Date: 2017-08-29 01:57 pm (UTC)
jordangreywolf: Greywolf Gear (Default)
Re: "half + 1" -- I think just taking the max value is a much quicker calculation, AND I wanted to beef up the damage values of weapons across the table anyway. When damage "Aces" like crazy, there's the problem with the "fine red mist" factor (i.e., some poor PC got hit with a bazillion points o' damage and there's NO WAY he's going to be able to soak that), but I'm trying to address that in other ways.

Hmm. I thought I posted all my house rules here, but I guess I didn't. I wrote up a bunch to send out to the player group to get their feedback. I suppose I should post it here, to give some context. I'll get back to you on that. ;) (Another post.)

Re: Easy Shaken Recovery:
Yeah, I'm not keen on it. Now, I sympathize that no player wants to be in that situation where he's Shaken and misses a turn. It probably wouldn't be so bad if I could somehow make turns go faster.

I really like your idea of a bonus to your next roll if you fail Shaken. It means that if a buddy can distract the enemy long enough to stop pounding on you, then you've got a good chance to make it next turn. Yeah, it's a little more bookkeeping, but it's worth it for a PC. It would also be useful for a Big Bad.

Now, there's still the possibility that if you've wandered off on your own and you're surrounded by ghouls and they're attacking you every round, that you're just going to be overwhelmed. The thing is ... I'm fine with that. It's what SHOULD happen. (And therefore the PC should simply strive not to wander off alone and get surrounded by ghouls!)

But it's also totally legit that if there's some big bad Radscorpion, some PC firing full-auto every round could keep Shaking it (or worse) and preventing it from getting in one of its several attacks. Or, the "non-combatant" who doesn't have a heavy-hitting weapon, but has Tricks or Taunts could Shake a big bad and distract it long enough for the group's combat-master to finish off some of the other hording monsters, and finally get around to this one. If Shaken is TOO EASY to shake off, Taunt and Tricks aren't nearly as useful anymore.

And that's the reason I really, really hate this "supposedly official" rule. It's a big messy attempt to fix one player complaint -- "It's no fun when I'm Shaken and miss my turn!" -- but at the expense of just about every other Edge and ability that either helps you recover from being Shaken, or exploits Shaken status on enemies.

So I'm not using that one.

Random thought on your +2 bonus idea: Maybe this is something that should only apply to non-Extras. If a Wild Card or Henchman* fails a Recovery roll, he gains a +2 to his next attempt. Extras don't get this. (Hence, the zombie horde doesn't benefit from this rule, thank goodness, so I don't have to keep track of who failed a Shaken Recovery roll, and thus gains a +2 on his next attempt.)

(Hmm. But what if he gets hit again? Does that undo the +2 bonus? Argh.)
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jordangreywolf: Greywolf Gear (Default)
jordangreywolf

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