Rules Discussion

 
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Thaddeus Catch
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Joined: 21 Apr 2008
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PostPosted: Fri Nov 20, 2009 10:23 am    Post subject: Rules Discussion Reply with quote

Alright, this is where we would like you to put up your thoughts about different rules. We're looking for your ideas on what is balanced, what is unbalanced, what needs to be re-worded, etc.

All thoughts are appreciated!
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beatbox



Joined: 22 Jan 2009
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PostPosted: Fri Nov 20, 2009 9:04 pm    Post subject: Reply with quote

Wealth - Needs the wording cleaned up. All it says is you start with 2000 extra credits and that is not the case.

Assets - Think this one is weak. It would be better if you git like an extra 50 credits to start and then an extra 10 credits at the beginning of every event from interest or something. 100 credits for a merit is kind of lame.

All Preened Up - No need cause there is no upkeep. You could change it so that you need 15 credits an event to upkeep yourself.

Glass Jaw - This one will need to be changed if you are making all calls uniformed. If there is no strike call this has no disadvantage.

Anti-Venom - There needs to be some. I'm thinking they should be double the price of the corresponding poison.

Covering Fire, Spray Fire, Volley Fire, Suppressive Fire - All broken except maybe Covering Fire. If Covering Fire costed an entire clip of ammo and still hit allies it I think it would be balanced.

A set time for reloading - If you are not actually reloading there should be a set 5 seconds reload for pistols 10 seconds for assault rifles and 15 seconds for shotguns.
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Thaddeus Catch
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PostPosted: Sat Nov 21, 2009 10:38 am    Post subject: Reply with quote

All good ideas, especially about the anti-toxin. That idea hadn't even crossed my mind.

I'm not going to go into what the game staff has looked at and found wanting yet, so please, any and all ideas are welcome! I promise, I won't yell at you for mentioning something we've thought of already. Very Happy
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junior
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Joined: 17 Sep 2008
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PostPosted: Thu Nov 26, 2009 12:04 pm    Post subject: Reply with quote

[quote=Covering Fire, Spray Fire, Volley Fire, Suppressive Fire - All broken except maybe Covering Fire. If Covering Fire costed an entire clip of ammo and still hit allies it I think it would be balanced. [/quote]

I agree and disagree, i think that maybe you could use certain calls as they are stated right now but cause no damage to allies only if you spend a big damn hero point in order not to hit anything that you dont want to.
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Onimaster
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Joined: 09 Apr 2008
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PostPosted: Tue Dec 01, 2009 4:07 pm    Post subject: Reply with quote

I have heard from Nate that the medical skills need to be revamped. He told me that it would take a character 2 years to be good as a medic and you would be able to do nothing else.
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Jack Flashing



Joined: 08 Sep 2008
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Location: Muskegon, MI

PostPosted: Thu Dec 03, 2009 4:22 am    Post subject: Reply with quote

I'm not sure on what the specifics of that are, but Nikki started as a surgeon the first event. She had to take a flaw and had no other skills, but that seems like a pretty good start. Some of the really nice advanced skills would take time, though, I am sure.
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beatbox



Joined: 22 Jan 2009
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PostPosted: Wed Dec 09, 2009 10:30 pm    Post subject: Reply with quote

Armorsmith: Cheaper to buy the ability to use Heavy Armor and Light armor skill than to buy this seasoned skill. Plus you would get the ability to use said armor.

Frontier Doc: There is no Frontier background, needs to be changed Rim I'm assuming.

More tomorrow...
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beatbox



Joined: 22 Jan 2009
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PostPosted: Thu Dec 10, 2009 12:34 am    Post subject: Reply with quote

Throw: Broke. Reduce this to 2 paces and designate a direction. If you have the throw skill you can counter throw. Fist fighting allows you to use the throw skill as many times per day as you have build.

Grapple: I would reduce the time to 15 seconds. 30 just seems to long to me. If you attack attack someone who's in a grapple both people should take the damage.

Disarm: Break should be able to counter disarm. Or Disarm should counter it. Disarm countering disarm sounds better to me.

Open Lock: Needs to be linked to Schoolin or else it's too powerful. Open Lock can be bought as many times as the player has points in schoolin. Locks can then have levels 1-6.

First Aid: How long does it take to administer this skill? It does not say in the skill.

Moment of Clarity: This needs a time limit. Or better yet you could just say this skill allows you to remain awake and active at -4 once per event.

Investment: Limit this skill by tying it to Sophistication. You can only purchase this skill as many times as you have points in Sophistication.

Crafting: I would love to see a playtest on crafting this year. Medical, Mechanical, Weaponsmithing, Explosive, and Electronic would be great places to start. Devoting downtime and credits towards research would be cool. 1/3 cost in base materials for creating things you have blueprints on. Blueprints cost credits equal to 2x the item and you can craft 60 credits worth of stuff per downtime point spent. You can spend multiple DT points to create big stuff provided you have a blue print...Like if you wanted to make a Mule it would cost 2000 for blueprint, 333 in materials and 17 DT points. By spending 6 dt points you can research 1 Item you already have to make a Blueprint of it. The Item is then destroyed.

Engineering: Alows you to create Items during downtime. 3 points. You must choose a specialization when you take this skill. You can have as many specializations as you have points in schoolin. some Items take multiple specializations to create. Engeneering tools cost 100 CR and are specialization specific.

Prototype: For new Items in game. This would go with crafting. Prototypes can break at anytime the Gm's see fit.
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Thaddeus Catch
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PostPosted: Thu Dec 10, 2009 5:17 am    Post subject: Reply with quote

I knew we kept you around for a reason Kiel.

Very Happy

Keep 'em coming!
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