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Any and all discussion about Dark Conspiracy, the RPG of modern conspiracy horror
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fenlason
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Post by fenlason »

Zvezda wrote:I try to bring my NPCs to cover as good as I can but with the DC initiative system they often don't have the time for that.
There is a little known rule, that a character can duck for cover on any initiative round. I don't remember if it consumes their next turn or not. I don't think so. But, I take the rule to mean that the PC can dive for cover or drop to the floor. Prone characters are more difficult to hit. Cover is ... well, cover. This and the run every phase rule (continuous actions) are very powerful mechanisms to keep the characters alive. As part of the running action, the character can declare they are dodging too. They can also declare that they are crawling every phase when the lead is flying.
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fenlason
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Post by fenlason »

Paul Mann III wrote:I make Aimed shots for the head one level more difficult, but I also shortenend the aim time. After checking myself, I decided that instead aiming taking a whole phase and then you shoot on the next one, aiming in my game means you only get one shot per phase. Simple....
Called shots are one level more difficult anyway. Aiming counters that, making the shot even again. Still pretty dangerous. Aiming also requires an Aim action for each round fired. (Automatic fire: the first two rounds of the burst are "aimed"). This slows down the shooting pretty well. Of course laser sights make all non-automatic shots aimed.

The PCs pretty much need the Aim action. My NPCs rarely use it, since they are usually responding to what the pcs are doing.
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Paul Mann III
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Post by Paul Mann III »

fenlason wrote: Called shots are one level more difficult anyway. Aiming counters that, making the shot even again. Still pretty dangerous. Aiming also requires an Aim action for each round fired. (Automatic fire: the first two rounds of the burst are "aimed"). This slows down the shooting pretty well. Of course laser sights make all non-automatic shots aimed.

The PCs pretty much need the Aim action. My NPCs rarely use it, since they are usually responding to what the pcs are doing.
Yeah, I thought according to DC rules it was only the first 3 SA shots that could be aimed with a Laser Sight, that's what the rules say.

My NPC's are more pro-active, it really enhances the paranoia among the PC's....
"I like President Truman...." -Rorshach-
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Zvezda
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Post by Zvezda »

The problem is that a trained NPC with an asset of 12 will always hit at 'close' range if the shot is not aimed. If the shot is aimed and than targeted he will still more often hit the PCs than not.
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fenlason
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Post by fenlason »

Zvezda wrote:The problem is that a trained NPC with an asset of 12 will always hit at 'close' range if the shot is not aimed. If the shot is aimed and than targeted he will still more often hit the PCs than not.
I guess I am not following you. Based on an asset of 12, the NPC is between a veteran and elite and should deal out a lot of damage. Those characters are pretty powerful.


1st Ed. (I do not own 2nd Ed)
Elite Attr=7 Skill=6 Asset = Attr + Skill = 13 (assuming D20 update)
Veteran Attr=6 Skill=5 Asset = 11
Experienced Attr= 5 Skill=4 Asset=9
Novice Attr=5 Skill=2 Asset=7

(Note: for d10, you would just use the skill number above)

Again, if the targets are just standing around presenting no added difficulties to the shooter, a vetern or elite *should* mow them down. The real problem is that stat-wise GM's play veterans and elites versus powerful characters, and players rarely have any real knowledge of how to make themselves hard targets. So GMs fudge, like I do.
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Paul Mann III
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Post by Paul Mann III »

Zvezda wrote:The problem is that a trained NPC with an asset of 12 will always hit at 'close' range if the shot is not aimed. If the shot is aimed and than targeted he will still more often hit the PCs than not.
I always call it a miss if a 10 is rolled any skill...
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Zvezda
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Post by Zvezda »

@ Norm: Well that is the house rules/gdw problem! I use the Japanese Enforcer from the Bangkok Sourcebook for Merc2000 as goon somewhat regular. And yes, fuding always helps! :lol: The problem of the strange task resolution system of GDW remains. I am more than happy that this will change to a better in the 3rd edition.

@ Rohrschach: With the T2K 2.2 rules it is an auto miss on a 17-20 which can be altered through weapnons specialisation.

Which brings me to a new topic: What do you guys think of non-weapons specialisations? For skills like Computer or Drive I mean? Do you do it? Have you evern thought about it? Or do you probably not even use the weapons specialisation?
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Paul Mann III
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Post by Paul Mann III »

Zvezda wrote:

Which brings me to a new topic: What do you guys think of non-weapons specialisations? For skills like Computer or Drive I mean? Do you do it? Have you evern thought about it? Or do you probably not even use the weapons specialisation?
I don't, but I have a system for length of time it takes to execute a skill, that table is based on skill level. Also, we say that level 3 is a "Professional Level" of a skill, and a level 8 is a "Specialist." So when a PC is attempting a skill he knows how reasonable it is for someone of his skill level to execute a task. With a specialist it's often assumed he doesn't have to roll against any task that doesn't have a potential "Critical" result. If failing it critically or succeeding it critically won't effect the outcome, then save time and say a "specialist" doesn't make those checks, and a "professional" gets them at one difficulty level easier.
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Zvezda
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Post by Zvezda »

This seems like a brilliant idea to me. Maybe I copy some of this stuff as well. :shock:
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Paul Mann III
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Post by Paul Mann III »

Zvezda wrote:This seems like a brilliant idea to me. Maybe I copy some of this stuff as well. :shock:
Shadowrun has a great skill system, but it's a little over-worked. I used it as a guideline to how I let my players use their skills. It's a great roleplaying aid. For instance, a player has an Unarmed Combat skill of 3 or more. There is no benefit of, of course, but I make him choose a fight style, so he knows what it looks like when he's fighting (Ninjas & Super Spies has a great list of styles, I think).

Now let's say he chose boxing. It makes no difference except that he knows he not's likely to throw alot of kicks or spinning backfists or anything. Then let's say he becomes a specialist, let him pick another style to flesh out the character, or specialize in a tactic, like combos, or one bad ass upper-cut, or throwing elbows. It won't make him a more dangerous PC, but the player will enjoy the familiar feeling. The same is true of wheeled vehicle or computer operation or any other skill. I suggest looking at the 2nd edition Shadowrun skill charts for inspiration on how deep you can get with a simple skill system like the one in DC. It doesn't add any more paperwork or dice throwing to my game, and really helps paint the picture better than, "You succeed at your check."
"I like President Truman...." -Rorshach-
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Zvezda
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Post by Zvezda »

I am not too familiar with the Shadowrun rules, but I don't like how the mix up skill level and reknown. That seems strange to me. I will look for a rifts core rule book however. Which one do you use? Beyond Supernatural?
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Post by Paul Mann III »

Zvezda wrote:I am not too familiar with the Shadowrun rules, but I don't like how the mix up skill level and reknown. That seems strange to me. I will look for a rifts core rule book however. Which one do you use? Beyond Supernatural?
The core Palladium rules are alot of my original source for tables. Sort of a D&D type game.

Rifts core rules and Ninjas and Super Spies have alot of goodies in them too.
"I like President Truman...." -Rorshach-
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