View Single Post
  #3  
Old 06-21-2013, 11:38 AM
Adm.Lee Adm.Lee is offline
Registered User
 
Join Date: Sep 2008
Location: Columbus, OH
Posts: 1,387
Default Part 3, Conclusions:

Weapons: pistol damage still sucks. For the first game, I used exploding d6 for all damage, and that didn’t seem to help. I don’t think anyone actually rolled an exploder with a pistol, but several did with a rifle. For the second game, I used non-exploding d10 for all damage, and that didn’t help either.

I've been troubled for years about the HtH combat, too, the damage there seems just as weak. It only came up once, in the first game when they suppressed the 2 commissars in the sleeping car, and the players shifted back to using pistols.

I am leaning strongly towards scrapping the existing damage stats for weapons and melee combat, and adopting a different method for any v2 games.

I am leaning almost as strongly towards using a different ruleset for the RCW-era stuff, if I do it again. I may experiment with a different ruleset for non-convention T2k games, as well. I’d like to see how Traveller, D6 Adventure, Savage Worlds, and Cortex would work for either setting. I was thinking next year of returning to the standard v1 setting and rules, a follow-up to the game I ran the year before.
__________________
My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
Reply With Quote