Talk:Future Imperfect chapter 3

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--Melonberg 21:44, 17 March 2016 (MST) I know about your justified hate-on regarding the big rifle being the ultimate weapon. Here's another thought: Is there anything to reflect the notion that in close-quarters, if you're trying to fight with a rifle, it might be more difficult to defend yourself? You can feasibly block a melee attack with your rifle, but no small part of being able to block and dodge in a hand-to-hand fight requires one's hands to be free... Now, if someone closes in and you use your rifle as a melee weapon (club to butt-stroke them) or use an attached bayonet (like a spear, I guess?), that's fine, but while you're doing that, you're not shooting them. If you block a melee attack while using your rifle, should you have to make a breakdown roll for it? If you just took a shot, or plan on taking a shot and a melee attack is made against you, should you face some kind of penalty to block or dodge? Just some thoughts.

--Melonberg 00:34, 18 March 2016 (MST) On the hit location table, one of the roll modifiers is fighting (hand-to-hand) and the bonus is +2, which makes sense; if you are punching somebody, you're less likely to hit them in the foot. With advanced martial arts and the inclusion of different types of maneuvers like kicks, should we say that kicks have a -2 roll? Or is it just splitting hairs? The original intent, I believe, is that if you are fighting up close, you are less likely to "waste" an attack hitting someone in the foot, while you are more likely to hit a vital spot (whether that be the head or the gizzards, but in this case, the head). Purposefully trying to kick someone who is standing upright in the head is rarely a good idea in a real fight, and most martial artists won't recommend it (because with your foot so high, your balance will be greatly disrupted), hence, the usual targets of kick and knee attacks are the opponent's feet, legs and lower torso. Unless, of course you have someone grappled in a particular way and can feed a knee to their upper chest or face...

--Dieter the Bold 17:44, 22 March 2016 (MST) Bruce, re: your first comment- Perhaps make a rule that items not designed for melee combat take damage as if they were the target of the attack when being used to block a melee weapon? So you can use your rifle to block, but chances are it's not going to be functional for very long! Adding a bayonet lets you do lethal damage instead of CT damage as well as parry melee weapon attacks.

Re: your second comment- Kicks are -2, but give Martial Arts the default ability to ignore this penalty. Keeps things real, and gives another reason why Martial Arts are cool!

Now my feedback!

Conflict: What chapter does the rules of putting a "Card Up Your Sleeve" come in? Those rules should be introduced before appearing here, I think. Or just introduce them later in this chapter.

Simple & Complex Actions- Waiting: When you reserve a card, do you have to specify what is the trigger action? Or can you use your card to simply jump in at any later point?

Movement: Is movement outside of combat different than during combat? It would be odd for there to be a large variation (i.e., d6 vs d10) in speed between regular moseys.

Movement- Movement Rates: Is the Pickup gain from Walking double if you run? The example says no, so is Running considered a special form of Walking, or should the Movement Table be edited to say Walking/Running?

Weapons: I would state up front that there are different rules used between Melee & Ranged attacks.

Weapons- Area Effect Weapons: Does this mean that AE weapons get double-bonuses, + to hit and + to damage? Or is this only shotguns?

Weapons- Aiming/Procedure: 1) Why not just call the Aim Value, Accuracy? 2) Just to make this perfectly clear, if you have a weapon with 2/-3 Aim Value, you'll need three actions to shoot it without penalty? Two aiming, third shooting? The example is unclear, as only two cardsa are played, but three counters are somehow on the card. I'd state it explicitly in the rules, and clear up the example a little.

Weapons- Two Weapons: Recalling from that time in the woods how stupidly inaccurate two-pistol shooting was, I'd argue for putting the additional -4 (for off-hand use) to all attacks. Or you could state that using your card for the "Two Weapon" special maneuver means you can't take the Aim maneuver. So shooting with two pistols is -3 for the on-hand and -7 for the off.

Weapons- Melee Weapons: Example needs editing, "...Rigel III happens to find hiss casual sneer..." to "...happens to find his casual sneer"

Weapons- Weapon Speed: Like in Weapons- Aiming/Procedure, make it clear that Speed means you can act as soon as the given number of cards have been laid down.

Weapons- Defensive Bonus: I think there should be something like Bruce's X-Com Suppression rules for Ranged Combat.

Tech Level: I had the thought that as tech develops, older weapons still manage to find ways to keep pace. Slugthrowers could be gauss versions, or maybe enhanced materials & chemistry allow for more powerful propellent to be used, with super-dense smart-forming ammunition. This would allow you to keep a limited and simple gear list, and use TL as the modifier for when someone rolls up on TL5 (20th-century?) armor with a TL8 laser pistol. And vice versa.

Darkness: Why do you have damage information here? Should be in the next section

Rolling damage: For Vitals & Head shots, how about having 1 or 2 dice (respectively) maximized instead of simply added into the roll. It makes special hits much more serious, instead of the classic, "Boom, head shot! Only 4 points of damage", situations.

Wounds: You say "guts" under the Maimed explanation, but you should be more specific. Does this mean Vitals (which is on the Hit Location chart), or specifically the abdomen (which isn't on the Hit Location chart)?

Wound Markers: You mention 6 locations, and then state that "Wounds taken to the vitals and upper and lower torso add to those in the torso area", except "Torso" isn't one of the 6 locations given.

Boom!: This whole section should be moved under Area Effect. The first two paragraphs can be dropped as the mechanics are already explained in Area Effect, and the final paragraph should be edited to make it explicit that each character rolls separately for location when they take their damage, and that damage received in this way isn't modified by location (i.e., the Vitals or Head)

Brawling: The example references "Wind". I'm assuming this should be CT?

Drowning: Maybe add rules for how long characters can hold their breath? Unless you intend to have that somewhere else.

Fire: Wind is again mentioned, change to CT I presume. Also, do you want to throw a line in here about putting fires out? Could be as simple as, "Master uses their judgement here"

Healing: "After one hour, Medicine rolls are only possible at a medical facility or using advanced equipment and require Medicine: Surgery. Doctor's really can’t do a whole lot for a broken bone that's surrounded by swollen tissue or a gash that's already started to heal on its own without advanced medical facilities or equipment."

Fate: Retitle to- Fate Chips. Move "A player can spend Fate Chips helping other members of the crew, and this sort of working together is encouraged. One rule, however, is you cannot spend a Fate Chip to reduce the damage another player takes if that player has any chips of his own." to here. Also, does this mean one Player can spend chips to boost another's skill? Does it fall under the same limitation (not when the recipient still has chips of their own?

Fate Chips: Retitle to- Fate Chips: Skills<u>. Move "A character can use..." to the end of the first paragraph in 'Fate' (Fate Chips). Move "One note..." to the top of this secion, followed by "Any Fate Chip..."

Saving your skin: Retitle to- <u>Fate Chips: Saving Your Skin
. Replace "Wind" with CT at the end of 2nd paragraph. For the table, I assume "CT Regained" should be "CT Negated"?

Bounty: Retitle to- Fate Chips: Bounty. Change whole section to read-
"After a fellow tussles with the antagonists of the known universe, he either gets a whole lot smarter or a whole lot dead. At the end of each game session, remaining Fate Chips can be converted into bounty points with Master approval (see the next page). Blue chips are worth 3 bounty points, red chips are worth 2, and white chips are worth 1. The Master may also give you something called a "bounty". Bounties come from exceptional circumstances. Every Hero in the crew gets a share of the bounty. You can then use your bounty points to raise your character's Traits and Aptitudes if you'd like. Any leftover points (i.e., remainders after dividing the bounty between the Heroes), they stay in the pot until the next time the group gets a reward.

New Aptitude levels cost whatever the new level is. If you want your character's Shooting to go from 3 to 4, it costs you 4 bounty points. You can only raise Aptitude once per story arc, and only one level at a time.

Raising your Coordination in a Trait costs two times the new level. So to go from 4d6 Strength to 5d6 would cost 10 points.

Traits can be raised as well. The cost is equal to three times the die type of the level. To go from a d4 to a d6 would cost 18 bounty points. You'll probably have to save up for a while to pull this off. You don’t have to, but it makes for a better story if you say exactly how your character starts getting stronger or smarter. Maybe he spends his off hours lifting weights or reading technical manuals."