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Big List of Stuff to Fix—Chapter 3, Part 2 (Page 102–106 and Disarm)

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  • PEGShane
    replied
    Agility/Athletics. Nope. We're happy with it as is.
    Improvised Weapons: Fixed.
    Innocent Bystanders: Done.
    Shields: Clarified. (Both)
    Size: Fixed.
    Speed: We've been tinkering with it and made some tweaks.
    Disarm: We disagree on this one. You can discuss in the regular forums with Clint if you like.

    Thanks

    Leave a comment:


  • Big List of Stuff to Fix—Chapter 3, Part 2 (Page 102–106 and Disarm)

    Continued from previous lists: Chapter 1 (Part 1 and Part 2) and Chapter 2 (Part 1 and Part 2), and Chapter 3 (Part 1).

    Interrupting Note (Page 102): As mentioned in this thread, it might be better to leave interrupting linked to a character’s Agility rather than their Athletics. Agility already has very little to do outside of Evading attacks, and readying/reloading weapons in stressful situations, this would make it just a little more valuable, and take a smidgeon of focus away from Athletics.
    Page 102: Under Improvised Weapons, does a hero need to specify that they’re using their pistol or SMG as a club for them to count as Improvised Weapons, or do they always count as Improvised? If not, is a character firing a pistol (or SMG) simply considered unarmed until they adjust it for use as a club? Additionally, it may be worth noting in this section that a character with an Improvised Weapon can ignore the Parry penalty against unarmed enemies to avoid this particular question again.
    Page 102: Under Innocent Bystanders, some language was lost; in short, it doesn’t state that a RoF 1 weapon has to miss in order to hit an Innocent Bystander. Adding a sentence along the lines of “A Wild Card must miss with his Wild Die for a RoF 1 weapon to hit an Innocent Bystander (except for shotguns, see below)” addresses this, while allowing shotguns and RoF 2+ weapons to still hit multiple targets.
    Page 104: Under Pushing, does the section about Shields only apply to Strength rolls, or to Athletics rolls as well?
    Page 105: Under Size & Scale, it should say “Characters and creatures have a Size ranging from −4 for very small beings up to Size 20 and higher for massive behemoths.” The smallest creature Size listed is –4, not –2.
    Speed Note (Page 106): This is an interesting one; I’m going to be considering the SPC2 here since that’s clearly what this table was originally based off of. To be honest, I’m not entirely sure why the lowest listed Pace is so low—my best guess is so that vehicles using the tabletop rules (which can move a maximum of 24” in a round) can receive a –1 penalty to hit, but it seems unnecessary; for one, these penalties will generally not be used outside of a few key theater of the mind scenes and some Chases, and as a side note an average human sprinting at top speed can now reach the –1 penalty to hit using the current chart. I feel like, given the actual utility of the chart, it would be a good idea to just list the MPH values that grant the Speed penalties, rather than tabletop Pace (especially since the MPH to Pace conversion is listed below). So ~30–60 MPH inflicts a –1 penalty, 60–120 MPH inflicts –2, up to 240 MPH inflicts –4, up to Mach 1 inflicts –6, etc, which falls in line with the SPC2 values for speed. (To that end, the cost/speeds/function of the Speed and Flight powers in SPC2 should be tweaked to match appropriately.)

    Disarm Thoughts and a Fix
    So Disarm is bad to the point of near-uselessness, and is extraordinarily difficult to pull off in hand-to-hand: this is highlighted by the fact that it is easier to disarm someone by shooting his weapon than by using disarm techniques in melee if his Fighting is above d4. I’d rarely seen anyone use Disarm previously and between the increased penalty, unopposed Strength roll, Shaken/Wounded requirement, and a free action to ready the weapon again, I certainly can’t see anyone opting to use it now. (As a smaller point of note, after a certain level of Strength enemies become too strong to Disarm under any circumstances.) I’ve been brainstorming this for a while and I think I have a solution to these issues, though.

    Disarming an enemy with a ranged weapon should work as it does now, with a –4 penalty to shoot their hand, hurt them (Shaken/Wounded) and a Strength roll to drop it. In melee however, the attacker may use this technique (Fighting –4 for a chance to both hurt and disarm), OR simply disarming an opponent only requires hitting the opponent’s Parry (just like Breaking Things—see page 98). If you hit, make an opposed Strength roll; a success means the weapon is dropped, while a raise means the target is also Shaken. The big trade-off here is that an opponent disarmed in this manner cannot be hurt by the attack—with a raise they’re simply Shaken. Character’s can opt to take a –2 penalty to their Fighting roll if they want to arm themselves with a successfully disarmed weapon, or fling it away 1d4”.

    Here’s the reasoning: in armed combat, it tends to be far easier to “hit” an enemy’s weapon (a sword, knife, or a pistol they’re holding against you) than to bypass that and hit the enemy himself. “Hitting” in a way that could disarm someone or break the weapon is significantly more difficult than just hitting their weapon, but this is easily abstracted as meeting the target’s Parry and allowing the combat to flow more smoothly—you simply choose whether you’re aiming for the enemy or their weapon.

    This alternative disarm method means character’s have a viable reason to disarm a goon with a pistol in melee before just trying to pummel them—it’ll be easier to meet their Parry and beat them in an opposed Strength roll than to beat them into submission before they shoot you. Here are a few more examples of tactical consideration on when to disarm or not:
    1. You're unarmed, your opponent is armed, you're about the same skill level, and you can't run. Your best option should be disarming them; with the current –4 penalty, it's actually smarter to attack them and hope to beat them into submission while they’re still holding their sword, but with no penalty disarming is a viable tactic that can help even the playing field without being a guaranteed success (especially against Wild Cards).
    2. If you're both armed and about the same skill level, it's going to be better to attack them—you might have a decent chance to disarm them, but that's an action (and a successful hit) spent giving yourself a short advantage (or gloating, a la arrogant) instead of actually using the hit to really do some damage with your weapon. Better to just attack.
    3. You're unarmed, opponent is armed, but you're vastly more skilled than them—your best option here is almost certainly disarming the opponent, and if the disparity is great enough that with a –2 you can not only disarm them but take the weapon for yourself. It’s still not a guarantee but it is better than simply trying to beat your armed opponent into submission.
    4. You're armed, opponent is armed, but they're tough—you can attempt to just hit them, but if this is looking to become a longer fight then disarming them can give you an advantage for a greater period of time, which helps open up a window where ending the fight could be easier.
    If you guys decide to revert back to “readying a weapon is an action,” then taking the weapon you’re disarming is simply a multi-action (and a character can still roll at –2 to fling the weapon away).



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