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Cover & Random Fire
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Whill
Supreme Chancellor (Site Admin)


Joined: 14 Apr 2008
Posts: 4240
Location: Columbus, OHIO, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sat Nov 18, 2017 2:26 pm    Post subject: Re: Agility Reply with quote

CRMcNeill wrote:
Slightly altered? How?

I seem to recall that you wanted to include an endurance aspect since the dictionary definition of the word agility includes endurance. I want my agility to remain a dexterity skill and I want endurance to remain in strength. So my agility skill, despite the dictionary definition, does not include an endurance aspect, at least not in ways that would be covered by the existing strength attribute and stamina skill.

But the basic premise of combining Running and Dodge is the basis for my Agility skill too.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10566
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 2:42 pm    Post subject: Re: Agility Reply with quote

Whill wrote:
I seem to recall that you wanted to include an endurance aspect since the dictionary definition of the word agility includes endurance. I want my agility to remain a dexterity skill and I want endurance to remain in strength. So my agility skill, despite the dictionary definition, does not include an endurance aspect, at least not in ways that would be covered by the existing strength attribute and stamina skill.

But the basic premise of combining Running and Dodge is the basis for my Agility skill too.

I vaguely recall that as well, with the primary reasoning behind my speculation being that WEG included distance running as a Specialization of Running. But it never really progressed beyond the point of idle speculation; I agree that the endurance aspect of distance running is well covered by the Stamina skill.
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Whill
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Joined: 14 Apr 2008
Posts: 4240
Location: Columbus, OHIO, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sat Nov 18, 2017 3:00 pm    Post subject: Re: Agility Reply with quote

CRMcNeill wrote:
Whill wrote:
I seem to recall that you wanted to include an endurance aspect since the dictionary definition of the word agility includes endurance... But the basic premise of combining Running and Dodge is the basis for my Agility skill too.

I vaguely recall that as well, with the primary reasoning behind my speculation being that WEG included distance running as a Specialization of Running. But it never really progressed beyond the point of idle speculation; I agree that the endurance aspect of distance running is well covered by the Stamina skill.

Yeah, Distance Running could be a specialization of Stamina maybe. I guess we might be on the same page for the Agility concept.
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Naaman
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Joined: 29 Jul 2011
Posts: 2102

PostPosted: Wed Dec 06, 2017 11:06 pm    Post subject: Reply with quote

CRMcNeill wrote:
Raven Redstar wrote:
I don't know how much you guys take Rules of Engagement as law in your games... But, on page 98, it infers that Stormtroopers can ignore 2D in penalties from smoke, because of MFTAS. So, a Stormtrooper set up on a Repeating blaster gets to ignore 2D of accuracy penalties from low visibility situations, as well as +2D to hit targets moving faster than 10m a round, so unless the targets are creeping or crawling slowly through smoke, the STs can ignore the 4D penalty against them.

That doesn't answer my original question. Stormtroopers aren't the only baddies characters can face, so there needs to be some sort of ground rules to cover characters who don't have a MFTAS and are just firing blindly through the smoke or darkness.


Okay, this is where I stopped reading the thread, so I'll just put my $0.02 in for whatever its worth:

I'm assuming total concealment, zero cover, regardless of who is shooting and who is being shot at.

CRM: your blaster rules may provide a streamlined process for solving this problem, if I remember them correctly.

Things to keep in mind: the shooter does not know when the target will start moving, so its possible they will hit nothing by shooting too early or too late. This should factor into the "difficulty."

Using your own auto-fire rules, you could remove the shooter's skill all together, and just roll the weapon's auto-fire rating (say, 3D, for example) against a difficulty that is determined by the distance to the target area, and the size of the target area. Also, the tactical savvy of the targets may matter: will they move in a cluster, or space themselves out? Will they "pop smoke" and then wait 2 or 10 or 15 seconds before moving to find out whether anyone is "waiting to shoot" once they move? etc., etc.

In any case, whether shooting into darkness or smoke or whatever, roll the dice against your determined difficulty (or oppose with the target's tactics skill, maybe). On a success, deal damage, but with a penalty (since the shots aren't aimed, they are far less likely to be "good hits").

Alternatively, you could just have the shooter and the target each roll a D6. Higher wins. You could add a +1 or +2 bonus for either the shooter or the target (whichever has the higher tactics skill; yes: there are tactical ways to shoot into smoke/darkness as well as move through it when you know there is an active threat).
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Dec 17, 2017 1:48 am    Post subject: Reply with quote

CRMcNeill wrote:
With regard to the MFTAS and other optical equipment with similar capabilities, it's possible that advanced technology societies could have a "smoke grenade" that blocks either all or a large portion of the electromagnetic spectrum. the smoke from White Phosphorus not only blocks the visible spectrum, but the infrared spectrum, as the phosphorus particulate matter saturates the smoke cloud with heat. I picture a white phosphorus that also flakes off bits of chaff or charged particles that throw off ionization effects and blocks everything, including sensors and comm signals.

I had a thought on this that takes it one step further. The A3AA Personal Defense System releases a blaster-dispersing aerosol that reduces the damage of all blaster bolts by 2D. In an energy-based weapons environment, imagine incorporating that into a smoke grenade as well...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun Dec 17, 2017 2:21 am    Post subject: Reply with quote

Surprisingly i have YET To see a pc take that item..
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Bren
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Joined: 19 Aug 2010
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Location: Maryland, USA

PostPosted: Sun Dec 17, 2017 2:25 am    Post subject: Reply with quote

garhkal wrote:
Surprisingly i have YET To see a pc take that item..
If you give it to an NPC I'm certain that eventually some PC will take it. Laughing
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