Pages HTML

Tuesday, July 23, 2013

Progress for 7/24/13 - Guns, Guns, Guns

I did some light reworking of the weapons in the Refuge RPG after reading Cyberpunk 2013's Friday Night Firefight, which I've seen cited several times as one combat system very close to the realistic/fun/playable sweetspot. By and large, weapons are now much more lethal, but also more verismiliar - though not realistic - in terms of performance at range.

Some of the major changes:

  • Weapons no longer have infinite range. With each range increment, damage drops by one die. Since most combat is within close quarters, and few gamemats stretch beyond 50 squares in any given direction, this will rarely come into effect, but it's valuable versimilitude in long-range combat.
  • Damage has increased. Pistols have been nerfed slightly, but everything up from there has gotten a substantial damage boost. The battle rifle is notable example, increasing from 4d6 (20%-120% of 20 health) to 6d10 (30%-300% of 20 health).
  • Random location damage.
  • Damage to the head is doubled.
  • Armor's gotten better, and received a comparable boost in protective power. Now one can expect a solid piece of armor to actually stop bullets, rather than merely soak a couple points of damage.
  • Armor loses damage protection as its wearer takes damage.

That being said, there are still some things to work on that were brought up in the last playtest vis-à-vis combat and damage. There's still the pickle of combat at point-blank range. Handwaving can only get one so far when it's obvious that a character should be able to hit an enemy, regardless of what the dice say. GM fiat is an option, but as always, I'd prefer something more solid and mechanical.

We'll see how the five-meter-radius circle goes over. Might be a little tricky, but everyone might pick on really well. We'll find out.

Until later.

Noah

No comments:

Post a Comment