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This is out-of-character discussion about the events taking place within YRPG. Discuss with the GM and each other here as players. |
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#133, by Matt a.k.a. 'GM' on Wed 20 May 2009, 04:55 pm |
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#132, by Paul a.k.a. '???' on Mon 18 May 2009, 06:20 pm |
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#131, by Juan a.k.a. '???' on Sun 15 Mar 2009, 04:27 pm |
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#130, by Juan a.k.a. '???' on Sun 15 Mar 2009, 04:26 pm |
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#129, by Juan a.k.a. '???' on Sun 15 Mar 2009, 04:25 pm http://maps.google.com/maps?hl=en&tab=wl |
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#128, by Paul a.k.a. '???' on Sun 15 Mar 2009, 03:00 pm On a side note, having the yrpg skip a weekend is good, seeing as I am currently "impromptu" moving as this house is being foreclosed on..... Hopefully I will be able to attend the next session. |
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#127, by Matt a.k.a. 'GM' on Wed 04 Mar 2009, 03:39 pm |
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#126, by Juan a.k.a. '???' on Wed 04 Mar 2009, 03:39 pm |
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#125, by Paul a.k.a. '???' on Wed 04 Mar 2009, 12:03 pm As long as I get to continue to hit things with my "Board of Education" |
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#124, by Juan a.k.a. '???' on Wed 04 Mar 2009, 10:51 am |
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#123, by Matt a.k.a. 'GM' on Tue 03 Mar 2009, 07:07 pm 1. Guns can be fired normally twice per round. This makes sense when you consider a round is 10 seconds. Assuming it's not a single-shot weapon that has to be reloaded between shots, I think this is fair. 2. Reloading still varies depending on the weapon, but you can rush a reload up to 3-times the normal speed - at a price. If you double your reload speed, you also double your fumble range for the gun on the next shot. If you triple your reload speed, you triple your fumble range with the gun. This signifies that you can rush to get bullets back into the gun, but you naturally get sloppier in haste. I think this is a good idea. 3. Rapid fire. Regardless of gun, you can unload an entire clip in one turn by firing rapidly. The first shot is at -10 and each subsequent shot suffers an additional -10 to the roll (to signify your lack of aim in the haste and having to deal with the kickback from the shot). So if you had a fully-loaded 6-shooter and you wanted to unload the entire clip in a turn and you rolled a 90 (after bonuses), your first shot would be at +80, second +70, third +60, fourth +50, fifth +40, sixth +30. HOWEVER, if you have a gun in 3-shot burst and you have 9 bullets left in the clip, that's only 3 shots for the purposes of this exercise (this makes sense too, think about it). And YES, you must make a reliability roll to see if the gun jams for each shot. I am debating on whether I will allow a damage roll per bullet as well (this would slow things down, but would unarguably be more accurate... not that I see you guys doing this a whole lot given the circumstances) 4. Aimed rapid fire. If you spend an entire turn getting a solid stance and a good aim, you can unload the entire clip on the *next* turn with no dice penalty on the first shot, and only an additional -5 for each subsequent shot. 5. Suppressive fire. This is when you are just shooting in a general direction to keep someone from firing back at you or getting closer, or whatever. Suppression. Duh. Only guns in full-auto mode can do this (for obvious reasons), and suppression requires blowing at least 5 bullets. Since suppression requires no aiming, you can fire suppression THREE times per turn... but each shot only has a 10% chance of hitting anything in the area you're suppressing, and if it hits, it's at -25. If you got the bullets, it's good for crowd control, though. You can only fire suppression from close-to-medium range (also for obvious reasons). 6. I will be dropping your capable weight allowance to 50lbs + 10*STR. Sorry, but I feel that's a lot more accurate, and it will keep you from hoarding shit in an unrealistic fashion. Also, unlike Fallout 3 (and like Fallout 1 and 2), ammo will have weight. 7. Cover. Going into or out of cover takes 1/4 turn. This makes sense in the context of the first thing I mentioned - firing a gun normally takes 1/2 turn... so if you are behind full cover, you can position for a shot (out of cover), shoot, and then crouch again (return to cover) for 1/4+1/2+1/4 = whole turn. ALSO, you can fire your gun from partial (25%) and half (50%) cover without exposing yourself further, but you take a dice penalty of -10 and -25, respectively (to signify you obscured field of vision and inability to position your body most effectively for the shot). Cover offers major bonuses to your DB, depending on what it's made of (being behind wood is +50 for full cover, +25 for half, and +15 for partial cover, etc). 8. You CAN be headshot, under the similar rules as for the enemies. Instead of 10% hit damage to the head resulting in a kill, it's 25% for you guys. Intelligent opponents will know this. So protect those noggins, kiddos! 9. Still working out grenade mechanics. WHAT SAY YOU TO ALL OF THAT?! |
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#122, by Matt a.k.a. 'GM' on Mon 02 Mar 2009, 06:57 pm It makes sense for a number of reasons... aren't the rest of you pretty bad if you didn't do anything to stop the guy from going on that killing spree? Or if he snuck out and laid waste to a village, aren't you bad folk for still associating with him? If not bad, you're at the very least entirely untrustworthy. |
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#121, by Juan a.k.a. '???' on Mon 02 Mar 2009, 03:31 pm |
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#120, by Matt a.k.a. 'GM' on Mon 02 Mar 2009, 01:06 am This setting, in particular, is one that is full of genuine scarcity. Weapons are hard to come-by... only one or two factions even know how to make them anymore, and the supplies to make them are hard to get even then. Water, food, health.... all in short supply and always a concern. I will not be doling out bottlecaps like crazy, and you won't be able to farm them like you can in the video games (it's also worth noting that right now, your party has at most a minor inkling that bottlecaps are the currency). I'm still trying to work out how to reconcile the armor system within the Rolemaster scope, so that's going to take some tweaking. Keep your eyes peeled over the next few days. Stuff will be going up, including the character manager and the book of weapons! If anybody wants to reroll, let me know, as well. |
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#119, by Arthur a.k.a. '???' on Sun 01 Mar 2009, 11:03 pm I have almost no experience with the Fallout Universe, but the system and setting are typical enough of post-apocalyptic films (with an extra scoop of dark humor) that I'm not having a problem adjusting. Also, I look forward to convincing more enemies to join us only to have Paul kill them off. |
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#118, by Jason a.k.a. '???' on Sun 01 Mar 2009, 08:45 pm It also seems pretty faithful to 3's game mechanics, whereas a single, first-level player against a supermutant with crap for weapons would be daunting, but six against one seems like things worked out 'realistically'. Overall, I would say I approve. |