makes a C END HC or is KO'd for 10+D% minutes.
Does anyone rule this differently? Is it still too easy to kill/KO someone with a head shot? Sure, a C HC is pretty easy to make..
Hack off a hand: -38 dominant/-28 dominant -30 off-hand/-20 off-hand
Are armors assumed to include hand protection? Full enviro suits, sure. But do junk armors, leathers, chain assume gauntlets or armored gloves? Even if they don't assume armor extending to hands (and feet), does the target get full armor DV? The RAW reads like you do.. I guess the hands are moving a lot more than the head in the called shot example above.
Just think the RAW make it pretty easy to headshot or hack off a hand. I don't have real life experience in this (thankfully), maybe the RAW is true to life. IDK.
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Post by maxstone on Dec 29, 2013 5:40:17 GMT -8
I prefer to apply only the double damage rule for head shots, to every enemy, bosses included... but the instant kill would be too much to handle. In my game characters are now at about Rank 10 and have a lot of W.E. points. It would be too easy for them to just go around popping heads... I even felt the need to limit the range of some weapons, especially assault rifles. Now they can be fired accurately up to 250 meters or up to 350 if optics (4x at least) are equipped. At higher distances I start to apply SV maluses . They can still take advantage of the 900 m range for covering fire or similar actions.
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Post by providence13 on Dec 29, 2013 9:29:52 GMT -8
Thanks maxstone. I guess it's a C HC for kill or KO, depending on a lethal or stunning attack. Sounds like you don't use the KO. Gotcha. Double stun damage would work too, sure. It'll knock them out eventually.
250m-350m range on pistols, I could see. I have felt that the ranges in the book are a bit high for no penalty; but it's a good "generic" table. What penalty do you use for rifles at that range(250+m)? Your game, your rules, but that still feels like 'close range' for a rifle.
On the original topic: When attacking target's head, do you only use Head DV (AGI + Dodge + Helmet)? Do you use whole body DV when trying to attack a target's hand?
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Post by maxstone on Dec 30, 2013 13:29:44 GMT -8
On the original topic: When attacking target's head, do you only use Head DV (AGI + Dodge + Helmet)? Do you use whole body DV when trying to attack a target's hand? I know I'm not encouraging players to use aimed shots, but I apply the full target DV + Body part DV. Like you said, in the rule book it's not always specified If armors protect hands and feet too! This is a very simple way to keep the DV quick to calculate but requires characters to have high SV to hit. Still, in case a target is unsuspecting, I don't add the agility DV bonus. For my game: non scoped weapons 0-250 m: no penalty 250-350 m: -15 SV 350-450 m: -30 SV 450-550 m: -45 SV (and so on) scoped weapons ( 4x ): 0-350 m: no penalty 350-450 m: -15 SV 450-550 m: -30 SV 550-650 m: -45 SV (and so on) Sniper rifles with telescopic optic: same as RAW. I don't think I could Hit something at 300 m like I could at 10 m! Apart of that, I've never felt the need of very long range fights in TME because of the 3 seconds/round rule. Player can run only about 6 m per round and it gets tedious to cover long distances in that way. How do you manage this situations?
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Post by providence13 on Jan 10, 2014 16:41:22 GMT -8
How much can a PC do in one 3 second round? (We talked a bit about this, but I'm still trying to figure out if it's worth using it. Also some 'odds and ends' HR I'm working through and mad ravings.) Eventually, players and GM's might ask to mix and match melee and ranged attacks, parries, etc. Other rpgs, might have a set amount of time and or activity, that each action requires. This works if everyone has one attack, or one attack roll to sum up everything that can be done in one round. For TME, characters can have multiple attack forms, each one requiring a different amount of effort for that round. What if they still want to mix and match attacks? To keep it simple, a GM could rule that only one attack form can be used in one 3 second round. If they are willing to negotiate a more complex actions, the game could be more cinematic and exciting.
Actions Time Required % of a round 1 melee attack/rnd 3 sec 100% 2 melee attacks/rnd 1.5 sec each 50% 3 melee attacks/rnd 1 sec each 33% 4 melee attacks/rnd .75 sec each 25% Stunned for 1 rnd 3 sec 100% Grapple 3 sec 100%
Ranged Attacks: ROF 1/3 9 sec 300% ROF 1/2 6 sec 200% ROF 1 3 sec 100% ROF 2 1.5 sec each 50% ROF 3 1 sec each 33% ROF 4 .75 sec each 25% ROF 5 * .6 sec each 20% ROF 10 * .3 sec each 10%
Called shot for next rnd 3 sec now 100% (only applies to first attack)
One Parry uses one melee attack** See melee attacks, above.
A standard auto pistol has rof 2. You can squeeze off 2 shots in 3 seconds and maintain whatever skill you have with that weapon. If you only fire once, do you still have 1.5 seconds to act that round? If someone is extremely close, could you use a melee attack after firing one shot? The answer will be different for each character. Players (and GM's) will have to be intimately familiar with their possible actions.
How a GM rules that question will be easy compared to higher rates of fire, adding many more attacks per rnd, Frenzy...
* With ROF this high, TME might need some form of burst fire rules.
**TME pg 108, "Parrying works by improving one’s defense value from all frontal and side attackers, but, in doing so, it usually disallows attacks by the defending character during her rounds. The exceptions exceptions to this rule are when one uses some mental mutations; or when cyborgs employ auto return-fire turrets; or whereby ambidextrous characters, those with multiple appendages, or characters of 7th or higher rank who get more than one melee attack per round, choose to mix their parries with strikes within one round.." So if you have more than one melee attack/round, you can perform multiple parries or parries mixed with attacks in the same round.
If I understand correctly, Shield is also a skill now (or will be by the time TME Expansion Rules/Fantasy is finished..) and can be used to parry just like a weapon. Shields now have double the DV listed in the book (pg 101) when used for melee and parry values for objects are at 1/2 value (pg 108).
Note: Certain physical mutations add an extra melee attack, but only if that appendage is used. A mutant weilding a battleaxe in two hands might also use 3 more melee attacks with their 3 extra bladed limbs. That is 4 melee attacks per round. They cannot attack with the battleaxe 4 times. It is because of these additional bladed limbs they receive extra attacks. TME, pg 62.
Is there a penalty for switching targets? (within the same round) "I want to punch this guy in the face, then use the pistol in my left hand to shoot his buddy, behind him." For now, I've been using -10 to -20 for changing targets. Like the called shot rules, the -10 is for planning the action and -20 for deciding right then and there. Also, in my game, the alt attack form has to be within about 1 sec or less movement.
House Rules: Rate HC Base Move is Walking. 3m/rnd -- Walking x2 = Jogging. 6m/rnd -- Jogging x2 = Running 12m/rnd A AGI (x minutes based on terrain) Running x2 = Sprinting 24m/rnd A AGI, C END +1HC/rnd. Can't be encumbered.
Helmets: Helmets lower PER by the same amount of their DV. They do not affect Movement.
Multiple mental attacks/round: Some of the artwork shows mutants using both hands in energy blasts. Most mutations describe a one-handed energy attack. If these mutants had Advanced Mind, it would be easy enough for them to use two mental powers at once. GM's may allow advanced, higher Rank mutants the ability to increase the rate these powers are used. This would be very powerful and may upset game balance. It is relic weapons and their high rate of fire that allows PSH and those without mental/energy attacks to stand against tough mutants. Still, it would be impressive to blast someone twice in the same rnd with a power. 1/2 SV, 1/2 damage but the blasts count for 2 of your total/Rank/day..?
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Post by providence13 on Jan 25, 2014 9:24:29 GMT -8
Maxstone, sorry I missed that last question. "How do I handle moving long distances in a fire fight?"
At the beginning of the round, I ask for intentions and then initiative. If the intention does not involve someone else's actions we don't need init for that player. Let's say you're running 18 meters and being careful at 6 meters per round. If it doesn't involve you acting before someone else, or they are ignoring you, there is no need for that player to roll initiative. Stating "intent before rolling init" speeds up our combat rounds because the players have to be thinking about their actions, before it's their turn. I've noticed that people take longer to decide what to do, when rolling init first. Now you just handle combat for the other players where init matters, while that guy move his stated distance. Things can change in that time, but this helps speed things along.
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Post by maxstone on Jan 25, 2014 15:54:55 GMT -8
Thanks Prov! I'll try to run things that way. A few weeks ago I GMd a session where player had to attack a small raider fortress in the middle of a desert that once was the bottom of the ocean ( large empty spaces ). They had motorbikes, so I let them move 50 meters per round to speed up the attack process. It's much much more than the speed allowed for that type of vehicle, but since a player started shooting from very afar, I thought it was a good way to avoid endless rounds of Shooting/moving... To get the picture of the situation: fusionanomaly.net/closeencountersgobidesertshipwreck.jpgImagine it TME style, with mounted turrets and patrolled by blood thirst raiders .
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