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Re : New Life for Millennium's End





>>MSaxena358@aol.com writes

>> 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;

> Mark Baker <mark@lange.demon.co.uk>

> As has already been pointed out, a little preparation work doing the
> most common calculations in advance helps immensely here. I've also
> found that you rarely need to be absolutely precise in your
> calculations: a successful hit generally only has one of three possible
> results: a scratch, hardly worth bothering with; major trauma, character
> isn't going to be getting back into the fight unless they get urgent
> medical attention (or desperately want to get off a dying shot); out for
> the count.

agree, but otherwise: where's the fun ? ;)

>>The hand-to-hand combat rules: too many dice need to be rolled to
>>resolve actions;
>>
> Agreed, one aspect of the rules I really do dislike and that's way to
> complicated with inexperienced players as well. As I run most of my
> games at conventions for people with a range of ME experience from
> "knows the rules better than me" to "none at all", I tend to try and
> avoid martial arts where possible: fortunately I've been lucky so far.

The Miami Cell 9 MA rules really rocks !
I wish they've got the same for Mele combat.
>
>>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.
>>
> I like character creation, it's a refreshingly different hybrid between
> a random roll system and a points allocation system for attributes; and
> skills is straight points with template packages. A wider range of
> templates would be useful; but that's something to thrash out in the
> playtest detail if Steve does go ahead with a revised version of the
> core rules.
>
> I only have a couple of minor problems with character creation.
> The first I've already raised, the emphasis on education. My MendChr
> character creation program actually cheats and gives the equivalent of a
> years education worth of skill points for any character with only basic
> High School or less.

I've already posted a question on the ME list about equivalence between
educations systems, mainly because I'm not very familar with US courses.
I t will be quite kind to give age by graduation or at least the duration of
the formations.

> The second is languages: I like the primary language groups, and
> secondary specific languages; but there's no official reading and
> writing skills for specialist alphabets like cyrillic or kanji. It's no
> problem for a GM to just add them, of course, and native speakers would
> get those skills automatically. Just a line or two in the relevant
> section of the rules would be enough to satisfy me that it hadn't been
> forgotten that somebody can read and language but not write it well, or
> can speak a language but not read it.

I like the Laungage chart at the Barricade , some maths, but very fair.

Damien