
John Mcnaught |

I noticed an issue while browsing through the rules on combat:
While Critical Successes don’t apply to Combat Contests – the number of damage dice you get to roll for success already builds this in – Critical Failures certainly do. If a Character rolls a Critical Failure, treat his defense roll for the Contest as zero for purposes of determining the amount of damage done based on success. If a Character rolls a Critical Failure while attacking he loses his next two Actions or one full turn, whichever is greater.
Since John only has one dice to attack with, 10% of my shots will result in critical failures unless I burn two drama points- and even then there's still a 20% chance one of the extra dice will come up a 1. Can anyone think of a workaround for this? He is out of shape and out of practice for fighting on the modern battlefield, but that seems a little excessive. If mech combat missions end up being the majority of our missions I may divert some of my experience into bumping marksmanship up to Novice and buying a specialization so I can get three dice...
I see that we've tweaked things from the by-the-book sequence of declare actions --> everyone takes first action initiative order --> everyone takes 2nd action --> etc. due to the structure of PbP play. Will we be rerolling initiative on every round, or sticking with a constant initiative order?
Also, was I the only one who was surprised to note that a Saber doesn't give a sensor bonus? It's described as having the latest and best sensor systems in the NEG's arsenal...

Dies Irae |

Since John only has one dice to attack with, 10% of my shots will result in critical failures unless I burn two drama points- and even then there's still a 20% chance one of the extra dice will come up a 1. Can anyone think of a workaround for this? He is out of shape and out of practice for fighting on the modern battlefield, but that seems a little excessive. If mech combat missions end up being the majority of our missions I may divert some of my experience into bumping marksmanship up to Novice and buying a specialization so I can get three dice...
One of the really annoyingly odd things about C'Tech and dice is that your chance of critically failing spikes to 19% when you roll 2d10.

John Mcnaught |

Yeah, I came across that. I figure that's why they give so many drama points- you have to spend as many on avoiding embarrassing failures as you do on achieving heroic successes.
The only things I could find that don't necessarily rely on attack rolls are placed explosives (satchel charges/claymores), ECM, and fog projectors.

DM Downrightamazed |

Re: critical failures. I have indeed been playing a bit fast and loose with them, obvs. My hard-and-fast rule thus far has been to downplay both types of crits, only using them when it really fits the story. I realize I'm asking you to place a lot of trust in me, but while I definitely think that no one is above a good choke, I don't want crits of either sort to be the norm. Mechanically, I use the Framewerk rule (I can't remember what it's called, but they do have a name for it.) wherein whatever dice are left after a crit can lean things one way or another. So in a roll of 3d10, a 1-1-3 would be a crit fail, but a 1-1-8 wouldn't be.
If this is too sloppy for y'all I can start going more by the book, just lemme know.

DM Downrightamazed |

Come In Command?
LOL! Yeah, sorry; the last couple weeks were bad. Death march at the day job, overbooked studio at the night job, plus a west coast tour to prep for and then play, all that added up to make your humble GM rather burned out. Tour's done now, though, and I got extensions on some of the studio work so I've got some time back. ^_^

Dies Irae |

Dodge:2d10 => 5+10=15
Armor:1d10 = 17 damage dealt, 2 regen for a total of 31 Vitality, wound level light.Furious at being pinned, Shade swings his spare arm around and lets loose a poisoned dart at the Gaunt.
Burning two drama dice to hit.5d10 =>20+7=27(+2 for short range, -1 for wound level, -4 for close combat, + 10 for perception)
Damage:5d10, Also, it says shots 2, what does that mean?
Poison:1d10 If target fails a hard Tenacity Feat Test it looses two actions per turn for 7 minutes
Fired up to twice a round (one action per shot).

Dies Irae |

Ahh... the joys of serving in a multi-talented conscript army...
There was an infamous incident involving a 'casserole' that was made from thickened sauce created from several pooled MRE packs (I think it was some sort of pasta), instant mashed potato powder, canned sausages, mushrooms, diced vegetables and way too much grated parmesan...
We followed it up with an improvised 'chocolate cake'.
How we managed to acquire all that in the field was... well... the less you ask...

John Mcnaught |

I'm spreading the word to all of my discussion threads... there's a 'werewolf' forum game kicking off on Sunday and we could always use a few more players/victims. You can check it out here.

DM Downrightamazed |

Hi everyone, I want to apologize, sincerely, for my utterly unexpected two-week absence. Some travel mishaps (just annoyances and delays, nothing dangerous) got me home late from that last tour, which put me behind on a death-march kinda project at work, the long hours of which put me behind on my studio work...you get the idea. Things got completely ridiculous really fast. In the end, something had to give, and I got to the point where I was terrified to even come out here and check the threads 'cos I knew I wouldn't be able to devote the time to replies that you all deserve.
Anyway, back now, catching up, posting.
Oh, and also; I know that in general I tend to take basically everything more seriously than folks around me, so I'm also sorry if this all just sounds silly. But I do mean it.

Dies Irae |

FIRE OFF EVERY ZIG! D:<
UM TIG
UM TIG
FIRE OFF EVERY ZIG! DX<
I invoke 19 minutes of Itano Circus. Whatever has transpired previously is now invalid.