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  • in reply to: Printing Five Parsecs? #133624
    Avatar photoIvan Sorensen
    Participant

    I can’t speak to Thomaston’s specific preferences, but some people prefer the longer, grindier campaign of 1e. How weapons are handled changed as well. You can mix and match them pretty well though.

    in reply to: Printing Five Parsecs? #133619
    Avatar photoIvan Sorensen
    Participant

    Cheers friend.
    After the big updates (particularly the new Enemies table), any updates for the next 3-4 months will be trivial ones (correcting or clarifying things) and focusing on supplements, so go ahead and print the rules out.
    1.15 fx. was just clarifying one page.

    in reply to: All quiet? #132951
    Avatar photoIvan Sorensen
    Participant

    The answer is “Not just yet”.

    With the open/license version of Squad Hammer, I’ve gotten some interesting things in the email from people but the focus has been on the solo gaming material the past couple of months.

    in reply to: 5Klicks From the Zone #132771
    Avatar photoIvan Sorensen
    Participant

    Cheers!

    It’s an evolution of that system.

    Changes (from the top of my memory):

    It has a separate armor/toughness roll ala 5L.

    Pinning is a factor to ranged combat to give a bit more of a gritty atmosphere.

    Close combat is closer to 5P. There’s no exchanges.

    Character tracking is a bit easier. There are skills now which give a +1 to a specific type of roll, but none affect the battle field and there’s no “break the rules” type skills.

    The campaign has actions you can take as usual, though they are “rationed” a bit differently this time. Probably closer to 5L in that sense?
    There’s actually 11 different campaign objectives you can pick, depending on whether you want to play a shorter or longer campaign.
    Anything from simply playing 20 campaign turns to playing until a single character gets 20 kills or you max out your home base factors.

    The exploration step each turn is very similar to 5L with battles, random encounters (who might join you) and events that can happen.

    Hope that helps?

    in reply to: Scum of the Earth quick question #132087
    Avatar photoIvan Sorensen
    Participant

    Cheers. Only remove a guy if you roll a natural 1 to stand.

    in reply to: Renegade Scout – War Mode Morale #132086
    Avatar photoIvan Sorensen
    Participant

    Cheerios.

    Yes, apply the new morale system to melee as well. It should read “Squads test morale once in any Phase where they lost a figure”.

    In some rare cases this can result in a unit testing twice. This is intended (they’re obviously under a heavy attack) but if you find your troops are a bit too shaky this way, amend it so a unit that passes in the firing phase only tests a second time after melee if they took MORE casualties in the melee phase than in the firing phase.

    A unit in melee counts as being in cover for morale purposes if they are lined up defending a wall or similar and none of the enemies have gone around (or over) the obstacle. Once an enemy is among the squad, they are considered to be in the open (and will break).

    Shaken units fight normally in melee. The presence of an enemy bolsters their courage a bit.

    in reply to: Squad Hammer Core for WW2 #131330
    Avatar photoIvan Sorensen
    Participant

    HoD does have more moving parts (tracking Support points, different combat rules for tanks).

    if the goal is to go simpler, I don’t think there’s anything to stop you in just using Core. Just divide things up into “light tank”, “medium tank” and “heavy tank” and its fine. Even a non-tank nerd can tell a Tiger is bigger than a Panzer II.

    Use the normal damage system. Obviously big tanks take 2 less damage. Long barrel guns on the model do +1 damage.

    I dont think you’d have problems “porting” elements of Democracy over. In fact the Support and damage systems were tested with basic Squad Hammer first. It just depends on how much (or little) detail you ultimately want.

    Grab Winter Hammer as well, for an example of (limited theater) ww2 hammer.

    Cheers!

    in reply to: Starport Scum Question #131156
    Avatar photoIvan Sorensen
    Participant

    It’s not written so clear.
    Its intended to mean “Cannot fire, can take other actions at minus one die”.

    That being said, I know from emails I’ve gotten that some people allow firing at minus one for aces and heroes or for all characters.

    in reply to: 5 Leagues Questions #131085
    Avatar photoIvan Sorensen
    Participant

    Trailsplash ?

    in reply to: 5 Leagues Questions #131054
    Avatar photoIvan Sorensen
    Participant

    Cheerios. Glad you are enjoying it and that you found the upgrade worthwhile.
    Answers below:

    Salvaging equipment
    Originally I intended this not to be possible, but as you say, it makes more narrative sense and I think most people play that you can.
    Do remember the rules for equipment damage though.

    Dashing
    Light, militia or no armor may dash +3″ total.
    The “standard dash” assumes Partial or Full armor.

    Experience
    Looks right to me!

    Attributes
    The restriction is for XP specifically.

    Heroes
    No specific restriction no. The different challenge levels is just your starting position.
    Over time you could end up with all heroes (or all Followers..)

    in reply to: All quiet? #130919
    Avatar photoIvan Sorensen
    Participant

    Correct.

    in reply to: Hammer of Democracy – How do you deploy? #129959
    Avatar photoIvan Sorensen
    Participant

    I’ve always set up from the start and alternating, unless its an attack/defense, in which case I prefer setting up the defenders first.

    I do actually kinda like “beaming down” on first activation though. Like they are deploying from march.

    in reply to: Best Nordic Weasel Game for Judge Dredd? #129625
    Avatar photoIvan Sorensen
    Participant

    A friend is also working on a straight up cyberpunk “Hackers vs corp security” hack of Squad Hammer, which is nearing completion. Adapting some of that into Dredd shouldn’t be too hard.

    in reply to: Hammer of Democracy Tank MG question #129225
    Avatar photoIvan Sorensen
    Participant

    I am so sorry, this had been sitting in my email for a while and got lost ๐Ÿ™

    * Vehicles only roll once for their machine gun fire (since realistically, the guns probably aren’t all able to line up an individual target). But if you have 3 MG’s (or 2 and one of them is a .50 cal) they do not suffer the increased target number that vehicle machine guns usually do.

    * Currently there is no minimum range.

    in reply to: Hammer of Democracy for Tanks vs Tanks only? #127593
    Avatar photoIvan Sorensen
    Participant

    Cheers.

    I don’t think you should have any trouble there. Obviously tank warfare is a rather different beast, especially as in HoD, tanks don’t have hit points, but there’s enough detail in there that a platoon vs platoon tank battle (to start with) should be fun.

    I probably wouldn’t recommend it as a permanent tank simulation solution, but to get you started, absolutely.

    Hope that helps?

    Avatar photoIvan Sorensen
    Participant

    Sorry for the delay, I’ve been travelling.

    Once per “cause” outside of special scenario circumstances (such as a huge ammo stockpile).

    in reply to: Hammer of Democracy- SMG squad costs #127068
    Avatar photoIvan Sorensen
    Participant

    The values were assigned with the assumption that their limited range would be balanced out by the assault advantage, so damage should be the same as the equivalent rifle type.
    Your values are fine.

    Speaking of points costs, I have been pondering that maybe the low end of the points scale needs to be wider, to allow more/better differentiation. Trying to fit all the infantry into, essentially, a 15 or so point spread is a little tight.

    Thoughts ?

    in reply to: NEis questions #126036
    Avatar photoIvan Sorensen
    Participant

    Cheers friend.

    You can only take the fixed 3″ move when you are “safe”.
    So troops advancing out of sight? Can use it.
    Troops moving up to the corner or a building? Can use it.
    Troops in the open? Have to rush.

    Now troops advancing on, say, a stone fence? I’d be tempted to say they are “safe” unless the enemy have troops on a roof top (for example).
    They’d still be visible to fire upon normally but would not take reactions.

    The way I view fire in the game is like this:
    Ordered fire (You spend activations to shoot) is the troops concentrating their efforts on something that is important to the mission, pointed out by their leader etc.)
    Reaction fire is spontaneous fire that happens to an obvious target.

    So a grunt rushes from cover to cover? Clear target, so someone is going to take some shots at him = Reaction fire.

    The same grunt in the open but stationary? Would be on the ground and hard to see. You can shoot at him in your turn (ordered fire) but he isn’t subject to reaction fire until he moves again.

    Hope thats clearer as far as the intentions?

    Absolute Timing – Yeah, it’ll go on the list for any future updates.

    Machine gun talk
    For me, the FG42 or BAR would be “light automatics” due to lack of easy-swap barrels and frequent reloading.
    The BAR was operated by a crew, though since you have to shift or lift the gun to reload, that’s less useful than for the Bren (f.x.).
    As fr as I know (which may well be wrong) the FG42 was operated mostly as a rifle, but since it has superior firepower to other WW2 weapons, it would get the LA designation.

    For game purposes, we do add the firepower of any crew figures, since it ended up being much easier in play (just count the number of men, then add any machine gun bonus for the squad).
    A more realistic / simulation option would be to increase the machine gun bonus but not allow the crew to fire.

    That’s easily done, the problem we ran into originally is that a lot of miniatures packs don’t give you proper loader/assistant figures for SAWs ๐Ÿ™

    That’s a lot of imperfect answers but I hope it gives a bit of light into the muddy realm of game design compromises ๐Ÿ™‚

    Avatar photoIvan Sorensen
    Participant

    Right, so I think “smoke” is something most games do kind of abstractly because it’s not that easy to piece together.
    Even reading period infantry manuals, its not that clear.
    (pun somewhat intended?)

    Infantry smoke is limited in real life by: Range (as far as you can throw the grenade, which on a gaming table isnt far), the fact that it takes a while to build up, limited ammo (1 smoke grenade per soldier seems typical) and the fact they don’t really produce that much smoke per grenade.

    I also noticed that soldiers accounts dont talk about smoke all that much, but I don’t know if that’s because they just take its use for granted and dont bother or because it wasn’t as useful as we tend to assume it must have been ?

    With those limits in mind, I felt that relying on mortars for smoke for a big advance seemed more realistic, while infantry can use their smoke capacity defensively.
    It also goes to emphasize the need for combined arms in the game.

    Of course all of this may well be wrong!

    in reply to: NEis questions #125918
    Avatar photoIvan Sorensen
    Participant

    Well I had a couple questions after we played our first game of NEiS V 2.0. We played badly and botched up quite a few rules. Understandable for a very first and rushed try. So I reread the rules up to before buildings, so to the end of page 26. I couldnโ€™t find answers to my questions so I am not as blind as I think I am. It also brought up lots more questions. I went through the NEiS threads here which clarified only a couple questions and resulted in more head scratching. What follows is my questions, answers where I found them, and associated โ€œwhat theโ€ moments they might have raised. The last bit is of me being rules anal. I used to play against the worldโ€™s biggest rules lawyer so everything had to have only one interpretation or answer and in keeping with that thinking carrying on I present the last word.

    Cheers mate. Answers below.
    NEIS goes back a ways so it’s not a “water proof” in the writing as I might have liked today. I’ll certainly take these into account when the time comes to update things.

    Questions

    1. Reaction Fire

    When does this occur, only during rushes or anytime a valid target presents itself? My example is my activated unit rounds the corner of a building. Standing there are my opponentโ€™s forces. Since I am on an activation which allows movement and firing I can shoot at him.

    Can he reaction fire at me or only โ€œnormalโ€ fire during his next activation assuming he is not exhausted?
    If he is exhausted can he still reaction fire?
    Are both fires simultaneous or does activation fire or reaction fire always go first?

    The relevant rule here is “Moving Cautiously” at the bottom of page 15. Troops moving into sight but within cover (for example on a building corner) do NOT trigger reaction fire.

    As you are getting at, reaction fire is specifically in response to a failed rush.

    Troops can reaction fire as long as they are not pinned down, even if Exhausted.

    Newer games of mine have a section that talks about timing, but NEIS predates that, so let me explain it here:
    My games always use what I all “absolute timing” which means everything is resolved as it happens.

    So lets say Trooper Jones shoots at your men, then I run across the street suffering reaction fire and those who make it want to shoot at you.
    Resolve Jones first, then move and resolve reaction fires, finally the survivors shoot back.

    2. Break check

    Is this conducted once for each leaderโ€™s unit at the end of a turn?
    Or is it conducted after each activation by any unit which took any adverse (pin, wound or kill) result?
    Based on a game example in TWW it appears to be the second above which means a unit can be subject to massive break checks in a single turn. In fact they can be subject to a break check after every single activation from either side during a turn if unlucky enough to be repeatedly under fire and taking effects.

    This may change in a future version since I am not 100% content with it right now, but the intention is that any time you take fire, you make a Break check.
    For units in cover, pressure only builds if you took casualties or have untreated wounded, so most break checks are passed automatically.

    Troops in the open are incredibly fragile, maybe a bit too much.

    I’d try it as written a couple times, but if its a problem, limit it to once per phase.

    3. Pin removal

    Do you have to activate the leader then do pin removals or not? So if you have two pins to remove does it cost 3 points or 2? I assume 3 if one of the pins is the leader.

    The leader does not have to be active himself to do pin removal.

    4. Do leaders activate for free

    Again based on an example from TWW it appears leaders can move for free. They only have to pay their own activation point if they wish to fire, unpin themselves (subject to the answer from above), or perform any activity from the action point cost table. If they wish to group fire they have to pay 2 activation points, one for their men and one for themselves.

    Correct. We assume leaders have enough initiative to move where they are needed.

    5. Reaction Fire

    Since the rules as written only cover fire against rushing troops this may answer 1 above. In reaction fire all rolls are for hits not pins and since they can only fire at targets which didnโ€™t make their rush distance check those troops are already pinned. Does this apply in any way to 1 above as in the situation stated can you only generate โ€œhitsโ€ and all troops now in LOS (and firing) are automatically pinned as they stopped without cover.

    If they rush and fail their rush roll (I say Im rushing 4 inch, but roll a 2) they are pinned automatically and we roll for hits.
    If they rush in the open and succeed in the rush roll, they dont get pinned but as they have no cover, I get to roll for hits (“advancing in the open” page 16)

    6. Morale, Casualties, and Stress leader casualties

    What constitutes a casualty for game terms and ?
    Are pinned troops casualties?
    Are treated wounded casualties?
    Are untreated wounded casualties?
    Are dead casualties?

    Casualties are wounded (regardless of treatment) and dead.

    Pinned are NOT casualties.

    7. Close Assaults and reaction fire

    Again reaction fire raises its ugly head. A unit being assaulted is allowed reaction fire, only if it can/cannot activate? Is the reaction fire before, simultaneous or after assaulting fire?

    Unless a given figure is Wounded or Pinned, they can always React.

    Absolute timing applies so move up, take reaction fire, then conduct the assault.

    Can you change the usage of โ€œshock diceโ€ to pin dice?
    Can you change the usage of โ€œkill diceโ€ to hit dice?

    I’ll certainly ponder that. The terms were chosen because I had an older game that used the same dice terms, but that may not be needed any longer.

    Please use one term for one thing. It makes clarity and life so much easier.

    Agreed.

    You define a light automatic weapon and a SAW. How is an RPK much different from an M249? How would a bren gun rate? Is an MG 34 or 42 a crew served or SAW? When used bi pod or tripod? Belt fed vs magazine fed? Again being anal but it really becomes opinion. An MG 34/42 was treated as both a SAW and as a medium support weapon as were many post war machine guns, but in game terms how would a full size cartridge firing weapon be treated? I can see the division being X number of round magazine treat it as a light automatic and Y round magazine or belt fed as a SAW. If not used as a squad weapon but as a platoon or company level asset then it becomes a crew served weapon. Alternatively a light automatic requires one crew a SAW two but only 3 dice and a crew served two but four dice, dependent on trooper quality.

    As you suggest, it really depends on personal views.
    My take is that if an infantry squad is hauling it around and it’s used as part of that infantry team, its an SAW.

    If it’s deployed on its own with a big pile of spare ammo, then its “crew served”.

    That’s not entirely water-proof but I feel like it fits well enough.

    So in a WW2 context, I wouldn’t worry about a Bren vs DP vs MG34 personally. They’re all SAW’s.

    Some players feel strongly that the GPMG in the squad role should be superior option to a magazine fed weapon. If so, I might suggest +3 firepower but does not get the loader bonus.

    In that view: Bren +2, MG34 in squad role +3, MG34 on tripod and with linked belts +3 (+4 with loader).

    THAT BEING SAID, there’s probably a hundred arguments that could be made for why I’m wrong about that ๐Ÿ™‚

    Hope the above helps and I hope your second outing with the rules is smoother!
    It’s a bit of a beast, compared to how a lot of other games work.

    Best wishes
    Ivan

    in reply to: A quick game example for No End in Sight #125911
    Avatar photoIvan Sorensen
    Participant

    No problem! I happened to be working on something when the email notification popped in!

    in reply to: A quick game example for No End in Sight #125907
    Avatar photoIvan Sorensen
    Participant

    Cheers friend.

    I assume you mean “how can the moving soldier shoot” in that example?
    If not, let me know and I’ll clarify.

    As written, the combat rules say “Active figures may fire all at the same group or may direct their fire against multiple targets and may fire before or after moving.”

    So lets say our soldier is behind a building and wants to rush across a 3″ wide street, to a building on the other side.

    Example 1:
    He can fire before he makes the rush, if he’s in sight of the bad guys.
    (as he may shoot before moving)

    Example 2:
    He cannot move half-way, shoot, and then move the rest of the distance.
    (As you must shoot before or after the move, not during)

    Example 3:
    If he makes the rush, he could stop at the corner of the other building and shoot from there.
    (As he may shoot after moving, and if the rush was a success, he isn’t pinned).

    I hope that helps?
    If not, let me know and I’ll see if I can clarify it more or draw something.

    in reply to: Hammer of Democracy- Silenced weapon teams #125801
    Avatar photoIvan Sorensen
    Participant

    Ill have to double check i didnt specifically say otherwise, but I always intended it to be possible yeah.
    Representing the senior sergeant running over and kicking everyone into gear!

    in reply to: Dreams of Dragons. Nordic Weasel does an RPG #125420
    Avatar photoIvan Sorensen
    Participant

    Thanks gang. Thomaston – You should be able to see some of the advancement system in the preview, if I remember right.
    I picked the pages for preview pretty late last night so i might be wrong ๐Ÿ™‚

    in reply to: All quiet? #124131
    Avatar photoIvan Sorensen
    Participant

    Right, so HoD basically changed everything and I think in hindsight, any future work would do better to be based on that or as compatible to it as possible.

    I’d be very interested in hearing what you have in mind.

    in reply to: All quiet? #123927
    Avatar photoIvan Sorensen
    Participant

    The toolkit will be delayed for a while yet. I still haven’t resolved the difficulties I spoke of above and me trying to force it only resulted in sub-optimal material, unfortunately.
    I’m sorry this has ended up dragging out. As I said before, in part its because I didn’t anticipate that HoD would be so well received, which led me to go back and re-evaluate everything about Squad Hammer and its core aspects.

    Additionally, the RPG project I am working on has ended up being a tentacle monster of time sink, that I did not anticipate to be so extensive.

    The “special project” is a fan project that is definitely tied to a galaxy far far away. I’m seeing if I might get a hold of it.

    So holding pattern for now, which I apologize for.
    On a more immediate note however: I have largely come to the conclusion that the Support Points mechanic should be backported into Squad Hammer Core as an official system.
    What was originally intended as a fairly separate add-on has come I think to really emphasize the strengths of the system.

    How do you two feel about that? If so, that’s something that can happen fairly immediately so an updated version can be made available.

    Avatar photoIvan Sorensen
    Participant

    I just went for a walk and looked at the trees here, which are pretty young but are easily 30 meters tall.

    I think realistically any “forest” feature would always be a LOS block.

    Hedgerows and any wall substantial enough to show would probably offer concealment, unless you are some distance from it.

    in reply to: Twilight 2000 v2 Review #121714
    Avatar photoIvan Sorensen
    Participant

    We enjoyed playing the game for all the hardware and the fact it listed Danish troops in them!

    Some of the rules were a bit funky but we soldiered on. It was certainly a small influence for when I wrote NEIS.
    The cover is gloriously 80s too.

    in reply to: A great week with the Hammer family of games #121713
    Avatar photoIvan Sorensen
    Participant

    Doesn’t get much closer than the game coming down to the last die roll!

    Your tables look outstanding too. Red gems for hit points lost?

    Avatar photoIvan Sorensen
    Participant

    Cheers.

    I probably wouldn’t allow MG fire against fully enclosed vehicles as a general rule, though allowing them to try for a stun is reasonable for light vehicles.

    A HMG (like the American .50 calibre) CAN fire at vehicles, but with a very modest effect (suggest that it can fire as an anti-tank weapon but with penetration 1 only)

    in reply to: All quiet? #120168
    Avatar photoIvan Sorensen
    Participant

    Sorry, no, it’s not stalled but things do move around.

    The delay is due to three parts:

    First, I was worried that the toolkit was becoming too stiff and difficult to work with, in a way that didn’t fit the game system. So a lot had to be reworked to just be more friendly.

    Second, I was kicking around whether it’d be best broken into smaller booklets or done as one large one.

    Finally, I wanted ample time for HoD feedback and ideas to filter in, to evaluate which of those systems would be a good pick. F.x. Support points is something that almost everyone has been excited about.

    in reply to: Are game reviewers critical enough? #119691
    Avatar photoIvan Sorensen
    Participant

    The game in question had some bugs that needed fixing. Just stuff where testing hadn’t caught it because the guy running the game knew how it was “supposed to work”.
    Basically the sort of thing that experience teaches you to notice, but it was the guys first game writing.

    I’d say it was stuff that wasn’t that big a deal, the game certainly wasn’t broken and we fixed it all a couple days later, but apparently that was beyond the pale ๐Ÿ™‚

    Mind, Im not protesting that we got beaten up a bit, but the wording of “criminals” stuck in my mind as being pretty funny.

    in reply to: Are game reviewers critical enough? #119689
    Avatar photoIvan Sorensen
    Participant

    I think wargame reviews are also a bit skewed because the people who like the game are the ones who are going to review it.
    Unless something is truly dire, we’ve all seen enough games that the reaction to a bad one is to shrug and move on.

    Or you bought the game to check out one mechanic or even just to read. I’ve certainly done that, so I wouldn’t really feel comfortable reviewing it.

    I did have a reviewer tell me that myself and the gentleman who’d written the game in question were criminals though ๐Ÿ™‚

    in reply to: Hammer of Democracy- cost of hit points #119686
    Avatar photoIvan Sorensen
    Participant

    Yeah, the costs are too low and do need to touched up.

    As you say moving from 6 to 7 is a big deal since it typically guarantees surviving one more hit.

    in reply to: New post apoc game? Five Klicks from the Zone #119133
    Avatar photoIvan Sorensen
    Participant

    Cheers gang.

    It’ll be based on the Five Parsecs / Five Leagues structure, with a few tweaks in the game play.
    But close enough that if you know one, it shouldn’t be a big shock.

    The basic turn sequence etc. will be identical, combat will work as similar as possible and the campaign game will take a lot from Five Leagues.

    As you probably know, Im a big fan of Borderlands and Trigun ๐Ÿ™‚

    Avatar photoIvan Sorensen
    Participant

    So originally infantry AT was intended work like any other tank shooting, using the same mechanics.

    At the time, I was going to have the range limited to 3″ or so, which seemed to interfere with the distances close assaults happen at, so infantry AT became an “assault” option instead, to avoid any weird situations, especially if both infantry and tanks are close to the attacker.

    I am starting to wonder if it should just be changed though, especially for the 6″ range gap.
    You’re not the first player to mention and wonder about it, so I think it’s something where the intention isn’t really executed well.

    I am trying to get a better ref sheet done, the current one is kinda garbage. My apologies.

    in reply to: First Game of Shako to Coalscuttle! #118415
    Avatar photoIvan Sorensen
    Participant

    Sorry for the wait!

    For shock actions, “Units may perform only the Shock action and cannot perform any regular action.”

    That’s intended to also prohibit firing.

    in reply to: Hammer of Democracy – Gun Malfunction #118140
    Avatar photoIvan Sorensen
    Participant

    Apologies for a slight delay.

    Infantry AT gear isn’t factored in right now, a +5 or so for Panzerfausts would seem reasonable.

    The modifier for unable to fire is just a catch-all for any sort of situation that could occur in a scenario. Sorry it was confusing.

    Vehicles with weak cannon can choose to just rely on the machine guns instead (and I believe that is likely to have been the historical case as well in many cases)

    You are likely right that the time limits are a bit too long at the moment. I was worried about them being too short, if the players run into a rash of bad turns with limited actions, but I may have been over-cautious on that front.

    in reply to: Five Leagues from the Borderlands 2! #117302
    Avatar photoIvan Sorensen
    Participant

    I’m sorry to hear that!

    Obviously any given change will have ups and downs but I’d like to try and assure you that I didn’t make any changes that I didn’t feel would improve the game.
    I try to account for fan feedback but NWG has never been any sort of crowd-managed democracy ๐Ÿ™‚

    For things like streamlining, what I did was try not to remove factors but change it so instead of having multiple, consecutive rolls things could be built into an existing roll whenever possible.

    To give an example instead of a separate post-battle table to determine if you suffered equipment damage, now it’s built into the injury table instead.
    A lot of the “roll a 6 for something to happen” things were moved to be part of other rolls.

    Consensus so far has been that the changes are an upgrade, but of course individual opinions will vary.

    If you are up for it, email me at [email protected] and I have a deal for you though.

    in reply to: Five Leagues from the Borderlands 2! #117189
    Avatar photoIvan Sorensen
    Participant

    Weapon styles were hotly contested as it seems for every person who loved them, someone hated them.

    I’d like to revisit the concept in the future, because I think it’s cool but I think the execution left a bit to be desired.

    Buying stuff we don’t need is the gamers curse ๐Ÿ™‚

Viewing 40 posts - 121 through 160 (of 2,028 total)