Killer Cyborg wrote:When does the game discuss rolling for chance of jamming at all?
Transdimensional TMNT has rules for black powder weapons jamming. It's a percentile you roll for each shot, and is modified by certain conditions (like if you used too much gunpowder while reloading, and I think you roll a skill percentile each time you reload the weapon)
Modern... er... um... guns more modern than black powder but less modern than laser pistols... like 20th century guns... are better made, have the gunpowder pre-rationed, don't need to be cleaned as often (ie after every shot), etc. which is probably why we don't have gun-jamming rules.
I won't say there aren't any out there because I don't always pay strong attention to the modern weapon sections, and wouldn't be surprised if something like this was squirreled away in either Superspies or Recon, but I admit outside of Transdimensional's black powder rules, I'm not aware of any.
These are important for Wormwood though since they are stated as using black powder weapons there, ala the musketeers, albeit often modified by TW which might remove jamming risks.
Killer Cyborg wrote:They have, in the RGMG, pages 33-34. You make a successful Strike roll to hurl yourself in the path. It's essentially a Simultaneous Attack, not a dodge.
[/quote]Cool, is that only for taking the blast and not knocking both you and the victim out of the way though?
I'd still like to be able to parry others' attacks though, like where you bring your sword up in front of a lady who's gonna get chopped by an evil guard or somethin.
Shark_Force wrote:the typical solution i've seen is to rule that you can't simultaneously attack someone unless you've got initiative on them. makes a fair bit of sense, i suppose.
This only makes sense to me if someone with initiative chose to forgo their melee action and hold it in reserve to do a simult or something. Kinda like how Cyan could choose to defend with Retort in FF6.
Killer Cyborg wrote:Only for people who like getting shot/stabbed.
Something tells me that in a post-apocalyptic world where everyone and their uncle has massive bio-regenerative abilities, this would not be as uncommon as you might assume based on modern day attitudes.
I think we'd be seeing a lot of this:
http://www.youtube.com/watch?v=2fhjV0CO1kwEspecially amongst Mega-Juicers.
Odd how the guys who are best at auto-dodging might choose to forgo that reflex to get guaranteed unavoidable hits.
Then again, in ranged combot, it's so ridiculously hard to dodge gunfire that you don't really even need to simultaneous attack to get unavoidable hits, just make your strike roll.
I mean, with our ranged combat rules and the -10 no bonuses silliness, simultaneous attacks really only ruin things for the melee fighters who love their auto-parry, no?
flatline wrote:Back when we still allowed simultaneous attacks, we had a super powered character with Energy Absorption and APS:Liquid who would just stand there and simo anyone who attacked him. We were already unhappy with the idea of simultaneous attacks, but it wasn't really until that character was made (to prove a point, no doubt), that we house ruled them away.
Instead of outruling it, why not just have people not attack the guy?
Killer Cyborg wrote:allowing essentially invulnerable characters can mess a game
I think the NPCs just weren't being creative enough. Any kind of explosion can put one of these APS liquid jokes out of commission for at least 2 minutes, and most combat won't last that long, making them useless for helping the rest of the group.
They can also still be damaged by cold, magic, psionics, none of which would be hampered by the energy absorbtion.
Mag/psi doing something means the physical psi or spell of Telekinesis can damage someone with APS Liquid, no? Normal punches and weapons don't hurt them, but massively displacing their water should. There's a difference between trying to poke holes in a water guy and physically moving his body into pieces.
That and: in a game with super powers, there's always the Negate Super Abilities or Borrow Super Ability bros to the rescue. The 'Negator' in VU comes to mind.
Talavar wrote:My 2 cents: simultaneous attacks are a bad mechanic because it absolutely prioritizes toughness over accuracy, agility or other combat bonuses.
I don't think the mechanic is without merit, just that the implementation is bad. The idea that forgoing your automatic defense and attacking when your opponent does... that it should give them penalties to defend, is a valid one.
The problem is that it's too powerful, that it automatically makes it impossible to defend. That shouldn't be the case.
Someone who is simultaneously attacked should still get their automatic defenses, such as auto-parry, perhaps auto-dodge. But they should get a penalty to do it, since it's harder to defend against someone who is going all-out against you and not defending themselves.
Perhaps what could be done is, if someone forgoes their defenses and tries to simultaneous attack, the bonus they might normally get (parry or dodge) could be used as a penalty against the other person's defensive roll? Or perhaps use the normal strike bonus as a penalty to their roll?
This would have a similar effect to doubling the strike bonus except by making it a penalty to their defense, it doesn't increase their accuracy/aim in landing a hit.
Killer Cyborg wrote:1. You're in melee range, in which case I have to ask, "You're getting into melee with an ADULT FRICKIN' DRAGON!? Why the heck!?"
2. You're in breath range, in which case I have to ask, "Why isn't the party using the advantage that modern weapons provide them, but moving out to 1d4x1000' range, instead of staying up close?
That's being a bit harsh bro. Keep in mind dragons like to hang in caves, meaning you usually don't have a thousand-foot expanse to fire at them from, if you're invading their lair. Not to mention their crazy teleport abilities, fast flight abilities (they could hide in the clouds before divenosing down in from your 12 oclock)