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Re: Re : New Life for Millennium's End



Hello,

> es, Ryan, you are right. If we go mucking about with it too much, we will no
>  longer have the system we all fell in love with in the first place.
>  
>  Some things I think...
>  1) Keep the overlay system, it works wonderfully.
>  2) Keep the percentage dice rules system, it works rather well.

    I definitely agree with these two.  Without them, ME becomes no different 
than, say, GURPS.
    But some things could and should (IMHO) be changed to make things more 
manageable.  Here's my list :
    (1) The damage rules: WAY too cumbersome (too many calculations to go 
through) in the present form, slows things down too much;
    (2) The autofire rules, as others have mentioned;
    (3) The hand-to-hand combat rules: too many dice need to be rolled to 
resolve actions;
    (4) Character creation: too clunky; I'd prefer (at least having the 
option of) more of a point-based system, allowing for more customization so 
that you can create the specific kind of character you want.

Best Wishes,

Manu 
    

>  3) Produce a more comprehensive list of modifiers for the use of skills in
>  various situations, it would seem that was the major shortfall for those 
> posting
>  here. But include some pretty steep modifiers for those situations where 
> armed
>  conflict or undue stress is in evidence. (character is under fire... under 
> solid
>  cover: -0, under soft cover: -25, directly exposed: -50 ... this is an
>  oversimplified example, but I feel it is worth looking into.
>  4) Add a "Combat Experience" skill to overcome the penalties that occur in 
> these
>  situations, but one that simply negates any penalties, not capable of 
adding
>  bonuses beyond the skill of the character, this keeps the munchkins at bay.
>