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Donovan Morningfire said:
Is this actually a problem these days?
Surely the most munchkin video gamer will know that the first thing you do in a shooter is stick to a chest high wall and start laying down fire? Ever since Gears of War there is an actual button to make you stick to the cover.
I mean, show any gamer a chest high wall and surely they will instinctively want to take cover behind it.
And games like Full Spectrum Warrior http://www.youtube.com/watch?v=M1KBo7KbQKs and Brothers in Arms: Hells Highway revolve around cover, suppression and flanking.
(If just getting people to take cover was the goal, I would design the game around having a series of cover points set up on a board - you can only move between cover points. Shooting at someone in cover places suppression markers on them, so they cannot move or fire. Once a target is suppressed, you send a unit to flank them, and once flanking fire is achieved, you can eliminate said target.)
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
I forgot about using the percentile dice to represent d100! Thanks for the reminder! 
"You're lack of faith is disturbing" ~ Vader
GoblynByte said:
Inksplat said:
Thinking of it, in both A New Hope and Empire, I don't think they ever -don't- run away, except for the Death Star attack run.
Han chases down the stormtroopers… but then proceeds to retreat. Han, Chewie, and Luke stand out in the open in the Detention Center, but they had the advantage of surprise. Other than that, though, you're right. This has been one of my soap boxes for years. People define "being heroic" in RPGs as being able to stand out in the fray of bullets taking multiple hits and shaking them off like nothing happened. And somehow they think that's emulation of the source material. But that just doesn't jive with what we see in the movies.
I've noticed that shift in my gaming group as well. Back in the day where we played Star Wars, being out-gunned and out-numbered was a regular thing. Sometimes you just had to retreat. Sometimes you got captured. Some of our best sessions started out with the players locked up in a detention cell thoroughly derailing the GMs plans.
Fast forward ten years of D&D 3e 'balanced encounters'. Running away? Unthinkable. Getting captured (or *gasp* surrendering)? Never! And if a fight is unwinable it's the GM being a jerk or just bad at balancing encounters. I've run a good deal of Dark Heresy "therapy sessions" in recent years, but there's a lot of damage to be undone. We're not quite there yet. ;)
(And don't get me started on the "jedi should be better than everybody" nonsense.)
Slaunyeh said:
Well, unfortunately there's the movies (the highest level of Star Wars canon) pretty much saying that the Jedi (at least the ones that have been properly and fully trained at least) are better than everybody. The way that some EU writers tended to treat Luke as some nigh-omnipotent super-wizard didn't help either. I think the only EU writers that really did Post-RotE era Force-users justice were Timothy Zahn and Michale Stackpole (though his fondness for Corran Horn).
Faster reaction times, a useful array of psuedo-psychic powers, proficiency with a very dangerous weapon that is equally good for offense and defense… Luke Skywalker cleaning house on Jabba's goons in RotJ pretty well proved how dangerous a trained Jedi could be in comparison to "normal people." It was almost a reverse Godzilla effect, with the unstoppable rampaging monster being the hero instead of the villain. Han and Chewie on their best days would be hard-pressed to match that level of carnage without resorting to starship-scale weaponry.
The only person in that entire fight sequence that even slowed him down? Fandom-driven memetic bad-ass Boba Fett, and that was just for a few seconds (the lasso thingy probably had the Ensnare quality, and Luke was able to make the Hard Athletics check to slip free on his next turn) before getting knocked to the ground by a deflected shot from a blaster cannon.
While I do agree that it shouldn't be the case in the RPG that Jedi are simply "just better," at least not without having first spent a significant amount of character resources (XP in this system) to build up to being that powerful.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
Love the errata; nice to see that a lot of what players have pointed out have been taken into consideration. :) Keep it up folks!
Swift & Bold
AluminiumWolf said:
Donovan Morningfire said:
Is this actually a problem these days?
Surely the most munchkin video gamer will know that the first thing you do in a shooter is stick to a chest high wall and start laying down fire? Ever since Gears of War there is an actual button to make you stick to the cover.
I mean, show any gamer a chest high wall and surely they will instinctively want to take cover behind it.
And games like Full Spectrum Warrior http://www.youtube.com/watch?v=M1KBo7KbQKs and Brothers in Arms: Hells Highway revolve around cover, suppression and flanking.
(If just getting people to take cover was the goal, I would design the game around having a series of cover points set up on a board - you can only move between cover points. Shooting at someone in cover places suppression markers on them, so they cannot move or fire. Once a target is suppressed, you send a unit to flank them, and once flanking fire is achieved, you can eliminate said target.)
There are still gamers out there that don't play video games much (or at all) even these days.
I love the changes to the Gands Species from the Update, but I really want to see what everybody thinks of their Characteristics Ratings…
Namely that I personally think they should have a Presence 1 and Intellect 2.
Reasons: They are ugly (to me), they generally keep to themselves, and they love to tinker and just based on their description, and comparing this version to previous versions (namely d20 versions) they always got a negative to charisma related stats and a bonus to mental/Intellect related stats. Because they are constant tinkerers, always customizing their own gear to fit their own style, I really think the switch to the above is viable, and would make sense.
I also think giving them the option to either begin with one rank in Discipline OR Mechanics could be fitting.
"Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall set me free."
~~ Lord Bane
Stacie_GmrGrl said:
I love the changes to the Gands Species from the Update, but I really want to see what everybody thinks of their Characteristics Ratings…
Namely that I personally think they should have a Presence 1 and Intellect 2.
Reasons: They are ugly (to me), they generally keep to themselves, and they love to tinker and just based on their description, and comparing this version to previous versions (namely d20 versions) they always got a negative to charisma related stats and a bonus to mental/Intellect related stats. Because they are constant tinkerers, always customizing their own gear to fit their own style, I really think the switch to the above is viable, and would make sense.
I also think giving them the option to either begin with one rank in Discipline OR Mechanics could be fitting.
I did some re-reading of the Gand, both on Wookieepedia and their previous RPG entries, and I'm inclined to agree. Nothing about the Gand we see suggests they're dunces, but instead are extremely introverted due to their culture putting the emphasis on extraordinary individuals by not allowing equally gifted folk the right to use their own name. And the option for Mechanics would be a neat option as well.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
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