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Lormif

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  1. Lormif

    Improved reflect vs autofire

    In the standard roll they are not, but when spent they act that way. 1 despair equals up to 3 threat. Again I am not saying that autofire does not trigger, I am saying, as per the rules listed above the weapon runs out of ammo before the damage for the autofire happens. Lets look at the rules again shall we? You have mixed up the order of operations, advantages and triumphs are spent before threats and despair. this distinction is important. Page 211 implies this order is primarily less technical, and more procedural, because 2 individual people are applying the checks. "In the same fashion in which the controlling player determines how to spend advantages and triumphs in his combat check, the GM then determines how to spend any threat or despair generated in the check. Much as fortune might favor the player, bad luck and circumstances can conspire against him." Step 1 - Declare an Attack and Select TargetsStep 2 - Assemble the Dice PoolStep 3 - Pool Results and Deal DamageStep 4 - Resolve Advantage and TriumphStep 5 - Resolve Threat and DespairStep 6 - Reduce Damage, Apply to Wound Threshold, and Apply Critical Injuries Step 3 is for the initial damage. Step 4 allows him to activate weapon qualities. Now why is the next step to resolve threat and despair BEFORE damage is actually applied in step 6. If you were not meant to use despair and threat to screw with the activation and damage then step 5 and 6 should be reversed. In addition, going by the rules as you interpret them can cause unexpected consequences, as if the damage id dealt before threat and despair kicks in, that means the damage is dealt before damage reduction kicks in, meaning those hits bypass soak. In addition this is very consistent with other parts of the spending despairs/threat in combat, as you can use it to cause the active character to lose the benefits of their prior maneuver, including any rolls they needed to use for that maneuver, and that costs less to do than to cause them to run out of ammo. I understand that you folks seem to be focused on the enjoyment for the players, and that is all and good otherwise there would not be a game, but I dont think you are focusing on the bad side it can do to the players in NPC hands. And maybe y'all will modify it on that side, but I would not, I feel the rules should be consistent on both sides, so if an autofire can be used by PCs then the can also be used by NPCs, and autofire can kill any pc in one shot, and in a lot of cases kill more than one.
  2. Lormif

    Improved reflect vs autofire

    I disagree, weapon attributes are done, literally, after damage has already been calculated for the first hit but despairs are activated before those additional hits get to take effect. You are implying that advantages and threats should not cancel each other out for some reason? I am pretty sure that is how the rules state dice pools work, why would it not work for weapon qualities and critical failures? You are using someones poor roll to counter someones additional advantages.. The problem here is that unless I am looking at the rules wrong autofire is a POWERFUL advantage, one of the most powerful, at level one it could theoretically one shot an entire party on either side. While the players may not like that their autofire is cancelled because they run out of ammo with it, I am sure they would rather that happen once in a blue moon from a despair than their entire group get wiped out by some npc with autofire.
  3. Lormif

    Improved reflect vs autofire

    This is poor logic. It assumes all of the hits are one damage pool, they are independant damage pools. In fact activating auto-fire is AFTER damage is dealt by this very set of steps, because it is a weapon quality and you have to use your advantage to activate. The chart would look like this, assuming enough to activate auto-fire 3 times: Step 1 - Declare an Attack and Select Targets Step 2 - Assemble the Dice Pool Step 3 - Pool Results and Deal Damage Step 4 - Resolve Advantage and Triumph Step 5 - Resolve Threat and Despair Step 6 - Reduce Damage, Apply to Wound Threshold, and Apply Critical Injuries Step 6 - Reduce Damage, Apply to Wound Threshold, and Apply Critical Injuries Step 6 - Reduce Damage, Apply to Wound Threshold, and Apply Critical Injuries And because you can use the despair to make the person run out of ammo you can make it Step 1 - Declare an Attack and Select Targets Step 2 - Assemble the Dice Pool Step 3 - Pool Results and Deal Damage Step 4 - Resolve Advantage and Triumph Step 5 - Resolve Threat and Despair Step 6 - Reduce Damage, Apply to Wound Threshold, and Apply Critical Injuries click click You are not negating the attack, you are negating the weapon quality activation with his part of the roll. The actual attack still hits.
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