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About Paragon

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    Member: Rank 1 ( 65% )
  • Birthday 05/25/1957
  1. The problem with that is that the rest of the rules, for the most part, assume a default usage and (like every other game system in the world) assume the GM can ignore or modify them for special situations. The respondents in this case seem to be suggesting that this particular rule is structurally different than all those others, even though the game bothers to take the time to flag specific weapons on a table as applying to it. If this was just a "some weapons might be hard to wield in close quarters at the GM's discretion" as seems to be the claim, I'd expect that would be where the rule
  2. That's what I'd wondered, and why I was conservative initially. Thanks for the help.
  3. The problem is that tells me nothing of what the rules intent is. Yes, I can ignore any rules I want. But if I wanted to do that constantly, I wouldn't need a rules set. I tend to assume if designers of a rules set didn't have an idea of how something was going to work when using those rules, they wouldn't put a rule in. But understanding what they've assumed requires understanding what the rule is intended to do.
  4. And again, if it was only a situation modifier and entirely up the GM, I don't think they'd go out of their way to flag weapons it was supposed to apply to, nor go through the business of talking about "ranges".
  5. Okay, that was my original reading, but if you follow through on the discussion of awards at roleplaying at the end of the section, it seems to suggest a significantly higher number, so I'm a tiny bit confused. Edit: out curiosity, would it change either of your decisions on this if you tended to run longer games? Mine run closer to 8 hours than 4.
  6. About how many xp have people been giving out how frequently in the game? The discussion of this seems to vary considerably in how much it would suggest, and its not entirely clear what translates into an "adventure" for purpose of doing so.
  7. That seems a rather more limited reading of the modifier than the text suggest. To quote: "Melee weapons longer than 60 centimeters, objects that are hard to throw or grasp, ones relying on technology with which the user is unfamiliar, or any weapons otherwise difficult to wield may incur a +5 or more modifier to the combat difficulty. The gamemaster may decide that such factors as experience, strength, and features of the weapon (such as a well-balanced sword) lower this modifier. " That last part in particular seems to suggest that such a modifier is the default and lowering it
  8. Is it me, or do the maths of the system mean that against equal opponents, the "unwieldy" modifier on most of the larger melee weapons means that with such weapons you'll spend a lot of time missing against any opponent comparable to you, given that all things being equal you're going to have a five extra difficulty on all of them?
  9. Yeah, this comes up in the consequence of Mutants and Masterminds and True20, too; one of the consequences of having damage resistance rolls is that Hero Points (and in D6, Fate and Character Points) can be used to help hold off bad luck with damage. If you eliminate the die roll, that option goes away.
  10. I'm sure this has come up before, but I was unable to narrow down a search enough to be useful. Is it just me, or is (at least in D6 Adventures) the text about the combat maneuvers rather at odds with what the table for same says happens? As an example, the text indicates that full auto adds to both damage and attack, but penalizes defense, but the table indicates it adds to damage but penalizes defense. Similarly, the ranged Sweep seems to indicate that it should add to attack, but it subtracts. The errata seems mum on the subject. Has there ever been any clarification as to what's
  11. I was under the impression from the language in D6 Adventures that the initiative was only an issue on the first round, since your defense carried over until your initiative on the next.
  12. Those were intended to be two alternate methods, not related. And I agree that's a concern, but that seems even more true with the standard Body Point mechanic, no? Since once you go through the Body Points there (which are approximately the same as a Physique roll) you're just flat out done. Like I said, I'm not really happy with either current method; one allows tough targets to take hits from slightly weak weapons all day, the other means that tough ones will be rolled up quickly. Perhaps I should go back to the idea that, like Mutants and Masterminds, there should be some cumulat
  13. Well, that's why I'm trying this sort of approach; it changes resolution, but not the expect numbers and the like. As I said, it may well make it too easy to kill creatures with a fairly high Physique. It may be necessary to, say, treat half the Physique as though it were armor to prevent that.
  14. Unless I'm thorougly misunderstanding damage points, the bear, not having any armor, doesn't subtract anything. He takes the whole damage. Then, under my system, he has no maximum damage he can take, per se; what he does need to do however, is to make a Physique check against that damage; if he's successful, it has no immediate effect on him, but successive hits add to it, making it quickly difficulty to make the roll, and when he fails, the amount he fails by is read on the wound table to determine the effect. Is it clearer what I'm talking about now?
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