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Old 05-10-2019, 09:23 PM
swaghauler swaghauler is offline
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Join Date: Jan 2015
Location: PA
Posts: 1,481
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Quote:
Originally Posted by StainlessSteelCynic View Post
The recruiting drive was started in the middle of 2018 and concluded in the last half of that year. They probably aren't looking for new team members but I've asked if they're interested and I'm just waiting on a reply.
Alternately I can submit your material for you if they're interested in just the submission (under your name so you get full credit) but in either case, I can't guarantee anything beyond them thinking about it.
I'll let you know once I know.
You're more than welcome to take ANYTHING I've posted in this Forum and use it as needed. Feel free to convert it into whatever format you need as well. I feel I can trust most of the members of this forum (and I CANNOT say that about the majority of forums I post in). My hope is to see a "more complete" version of the V2.2 rules than GDW did initially.

I'm also interested in seeing a "universal" damage standard. Melee weapons should use multiple dice just like firearms do. I would use a Melee version of the Unarmed Combat formula to generate a number between 1 and 5 and use that as the NUMBER of Damage dice the character rolls. The TYPE of die should be based on the Weapon itself. Melee weapons should be every bit as dangerous as firearms within their reach. I would also see HTH damage rolled as multiple dice but treated as STUN Damage not killing damage. By having only one Damage system, you reduce confusion about how Damage works during play.

Lethality NEEDS to increase a bit too. You can do that by reducing HP per location though. I use;
Head = CON
Chest & Abdomen = CON + STR
Arms = 2 X STR + CON
Legs = 2 X CON + STR

This reduces each location to a low of 5 Hp up to a high of 15 Hp for a perfectly average character. This increases lethality WITHOUT making the characters "glass cannons."
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