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Rules for Flame Weapons
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garhkal
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PostPosted: Fri Dec 21, 2012 1:16 am    Post subject: Reply with quote

Since you can already spend CP on rolls, upto 2 for non life threatning (such as stun resistance, opening a lock, cracking a pc) there is already an allowance for that.
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CRMcNeill
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PostPosted: Fri Dec 21, 2012 1:21 am    Post subject: Reply with quote

garhkal wrote:
Since you can already spend CP on rolls, upto 2 for non life threatning (such as stun resistance, opening a lock, cracking a pc) there is already an allowance for that.


I thought so. I'm just wondering exactly how complex these rules have to be. This rule-set for flame weapons is already far more comprehensive than anything offered in the RAW, yet we're talking about inserting more steps into the Willpower / Dexterity difficulty to remove armor when it is on fire, and we haven't even established rules for how long it takes to remove armor under normal conditions, and what the difficulty would be to remove it faster. Aren't we jumping the gun, and do we really need the rules to be this complex?
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garhkal
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PostPosted: Fri Dec 21, 2012 4:56 pm    Post subject: Reply with quote

Not really as i have yet to see in any source book rules for how long it takes to don or doff armor. Regardless of what sort it is.
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CRMcNeill
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PostPosted: Fri Dec 21, 2012 5:27 pm    Post subject: Reply with quote

garhkal wrote:
Not really as i have yet to see in any source book rules for how long it takes to don or doff armor. Regardless of what sort it is.


I know D&D has rules for taking armor on and off, as well as having the wearing of armor affect how well a character rests, but I don't think anyone has made a crossover rule for that.
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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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PostPosted: Sat Dec 22, 2012 12:50 am    Post subject: Reply with quote

Exactly. One of the reasons i love that rule from ADND is it can make decisions of what to wear when sleeping more important, especially if you are in dangerous area but need to rest.
Do you get in the better protective armor, but risk losing a -2 to actions the next day from pain and gettiing little rest, or go with the less protective armor that lets you sleep ok, but may make you easier to hit if you get woken and have to fight..
Something similar for SW needs to exist.
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jmanski
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PostPosted: Sat Dec 22, 2012 1:33 am    Post subject: Reply with quote

That is interesting.
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CRMcNeill
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PostPosted: Sat Dec 22, 2012 1:44 am    Post subject: Reply with quote

Not quite sure how I feel on including that at this point, but I'd be interested to see what you come up with.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Dec 24, 2012 5:31 am    Post subject: Reply with quote

I'm also considering giving obviously non-flammable objects a +2D resistance to flame attacks.
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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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