Post by apoc40 on Jan 26, 2014 14:03:29 GMT -5
We were able to play our first session last night and we've got quite a number of questions. They probably don't all belong in this thread, but its easier than splitting it out to the different boards.
Q1: When shooting at a single target and using the elevated rate of fire (IE: shooting 3 pistol shots instead of 1), do I roll my to-hit once and apply the -2 and -4 to the other two bullets, or do I roll 3 to-hits? (We assumed roll once, as the rules explicitly state you have to roll a separate to hit for multiple targets)
Q2: You've stated in another post that PC's can dodge firearms up to their MTL per round. In the case of firing multiple rounds from the same gun, as described above, does the PC roll their dodge once, or 3 times (if their MTL is that high?).
For that scenario we played it as if the shooter rolls once and lets say gets a 14. The first bullet is a 14, the second a 12, the third a 10. The target then rolls a single doge (and only burns 1 of his dodge attempts) and lets say gets an 11. We decided then that the first two hit, but the third barley missed hin.
Q3: For crits to the head, is the double damage just calculating your damage and applying a x2, or rolling damage die twice?
Q3A: If you get a damage raise on a crit, is the raise doubled as well?
Q4: How does cover work?
Q4A: How about if it's solid cover, like a concrete divider in a highway?
Q4B: How about permeable but obstructing cover, like hiding behind a sofa or Sheetrock wall, where the enemy can't fully see you but know's generally where you are (and the thing you're behind won't stop a bullet)?
Q4C: How about taking a hostage as a human shield?
Q5: Blur suit have a battery life or duration?
Q5A: The table on p109 says the suit gets a +3 to defense stat. The description of armor on P108 says that that defense mod applies to defense and DFT related abilities like athletics. Does a wearer of a blur suit then get a +3 to athletics skill checks?
Q5B: Does it only apply while invisible, or always apply?
Side note: defense is a DFT related skill of DFT + Athletics. Had a player asked if they were supposed to take a -1 to defense & a -1 to their athletics score (which would really be a -2 to defense). Might want to reword the example?
Q6: Does spending Flux Points (FP) convert to Abilty Flux Points / Building Points at a 1:1 ratio?
Q7: Do the flux points you spend to avoid a private flaw, shrug off a wound, etc convert that way, or only the ones you spend to improve your chances at a skill check?
Q8: How does spending FP to shrug off a wound that came from excessive damage work? IE: My MTL of 2 + light armor (DR 4) gives me a total of 6. I take 11 points of damage and suffer 2 wounds. Do I need to spend all 11 to ignore the wound, or can I just spend 5 to ignore the second wound from the the damage being 5 points higher than my DR?
Q9: Can a skin gun used after combat be used to heal all wounds? If the injured party does nothing for 12 hours, can they go from several wounds to fully healed in just one day?
Q10: Can you explain why a hacker would take the interface ability? If most people don't have an interface, what purposes and in what situations would being able to do that be beneficial?
Q11: On a to-hit roll, you just take the flux roll (2d6) to determine hit location, but only keep the highest die for purposes of whether or not it actually hit, yes?
Q11A: Do you disregard rolling a critical on a to-hit roll for purposes of to-hit? IE: I roll a 4 and a 6, re-roll 6 and get a 2, is the shot in the left arm or head?
(We just grabbed a d12 that had body locations on it and used it for simplicity. We'd often roll a 6 on one of the two d6's and forget what the original total was before we were re rolling in excitement)
Q12: Given a radical with the street fighter asset, a 5 crime, a 4 Str and a com-bat. Would this guy really be doing 1d10 + 9 damage? Anyone wearing anything short of heavy traditional armor is pretty much guaranteed 1 wound per round, minimum, probably more due to a 5 point bump.
Q12B: If I'm wearing some heavy armor, my defense is now at a -6 against Dude with Com/Bat of DOOM. Now he's getting an extra 1d6 damage for every 5 points he beats my defense by. Unless he rolls like crap, the extra damage from the raise is basically negating my DR. The way we read this, that guy is going to annihilate me with a baseball bat.
Q13: How deadly is combat intended to be? Our experience: Very deadly. A character with a MTL of 1 and light armor pretty much dies in a single hit. IE: our hacker went with gifted for interface and put most of his points in non-combat stuff, and crumpled like a sheet of paper to a single radical that got a raise on his to-hit and rolled high on damage. Doled out 3 wounds from one hit and the PC failed his check. We've got 2 other characters in a similar situation (thinker and suit) that'll die if they so much as get shot once.
Q14: Can a character with bravado use a full or partial defense? (We're assuming if you fail a valor check you can't defend yourself at all, much less by attacking; which was argued. "I'm AM defending myself. With a gun!")
Thought 1: The reload die method seems a little unbalanced. Especially if using premium ammo from the supplement. Rolling doubles is something like a 1 in 36 chance, followed by a 1 in 10 chance you'll actually need to reload. Out of 3 firefights, one with someone going full lunatic firing 2 burst per round for 4 rounds on a SMG (mind you he wasn't using premium ammo, cause you can't in an SMG) we never had a reload.
Thought 2: A suppression mechanic would be interesting. IE: Covering fire. One character unloads everything to keep the enemy occupied so that another can move.
Thought 3: The brief description of a valor save on P. 23 only says you lose your next action. The description on P. 72 lists more penalties. May just have the on on P 23 say " or suffer penalties on P72"
Q1: When shooting at a single target and using the elevated rate of fire (IE: shooting 3 pistol shots instead of 1), do I roll my to-hit once and apply the -2 and -4 to the other two bullets, or do I roll 3 to-hits? (We assumed roll once, as the rules explicitly state you have to roll a separate to hit for multiple targets)
Q2: You've stated in another post that PC's can dodge firearms up to their MTL per round. In the case of firing multiple rounds from the same gun, as described above, does the PC roll their dodge once, or 3 times (if their MTL is that high?).
For that scenario we played it as if the shooter rolls once and lets say gets a 14. The first bullet is a 14, the second a 12, the third a 10. The target then rolls a single doge (and only burns 1 of his dodge attempts) and lets say gets an 11. We decided then that the first two hit, but the third barley missed hin.
Q3: For crits to the head, is the double damage just calculating your damage and applying a x2, or rolling damage die twice?
Q3A: If you get a damage raise on a crit, is the raise doubled as well?
Q4: How does cover work?
Q4A: How about if it's solid cover, like a concrete divider in a highway?
Q4B: How about permeable but obstructing cover, like hiding behind a sofa or Sheetrock wall, where the enemy can't fully see you but know's generally where you are (and the thing you're behind won't stop a bullet)?
Q4C: How about taking a hostage as a human shield?
Q5: Blur suit have a battery life or duration?
Q5A: The table on p109 says the suit gets a +3 to defense stat. The description of armor on P108 says that that defense mod applies to defense and DFT related abilities like athletics. Does a wearer of a blur suit then get a +3 to athletics skill checks?
Q5B: Does it only apply while invisible, or always apply?
Side note: defense is a DFT related skill of DFT + Athletics. Had a player asked if they were supposed to take a -1 to defense & a -1 to their athletics score (which would really be a -2 to defense). Might want to reword the example?
Q6: Does spending Flux Points (FP) convert to Abilty Flux Points / Building Points at a 1:1 ratio?
Q7: Do the flux points you spend to avoid a private flaw, shrug off a wound, etc convert that way, or only the ones you spend to improve your chances at a skill check?
Q8: How does spending FP to shrug off a wound that came from excessive damage work? IE: My MTL of 2 + light armor (DR 4) gives me a total of 6. I take 11 points of damage and suffer 2 wounds. Do I need to spend all 11 to ignore the wound, or can I just spend 5 to ignore the second wound from the the damage being 5 points higher than my DR?
Q9: Can a skin gun used after combat be used to heal all wounds? If the injured party does nothing for 12 hours, can they go from several wounds to fully healed in just one day?
Q10: Can you explain why a hacker would take the interface ability? If most people don't have an interface, what purposes and in what situations would being able to do that be beneficial?
Q11: On a to-hit roll, you just take the flux roll (2d6) to determine hit location, but only keep the highest die for purposes of whether or not it actually hit, yes?
Q11A: Do you disregard rolling a critical on a to-hit roll for purposes of to-hit? IE: I roll a 4 and a 6, re-roll 6 and get a 2, is the shot in the left arm or head?
(We just grabbed a d12 that had body locations on it and used it for simplicity. We'd often roll a 6 on one of the two d6's and forget what the original total was before we were re rolling in excitement)
Q12: Given a radical with the street fighter asset, a 5 crime, a 4 Str and a com-bat. Would this guy really be doing 1d10 + 9 damage? Anyone wearing anything short of heavy traditional armor is pretty much guaranteed 1 wound per round, minimum, probably more due to a 5 point bump.
Q12B: If I'm wearing some heavy armor, my defense is now at a -6 against Dude with Com/Bat of DOOM. Now he's getting an extra 1d6 damage for every 5 points he beats my defense by. Unless he rolls like crap, the extra damage from the raise is basically negating my DR. The way we read this, that guy is going to annihilate me with a baseball bat.
Q13: How deadly is combat intended to be? Our experience: Very deadly. A character with a MTL of 1 and light armor pretty much dies in a single hit. IE: our hacker went with gifted for interface and put most of his points in non-combat stuff, and crumpled like a sheet of paper to a single radical that got a raise on his to-hit and rolled high on damage. Doled out 3 wounds from one hit and the PC failed his check. We've got 2 other characters in a similar situation (thinker and suit) that'll die if they so much as get shot once.
Q14: Can a character with bravado use a full or partial defense? (We're assuming if you fail a valor check you can't defend yourself at all, much less by attacking; which was argued. "I'm AM defending myself. With a gun!")
Thought 1: The reload die method seems a little unbalanced. Especially if using premium ammo from the supplement. Rolling doubles is something like a 1 in 36 chance, followed by a 1 in 10 chance you'll actually need to reload. Out of 3 firefights, one with someone going full lunatic firing 2 burst per round for 4 rounds on a SMG (mind you he wasn't using premium ammo, cause you can't in an SMG) we never had a reload.
Thought 2: A suppression mechanic would be interesting. IE: Covering fire. One character unloads everything to keep the enemy occupied so that another can move.
Thought 3: The brief description of a valor save on P. 23 only says you lose your next action. The description on P. 72 lists more penalties. May just have the on on P 23 say " or suffer penalties on P72"