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Re: Re : New Life for Millennium's End



>
> Again, agreed.  That's why my rant about how it's too easy to hit your
> target; sure, you can bring things back down to a properly realistic level
> if you add tons of negative modifiers, but at some point you wind up bogging
> down the game for five or ten minutes just to figure out the modifiers for
> "running, through a darkened alley, out of breath, target has just appeared
> in line of sight, unfamiliar weapon... that's a -40, please", and then the
> player gets in a snit about how the weapon isn't unfamiliar, etc.  Better to
> just have a few very generic modifiers, like "Environmental factors: -5
> to -50", and give some guidance to the GM about all the things which can
> affect shot accuracy.
>
> If this were a perfect world and we had perfect games, there would be no
> rule that would require more than fifteen seconds' interruption of play to
> apply.  With the aid of laptops and software, you can almost hit that point
> with the current ME system.
>

The simplest solution i have seen so far is to divide the actual final number by
something (3?) to represent the stress of being in a gunfight.  The allow a
reduction in the divisor based on how much actual combat experience you have.
This would seem to be relatively simple and reduce the rampant gun bunnyisms
that mess things up now.