Rules Help
Mar 1, 2016 17:48:34 GMT -8
Post by G.I. Joe on Mar 1, 2016 17:48:34 GMT -8
Hey forums,
Just listened to episode 2, and I noticed a few rules that needed clearing up.
First:
Don't get modifications and attachments confused. Attachments can be applied to gear without a roll and take up a hard point. Modifications, on he other hand, do not take up hard points, but cost credits and require a mechanics check. To put this in real life terms, a hard point is like a rail on a gun. A handgun will have one or two, but rifles have more. Attachments are things like scopes and flashlights that attach directly to the sun's rail. A modification would be changing your standard scope to have increased magnification. I don't have my book, but I am pretty sure that ship components work in a similar fasion.
Second:
Contested checks. If the GM wants to have the player make a contested check, the difficulty is the opposition's dice pool. Greens become purples, and yellows become reds. For example, if PC Dr. Sneaky McSneakerton rolls 3 yellow, 1 green on his stealth roll and my CIS Nemesis Mr. Smith rolls 2 yellow and 3 green for his perception. Now the choice comes in; does the GM want the PC to know if he is detected? If no, then the GM rolls Mr. Smith's perception with difficulty equal to 3 red, 1 purple. If the GM doesn't care either way, or just always wants the PCs to have control of their destinies, then the GM has Dr. McSneakerton roll his stealth with difficulty 2 red, 3 purple. This also, allows for spectacular narrative possibilities. For examle, Dr. McSneakerton gets a fantastic roll and not only does Mr. Smith not notice him, but he actually has his pants down around his ankles and is taking a piss against the wall.
Not that either of these things NEED to be corrected, but it's here if you guys want it. I'll edit after I get a chance to check out my book to look up the ship components. Great game thusfar.
Just listened to episode 2, and I noticed a few rules that needed clearing up.
First:
Don't get modifications and attachments confused. Attachments can be applied to gear without a roll and take up a hard point. Modifications, on he other hand, do not take up hard points, but cost credits and require a mechanics check. To put this in real life terms, a hard point is like a rail on a gun. A handgun will have one or two, but rifles have more. Attachments are things like scopes and flashlights that attach directly to the sun's rail. A modification would be changing your standard scope to have increased magnification. I don't have my book, but I am pretty sure that ship components work in a similar fasion.
Second:
Contested checks. If the GM wants to have the player make a contested check, the difficulty is the opposition's dice pool. Greens become purples, and yellows become reds. For example, if PC Dr. Sneaky McSneakerton rolls 3 yellow, 1 green on his stealth roll and my CIS Nemesis Mr. Smith rolls 2 yellow and 3 green for his perception. Now the choice comes in; does the GM want the PC to know if he is detected? If no, then the GM rolls Mr. Smith's perception with difficulty equal to 3 red, 1 purple. If the GM doesn't care either way, or just always wants the PCs to have control of their destinies, then the GM has Dr. McSneakerton roll his stealth with difficulty 2 red, 3 purple. This also, allows for spectacular narrative possibilities. For examle, Dr. McSneakerton gets a fantastic roll and not only does Mr. Smith not notice him, but he actually has his pants down around his ankles and is taking a piss against the wall.
Not that either of these things NEED to be corrected, but it's here if you guys want it. I'll edit after I get a chance to check out my book to look up the ship components. Great game thusfar.