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sdavies2720

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Everything posted by sdavies2720

  1. Am I the only one throwing non-humanoid opponants against the players? Even with a D20, we can be short on enough numbers to vary probabilities. I've been playing with some blank D20s to make custom hit locations. I've gotten tired of the "I hit him in the 4...left leg...no, dummy that's for humans...oh yeah, hold on...tail..." dialog. But our game likes hit locations and the "we're battle-scarred survivors" effect that piecing armor together gives them. Inking a bunch of Dice turned out to be a problem, and I'd have to keep them all sorted...eek. But your graphic gave me an inspiration. I'll try printing up some chits for hit location and have people draw from a bag. We'll see how that works. Steve
  2. You can preorder through Steve Jackson Games, but you're not going to get it any quicker than through your FLGS (and reading the website, maybe a little slower). Steve Jackson Games You have to look at all the companies in the catalog or warehouse (I forget which) and select Chaosium Steve
  3. CC3 will reward the work. Do the tutorials. ask questions on the user group (cc2-l on groups.yahoo.com), and don't get discouraged. Once you get the hang of it, things bop along. The application has gotten much easier to user over the time that I've been using it. Steve
  4. I guess some roleplayers just take a lot more damage to subdue. But I have to say that using three copies just to subdue one unruly player is a bit much. Steve
  5. I've been a long-time user and contributor to CC2,3. It is very powerful, but definitely takes some work to get going. If that is daunting, there are simpler packages out there, and at least one group has started using CC3 symbols with another package -- getting the style of CC3 with a simpler user interface (and probably fewer features) Steve
  6. This is one of the first sections I looked at in vZero. My players tend to stand and pound (having been brought up in D&D) rather than run and fight. For a while I did a SR-by-SR melee, allowing movment on every SR. Probably the crowning moment was when the party encountered wolves, which circled the party and darted in to attack wherever they could get at someone's back, then retreated. Within a round or two the party had formed a circle, with the most vulnerable people in the middle, and the wolves on the outside. It was beautiful. But the downside was constant 'fiddling' during combat, which got on everyone's nerves. I've gone to a system of multiple actions per round based on DEX and a roll+Modifier Initiative. I keep cycling through the list of actors until everyone has run out of actions for the round. Actions can be used for movement, attacks and reactions. So there is some sequencing of activity, and a few combat options, but each characters' actions are bundled Steve
  7. You have to have Nudibranchi (sea cucumbers when I was growing up). Supposedly some huge portion of our planet's biomass is sea cucumber... Steve
  8. My day job is a day-and-night job, so everything I'm doing is ongoing campaign related. Unfortunately a whole lot of stuff got partially-finished-but-I'm-using-it-anyway before I got busy. Getting my regular characters involved in a local war Figuring out what exactly will happen if they fail to stop the barriers to Chaos from falling down (as looks likely right now) Finishing my ritual magic rules so that players can use them Organizing the detritus of a 25 year old campaign On top of that I'm trying to figure out how I'm going to switch to Zero from home-baked rules (and trying not to break the binding while I look through it) Steve
  9. I understand, but the text should be consistent for clarity. Steve
  10. On p11 the definition of "Characteristic Check" says that it is your characteristic multiplied by a "multiple" and gives an example with a multiple of 3. On p20, Step Four of character creation, it says to multiply each characteristic by 5 to get the "Characteristic Roll". If "Characteristic Roll" is not a "Characteristic Check", why did we define a "Characteristic Check". If Characteristic Roll == Characteristic Check, we either need to change the definition so it's only x5%, or add additional columns on the character sheet. on p171 (nice index by the way), the description of Characteristic Rolls almost clears it up. (It would be nice to add a page number [p175] to that Action Difficulty section redirect. But this introduces the skill halving mechanic, rather than explaining different multipliers. Unless there is another reference back to "Characteristic Check" (I admit that I'm working slowly through the document, and only reading ahead by index), you can probably just drop the Characteristic Check definition altogether. Steve
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