| Agate Copperdyne |
I'm sorry to say I'm going to withdraw from this game. I'm a bit overextended in PBP and I haven't really gotten into this adventure. Please use my characters as NPCs if helpful, as I don't want to leave you without whatever Agate and Malachi can provide. Thanks for including me and sorry again for leaving.
| Kara Swiftblade |
This may be just me, but I *really* don't like someone just popping up and claiming he can assign us missions, it's a major ret-con that really breaks the immersion in and continuity of the in-world story : who is he? why in the past did we give him authority over our actions (that we as players are just now learning about)? what company/group does he (and hence we) represent? But I'll go along with it, this time...
| Julian Jamieson |
In the future, if you could have people who have the authority to assign us missions, not just randomly pop up.
If they do, can you at least put an OOC comment on where we met them, so we can play the scene better.
I was only playing 20 questions, as I didn't know this character, and someone I don't know randomly popping up on the radio, usually means a quick radio channel change.
Thank you in advance.
| Kara Swiftblade |
Regarding what just happened in Gameplay :
TL;DR : you need to communicate to us any in-game changes that alter all our backstories before using them in Gameplay.
Long Version
---------------------
I think the problem was the lack of introduction. If we, the players had been introduced to this new and sudden aspect of our backgrounds in Discussion *before* the first radio transmission we received, there would have been no problem in-game that took 6 days and 2 screens of posts to for us the players to discover what was now going on within the game. If you had just said in Discussion something like :
"Hey : I need to put an NPC into everyone's backgrounds. His name is Doctor Shin, you have <THIS> kind of relationship with him, and so he'll be sending you on missions for a while. Everyone ok with all that?"
we would have had a heads-up to this major alteration of our backstories when we suddenly got a "mission" in-game, and so would have already understood who Doctor Shin is, and who he is to us.
| Kara Swiftblade |
So, just curious : what is our past relationship with Dr. Shin? How did we meet? What does he do (for a living, any secret life?, etc.)? Why are we accepting missions from him? What have our past missions from him been like? "Curious minds want to know"... :)
| EltonJ |
So, just curious : what is our past relationship with Dr. Shin? How did we meet? What does he do (for a living, any secret life?, etc.)? Why are we accepting missions from him? What have our past missions from him been like? "Curious minds want to know"... :)
Doctor Shin is a veterinarian. He takes care of the animals around the Wasatch back (includes Park City). You met him while in New Salt Lake. Before you gathered at the saloon. He's an insular type, and he tends to himself. He can look after your horses for free if you can find out what happened to the cattle.
He does not own the Double S ranch, but he is good friends with the ranchers there and does his best to make sure the cattle is in tip top shape.
| Kara Swiftblade |
EltonJ - SW combat is a very tricky thing to balance. Your first monster had a Toughness of 4, which was way too low. Now this current monster has an Armor of 30 (by which I presume you mean its Toughness). My PC's *average* damage is 16, it is often in the low 20's, and is "never" higher than 28.
I don't have the time right now to determine the other PC's average damage, but let's assume they're comparable.
So, with a Toughness of 30, we'll likely never take it down. I would suggest something around 20.
Also, the monster's Parry is important as well. If it is too high, we won't even get a chance to hit it. With my Fighting skill, I can hit a creature with a Parry of 10 about half the time. So with a Parry higher than 9, I won't be hitting the creature often enough to damage it anyway.
The other two PCs are shooters, so their TN to hit is automatically 4. But depending on how much damage their weapons do, you may need to change that suggested Toughness 20 up or down a little.
| Kara Swiftblade |
About monsters in RIFTS...
Most low-level monsters (the "canon fodder") die when they've taken 1 Wound. That's to keep the battles short and fast-paced.
But in Rifts, as you've just seen, even 1 shot out of 7 can do extraordinary damage once in a while. If that lion died on the first Wound, combat would be over. So I think it's a good thing for the monsters to die on the 4th Wound in this game, because even after Julian's lucky shot, the monster isn't dead yet.
But if its Toughness had been 15, 4 out of 7 attacks would have at least gotten thru its Toughness (inflicting Shakens and Wounds) and possibly killing it in one round. This is why it's so hard to balance high-powered combat in SW.
| Julian Jamieson |
So to break a toughness 20, I need to do 20+ damage per bullet.
but my questions, are
Why was the wild dice added to the autocannon shot ?
and
Should my AP not have helped in punching through the tough hide ??
Just wondering why AP 10 didn't reduce the toughness,
I am assuming that the AP only works for manufactured armour, and not tough hide, but that doesn't make any sense to me.
| Kara Swiftblade |
Julian - the extra d6 added to every damage roll isn't a Wild die, but came from the fact that you got a Raise on your Shooting roll (the standard TN for Shooting is 4, so the 8 you rolled is a Raise). Since it was one shot but with many bullets, the Raise d6 gets added to every bullet's damage. If you don't get a Raise on your Shooting roll, there's no need to roll the extra d6 "Raise Damage".
It took me a long time to figure out how to handle AP : you take the *lesser* of (the target's Armor component from their Toughness) and (the weapon's AP), and add that number to the damage you rolled. So if the lion's Armor is 3, your gun only does 3 points more damage, and if its Armor is 0, then your gun doesn't get any AP bonus at all.
Typically only the more powerful monsters have an Armor component to their Toughness, and it can come from tough hides as well as metal.
| Julian Jamieson |
Julian - the extra d6 added to every damage roll isn't a Wild die, but came from the fact that you got a Raise on your Shooting roll (the standard TN for Shooting is 4, so the 8 you rolled is a Raise). Since it was one shot but with many bullets, the Raise d6 gets added to every bullet's damage. If you don't get a Raise on your Shooting roll, there's no need to roll the extra d6 "Raise Damage".
It took me a long time to figure out how to handle AP : you take the *lesser* of (the target's Armor component from their Toughness) and (the weapon's AP), and add that number to the damage you rolled. So if the lion's Armor is 3, your gun only does 3 points more damage, and if its Armor is 0, then your gun doesn't get any AP bonus at all.
Typically only the more powerful monsters have an Armor component to their Toughness, and it can come from tough hides as well as metal.
I appreciate the info. Hopefully I will remember it. and implement it.
I had forgot the raise getting the extra d6, and that shooting damage don't get wild dice.| Julian Jamieson |
Ok, now I am getting confused. Does the critter have 2 or 3 wounds.
I know Kara has shown math giving the critter 2 wounds.
I also know that the GM has said it has taken 3 wounds.
Can this please get clarified.
Thank you.