Quote:
Originally Posted by Legbreaker
Thinking about it, I'd be inclined to leave Str and recoil alone and simply give a small bonus to the range.
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Mmmm... that's seems a good way to aproach to the problem, too. Thanks.
Quote:
Originally Posted by Legbreaker
Kneeling I would leave the same as standing, however sitting and using one knee to help support the weapon might have a similar (but not as great) effect as firing from the prone.
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Of course, I was talking about the "one kneel on ground" position, too. Sorry, I suppose that in English , the "knelt down" expression that I used in my post means with the two kneels on ground.
Ok! Here's another one. In my current campaign I have increased the number of situations where a player or non-player character needs to pass a "Panic roll". Crossing the danger zone created by automatic small arms fire, returning a non-exloded grenade to the enemy, exiting from cover when is clear that the enemy has pinpointed your location. These are some actions that could require a "Panic roll" check. Well, perhaps the term "Panic" is not the more suitable... It could be a "Courage check" or "Willpower check" or "Self-control" check. I'm sure all of you understand what I meant.
Anyway, I'm playing following v2.2 set of rules, so for the moment, PC and NPC's are rolling against their initiatives. If the character succeeds in the check, he/she is allowed to try the "courageous" action as normal. If not, he/she lost his/her action and can try it again in the next turn. In the examples above, the character could be pinned down by enemy fire, or decide to flee from the room when he sees the non-exploding grenade amid the rubble. A successful roll against leadership (or persuasion, depending of the characters involved and the situation) of a nearby character trying to help or give orders can give the targeted character some bonuses to pass the check.
The results are quite good. It's easier to disengage from a fight when somebody is covering you and the combat gains more realism. But I found that some of the low intitiative characters are too penalized. They not only act last, but are effectively eliminated from combat first (initiative reduction caused by wounds). Must they be less courageous, too? I think that's not necessary true.
So, I'm looking for a new parameter or skill (we can call it "Self-Control"), that must keep a certain but not total relation with initiative to substitute the "Panic Roll".
Any ideas. What system do you use?