![]() |
![]() |
|
#1
|
|||
|
|||
![]()
Rae - I think your read of the rules is correct, but I also think that's just a poorly written rule.
I imagine the intent here was probably to avoid munchkin players from always aiming for ammunition or fuel in order to bypass the vehicle hit chart, but the rule ends up removing quite a bit of player agency. IMO, a houserule is probably in order here. If it were me, I'd probably stick with the -2 for a called shot, but on a hit roll again to see if hitting the engine block actually has the expected outcome (presumably disabling the engine). |
#2
|
||||
|
||||
![]()
Thanks all. I feel better equipped to handle a called shot v. vehicle situation in the future.
I pulled the Rain of Ash card from the random encounter deck. Looking at the rules for rads in the Player Handbook (p. 80), there doesn't seem to be any penalty for accumulating permanent rads (other than the sickness that can be caused by exposure to "new" rads, temporary and/or permanent). According to the rules, a PC that starts with six permanent rads doesn't appear to have any disadvantages compared to a PC that starts with 1, and that holds true if any additional permanent rads are accumulated during the course of the game. For example, if they are both exposed to any "new" rads, they both have the same chances of becoming sick, and the same symptoms if they fall ill. That all seems a bit strange. It's more intuitive that the PC with more rads should become more ill. EDIT: I missed something in the rules, as usual. "Every time you gain a rad, you must immediately roll for STAMINA to resist radiation poisoning (see Diseases on the next page). The virulence of the disease is equal to +4 minus your total rad count." (p. 80) So, someone with more permanent rads has greater odds of suffering symptoms of radiation poisoning. The question below, however, still stands. What happens when a PC reaches the maximum number of permanent rad points accommodated on the standard char-sheet (there are 10 boxes total)? Death? It seems like something's missing, or maybe I'm just missing something. -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 06-09-2023 at 03:02 PM. |
#3
|
|||
|
|||
![]()
New houserule proposal: Radiation Induced Cancer
Roll for the onset of cancer. Based upon the number of permanent rads the character has, they roll a corresponding die anytime they're exposed and gain a new permanent rad. On a roll of 3 or less, cancer has started growing somewhere on the players body. If a character develops cancer, every month without treatment the player must subtract a die from an attribute of their choice. When the character has an attribute drop further than D, the character dies. Permanent rads: 7 rads - 1d12 8 rads - 1d10 9 rads - 1d8 10 rads - 1d6 |
#4
|
||||
|
||||
![]() Quote:
-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#5
|
||||
|
||||
![]() Quote:
- C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#6
|
||||
|
||||
![]()
One area in which I think the 4e rules fall well short is how they handle languages. In 4e, it's pretty much all or nothing. You can either speak a language very well, or you can't speak it at all. The only wiggle room in the rules as written in the Nationality (Languages) subsection of the Character Creation chapter. It states (paraphrasing here) that everyone speaks a little English, and that Warsaw Pact personnel all speak a little Russian.
A PC can learn another language in the game by using skill points to take the Linguist Specialty. However, according to that rule, adding that specialty could conceivably take a PC from not being able to speak a lick of another language to being mistaken for a native speaker of it! That's simply not realistic. INGUIST: You know another language of your choice, well enough to be taken as native on a successful PERSUASION roll. (p. 51 of the Player's Manual) As anyone who's learned a second language can attest, it takes time to learn and build proficiency and fluency- sometimes years! I lived in South America for 6 years as a teenager and I still wouldn't consider myself fluent in Spanish. ![]() In v2.2, at least, you could be a little proficient, or moderately so, or fluent, by allocating skill points to a second language. It was tricky (and pretty subjective) to determine how well a PC could speak another language in that ruleset because it wasn't really clearly explained what the numbers meant, but at least there were degrees of proficiency. How have other 4e ref's dealt with second languages? -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 06-28-2023 at 08:30 PM. |
#7
|
||||
|
||||
![]()
I share your irritation.
My solution is to allow each PC one non-native language for each Empathy rank above D. They have limited vocabulary and can never pass as a native speaker, but they can hold a basic conversation. I've kept Linguist working as written. My table has been happy with that arrangement so far. - C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#8
|
|||
|
|||
![]()
Agreed here as well - the language system in 4e seems to have been pretty intentionally left simplified, and the version suffers for it.
I've had my crew be able to speak a smattering of Polish simply from osmosis in the default setting (by Ref fiat), and then linguist allows for additional languages as written. It's not great a great system though, especially when no one happened to get the linguist specialty on character creation. As a result, there are a fair number of Poles that speak English. :| |
#9
|
|||
|
|||
![]()
I've been mulling how to deal with languages for the players in my forthcoming campaign as well. I'm considering a three tiered approach to languages:
- 1 rank - speaks a pidgin of the language, can generally make themselves understood, but no nuance and plenty of misunderstandings. -1 penalty for Persuasion checks, -2 for any sort of disguise or subterfuge. - 2 ranks - speaks language well, but with noticeable accent and some malapropisms. -1 penalty if trying to disguise as a native speaker - 3 ranks - equivalent of Linguist specialty, character speaks language like a native. Since I'm also dabbling with some alternate character creation mechanics (around starting equipment), I'm going to roll this fluency into character creation. I hadn't thought about experience points and development, need to roll that around a little more. |
#10
|
|||
|
|||
![]() Quote:
Hence we extended the rules on languages and all characters speak their native tongue plus some English or Russian (as per the rules) and then 1 additional language per level in Intelligence above D. This is meant to reflect school education and proficiency in these languages is meant to be on a "working" level.
__________________
Liber et infractus |
![]() |
Currently Active Users Viewing This Thread: 7 (0 members and 7 guests) | |
|
|