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Forget using the RPG on the truck, try using it on Monk with D&D rules - Monk's a Warrior class so he's got buckets of hitpoints. He could probably survive a direct hit to the torso with a PG-7 round because of this, even if he failed the Dex check. Which is exactly the reason I don't like using rules from a fantasy game for any modern, military, sci-fi or near-future games. |
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Remember, it's NOT a real fight in BRP/RuneQuest if someone isn't suffering an amputation! Last edited by swaghauler; 05-09-2019 at 03:35 PM. Reason: spelling |
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>tanking RPG hits
>falling from LEO and surviving Sounds like the perfect v5 ruleset /sarc |
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__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#7
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People like Marcus Bone (who has been involved with ezines & a forum supporting the game as well as being part of the 2nd edition developers/writers), there's also Lee Williams (who has contributed to ezines as well as being part of the team behind the 3rd edition) are actively writing parts of the books such as character creation & development and updating equipment & gear lists and so on. |
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It's good policy from a HR standpoint too. As you mentioned, a company can pick up good people at a minimal cost just by spreading the word through associated forums and the like.
We've got close to a thousand members in this forum alone, with what, about 50 or so active contributors per week give or take? I know as fact that there are quite a number of talented people in just those who are active, and many, many different and relevant skill sets. It just makes sense to look in places such as this for contributions and feedback.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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I'm wondering if it's them behind the 4th ed T2K. Would make a lot of sense given they've already done most of the hard work tweaking the rules, and both games have always gone pretty much hand in hand with each other...
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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Full disclosure time. My name is Kevin O'Neill, I'm on the team at Clockwork Publishing (AKA Uhrwerk Verlag) developing the 4th edition of Dark Conspiracy. I wasn't keen to disclose much about it so I never mentioned anything outright but it's why I've been gobbing off about the 4th edition all the time. Since the launch of the crowdfunder, I don't think there's now any restriction on me coughing up that I'm on the development team. Quote:
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. |
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Interesting.....
FYI, I'm writing the Anzac book in a way that will allow it to be used for DC as well with a few relatively minor tweaks. As I said before, the two games always seemed like siblings to me.
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#13
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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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