|
Search found 3191 matches |
Author | Message |
---|---|
![]() |
|
Naaman Replies: 22 Views: 23668 |
![]() |
Something also worth considering for Thrown Weapons in general is how Strength may affect Range. It makes a certain degree of sense for a character with above average Strength or Lifting to be able to ... | |
![]() |
|
Naaman Replies: 22 Views: 23668 |
![]() |
Some thoughts:
If the target is out in the open, consider requiring a full dodge to have a chance at completely avoiding damage. Otherwise, a successful basic dodge can get you partial damage (whi ... |
|
![]() |
|
Naaman Replies: 8 Views: 17452 |
![]() |
Yeah, that primitive construction thing has me a little unsure.
Toddlers learn the essential principles of primitive construction playing with blocks. By the time a character is a PC, most will ha ... |
|
![]() |
|
Naaman Replies: 16 Views: 28885 |
![]() |
I kinda keyed in on the "never switches off" character concept. For people just noticing stuff incidentally (without regard to the relevance of such details), a passive awareness skill coul ... | |
![]() |
|
Naaman Replies: 16 Views: 28885 |
![]() |
No, like I said, I like the idea of there being a split between passive and active; I just want there to be a way for characters to improve their passive mode, as well as represent the people who ar ... |
|
![]() |
|
Naaman Replies: 16 Views: 28885 |
![]() |
Regarding active versus passive:
I've been thinking that "passive" detection of a thing (ambush, clues, etc.) has more to do with what a person knows about that thing than his "abili ... |
|
![]() |
|
Naaman Replies: 114 Views: 177839 |
![]() |
The official rules suggest otherwise, though, especially the RoE Accuracy Damage rules. The implication there is that, on some level, whichever Ranged Weapon the character is using also includes a deg ... | |
![]() |
|
Naaman Replies: 114 Views: 177839 |
![]() |
I guess I just don't think of it a "minutiae."
There are some things that I would say are "common sense" when it comes to thinking about something like how a smoke grenade wou ... |
|
![]() |
|
Naaman Replies: 114 Views: 177839 |
![]() |
Well, yeah... I thought Blasters (most ranged weapons, really) being undodgeable was the whole point you and I have been wrestling with in other topics. The idea is that certain attacks can be speci ... |
|
![]() |
|
Naaman Replies: 39 Views: 41720 |
![]() |
The one I haven't quite decided if I want to do or not would be a Grenade Launcher Pistol, with a 4-5 round magazine, but compact and able to be fired one-handed.
Consider microgrenades or some kin ... |
|
![]() |
|
Naaman Replies: 39 Views: 41720 |
![]() |
Sure... it's just that "ballistic" firing is a double edged sword, since it is especially reliant on geometry and further limited by gravity. There are certain trade-offs when it comes to l ... | |
![]() |
|
Naaman Replies: 114 Views: 177839 |
![]() |
1) While explosive hand grenades behave mostly in accordance with the RAW, launched grenades are generally contact detonated, and thus can't be dodged in the same way that a thrown grenade can (contac ... | |
![]() |
|
Naaman Replies: 39 Views: 41720 |
![]() |
Giving this a bump because, in the process of doing my stat re-writes, I ended up with a solution to my original problem about relative inaccuracy of grenade launchers: make all Grenade Launchers Swoo ... | |
![]() |
|
Naaman Replies: 26 Views: 23528 |
![]() |
One possible way to approach it would be to require a willpower roll prior to any other social skill rolls. Failure of the willpower check results in a penalty (cumulative based on length of time wit ... | |
![]() |
|
Naaman Replies: 13 Views: 24062 |
![]() |
First, bring up
IIRC, combat sense does not MAP any other rolls, to boot! |
|
All times are GMT - 4 Hours |