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Jul 30 2007, 05:26 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 325 Joined: 5-May 02 From: Various Planets Across the Galaxy Member No.: 2,689 |
Quite. And what kind of feel you want for your game. And how impatient/hyped up on caffeine and sugar your players (and GM) are. :)
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Jul 30 2007, 06:57 PM
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#27
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Target ![]() Group: Members Posts: 14 Joined: 30-May 07 Member No.: 11,791 |
Whether a semi-automatic can be made automatic is dependant on the action. I could give examples but I don't think the mods would like it. The problem is that kitchen table automatics are usually a little on the unstable side. If the player drops the gun there may be a 1/10 chance that it'll go off.
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Jul 30 2007, 07:09 PM
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#28
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Or, in my case, how much of firearms rules as written makes the whole gaming table feel like their brains are bleeding out of their ears.
Actually, I can wrap my head around a lot of abstractions. You HAVE to if you are going to play any RPGs at all. What gets to me the most are abstract rules that make things in the game world completely assbackwards from what they are in real life. Sure, I can deal with the small things, but other shit just kills me. If it really would be as hard to hit shit with autofire IRL as it is in the game, no one would ever use any kind of fully automatic weapon, EVER. If pistols really do more tissue damage, penetrate armor better, and are just as accurate as assault rifles, then it makes no sense to use anything but pistols a majority of the time. Shit in the real world just isn't like that. And I balk at game rules that follow that trend. I want my game world to be about choices. Instead of: "Well, if I take my Predator to the meet, I'll have an easily concealable weapon, but I'm fucked if there are more than a few goons in body armor. If I bring my HK 227, I can probably conceal it under my coat, though anyone who checks me out could easily tell I'm packing. Multiple goons won't be a problem, though, seeing as how I have 32round mags and burst/auto fire. Maybe I should just go all-out and bring my Ares Alpha. It screams 'I take no bullshit', damn near ignores armor, and has a grenade launcher to boot. Of course, if the meet is in-doors, I might be fucked trying to maneuver that bad boy indoors. And since everyone will be able to tell I'm expecting trouble, it might turn into a self-fullfilling prophecy." ...we have: "I bring my Viper Slivergun to the meet. Concealable, 30 round mag, BF capable, and lethal even vs. armor. Why on earth would I carry anything else?" ...or better yet: "Okay, so the job is to break into the secure corporate compound, extract the scientist, and escape? I'll bring my Ranger Arm SM-4 sniper rifle loaded with ExEx ammo and fitted with a silencer. What's that you say? How am I going to use a sniper rifle in close quarters? Simple...I have 14 dice and a low-light/thermo/image mag scope. Full dice pool, baby!" |
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Jul 30 2007, 07:19 PM
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#29
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
But, some of us that have no actual experience or understanding of real weapons, don't really care and don't see anything as bassackwards...I mean, I know where you are coming from, but there are also GMs and players like me that really don't care and if a weapon in the book says "xyz", then that is what it is and we just play... |
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Jul 30 2007, 07:36 PM
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#30
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Indeed, deek. That suits many players just fine. But it doesn't work for us. It's sorta the same thing as them statting out the average pickup truck to have more acceleration and maneuverability than your average crotch-rocket or commuter cars being more expensive than stretch limos. I'm no auto expert (I can barely change the oil in my van), but I know those two examples are wrong. They don't make sense on a fundamental level. And because firearms are much less universally prevalent than automobiles, people generally have less understanding of them. So I can see how the designers had some "severely skewed" ideas in their heads about how guns work. Still, it doesn't excuse the fact that much of this could have been rectified by the designers speaking to SOMEONE who had at least a modicum of real-world firearm knowledge. |
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Jul 30 2007, 08:04 PM
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#31
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Understood, but I think it is worthwhile to know whether the detailed firearms gurus are in the minority or majority, ya know?
I mean, I am techincal by nature and by work, when it comes to electronics and career...so I understand where you are coming from. There are a lot of computer and matrix stuff that don't jive with my personal experience... |
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Jul 30 2007, 08:05 PM
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#32
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Actually Doc, I think the original game designers disagree with you there.
If this was the intent of the original game developers, I think we would have had firearms listed as:
instead of
Which pretty much brings you back to generic "Submachine gun" or "Heavy Pistol". Can you say "WoD system"? |
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Jul 30 2007, 08:12 PM
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#33
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Hehe...I get double whammied with SR because I do sysadmin work for a living. And I would bet that firearm gurus are in the minority, as far as the global shadowrun community is concerned. But just because your core gaming population isn't 90% Special Forces operators or Ballistic Scientists doesn't mean it's a good idea to ignore such things all together. Just look at all the medical drama shows on TV. While the actual scenarios may bet far fetched, I'll be RL doctors and nurses would say that a lot of stuff the actors say/do is fairly accurate. And why is that? Because it would be silly for someone like me to to write a medical drama because of all the glaring inaccuracies that would be present. So they bring in an expert or two to consult on the writing. Seeing as how Shadowrun has so VERY much to do with firearms, ranged combat, and terminal ballistics, I don't think having some expert input is too much to ask. |
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Jul 30 2007, 08:45 PM
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#34
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
I'm one of the guys who gets into it whenever the "realistic firearms in SR" thing comes up, but I'm actually comfortable with the level of abstraction that goes on.
High skill level versus armored target? We've got called shot rules for that, and simply getting more successes helps get around armor pretty frequently, making it so you don't even have to call a shot. AK97 carbine does less damage than a heavy pistol? I'll buy that... you chop an assault rifle down so short that it qualifies as an SMG, you're going to have issues with the round performing like it's supposed to because of the reduced speeds, whereas a 10mm round is generally okay at doing it's job when fired from a 4" barrel. For all we know, the AK97 starts keyholing at 10 meters. Autofire isn't too effective? Short/Long bursts make putting down a single opponent in a single action (rather than having to fire several rounds at them) a lot easier, and recoil compensation is readily available. The short version is, I don't care enough to worry about it, and when something does bug me a little tweak to it's use (be it a change in damage code, a penalty for using it in some situations, or the like) is easy enough to accomplish. As for medical dramas? Watching "ER" or "House" with a family (including myself) that is mostly in the medical field is entertaining, to say the least. The heckling never stops. :spin: |
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Jul 30 2007, 08:51 PM
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#35
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
I think SR4 firearms can be "rightsized" fairly easily.
Accept pistol ammo as the base. When we look strictly at the ability to create a wound, SMGs do a little more than pistols, and ARs do a little more than SMGs. That feels right to my head. The big change is in penetration, or put differently, what it takes to stop that damage. Standard SMG stats feel right if they are using light pistol ammo. AR and up have way too low of a AP mod. I would raise ARs to -4 or -5, then balance LMGs and up from there. Here's why: Today, standard tactical armor (IIIA for the enthusiasts) will stop cold anything a SMG or heavy pistol can throw at it, leaving you with a painful bruise, and perhaps a broken rib. (please don't muddy the water with freaks like 500S&W mag) Assault rifle rounds go through IIIA and you with power to spare. Today, you have to double the weight of your armor just to step up from SMG protection to rifle protection. In 2070, armor will be much lighter, but I believe the doubling will still be there. |
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Jul 30 2007, 10:19 PM
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#36
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Target ![]() Group: Members Posts: 52 Joined: 12-June 07 Member No.: 11,895 |
I have to laugh a bit. ED's comments are pretty much the sort of things I used to say about why I liked 1st Edition's Staging. Yeah, it was more complex, and, yeah, armor was too effective, but I liked how it effectively took into account the difference between small, fast bullets vs. big, slow bullets.
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Jul 30 2007, 10:38 PM
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#37
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
The trick becomes, then, how do you make class III and IV armors ("combat armor" if you want to call class IIIA "tactical armor") work in this system? I can see an arguement for making them Hardened, but that's about the only way I can see it working.
It does create a niche for APDS ammo in pistol-caliber weapons, though... |
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Jul 30 2007, 11:03 PM
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#38
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
This is a good question, and one I don't know the answer to right offhand. The abstract nature of SR armor vs location means makes it difficult. After all, an armored longcoat (lvl II, I'd say) has nearly the same protection as an armored jacket (Lvl IIIa/III), because it covers more.
I really wish SR4 used locations. You could always just find any RPG that uses a D6-based location roll (Battletech and GURPS come to mind) and use that location chart. Locations covered by a given armor would be simple enough from the descriptions. If you want locaton effects done easy, limbs do 1/2 number of final points, head double, torso normal. I am not sure hardened armor is the answer, because you do usually end up with severe bruising (stun damage), just not to the same level of impairment (number of boxes) as if the bullet was not stopped. |
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Jul 30 2007, 11:36 PM
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#39
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
I'd rather make pistol bullets less effective (With +AP ratings) than make AR bullets much more effective, but either would work. |
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Jul 30 2007, 11:41 PM
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#40
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
Reality is that you can't make particularly effective AP ammo for pistols, and what limited AP ammo you can make trades off effectiveness of wounding for the AP effect. Very stable, hard, non-fragmenting or expanding bullets are needed for AP effects. The reverse is wanted for wounding effects. And the phrase APDS, as used in SR, is another example of the designers learning everything they know about guns from comic books and bad movies. |
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Jul 30 2007, 11:51 PM
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#41
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 9-December 04 From: former Bug City, now CFS Member No.: 6,875 |
The "DS" in "APDS" is kind of suspect.
Of course, they might be talking about "true" flechettes. EDIT: Well, the SR-1 is pretty good against body armor, supposedly. |
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Jul 31 2007, 12:04 AM
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#42
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
As a slight aside, I would rather situations like
be up to me as GM, instead of having a rule to cover it. |
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Jul 31 2007, 12:25 AM
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#43
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Target ![]() Group: Members Posts: 58 Joined: 29-June 07 Member No.: 12,085 |
I'd agree. It's designed that way for a reason. .223 cartriges have a massive muzzle velocity, and the bullet often "rolls" or shards upon impact, so while it does not leave as large a killing exit wound, it can often cause lots of internal bleeding. The round was adopted for warfare because of this. When you wound a man, it forces his friends to go get him, effectively removing them from combat as well. Military wants quasi-lethal rifles, and the .223 serves this purpose. If you've ever examined this cartridge it's a huge powder chamber tipped with a tiny bullet, and muzzle velocities are enormous. 3300+ feet per second is the norm, with "hot loads" approaching 3700. Most larger bore hunting and sniper rifles are in the 2000-2800 range, relying on the kinetic energy of the weight of the bullet rather than the sheer velocity. These are more useful for that one-shot-one-kill kinda action. |
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Jul 31 2007, 12:25 AM
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#44
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
...why? there are clear-cut, easy-to-understand--and therefore easy to codify into game mechanics--reasons why a long gun is worse to use in a close fight than a more compact weapon. why would you want to make more work for yourself when the rules are more than capable of handling it? and if you prefer to do that work yourself, why use the rules at all? |
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Jul 31 2007, 02:28 AM
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#45
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
SR has the advantage of being IN TEH FUTAR! Makes things like APDS ammo a little more tolerable to me... basically, I'm willing to put up with it having a silly name because, for game balance purposes, there's nothing wrong with the round. Ammunition like the .224 BOZ and 5.7mm would seem to indicate that if they can get the stability problem licked, firing saboted subcaliber ammunition out of a handgun wouldn't be the worst way to try and increase penetration. Tweaking the round some (maybe lowering the DV in exchange for some increased AP, in a way that makes it worthwhile to load it) would be perfectly reasonable. |
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Jul 31 2007, 03:01 AM
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#46
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Target ![]() Group: Members Posts: 14 Joined: 30-May 07 Member No.: 11,791 |
The effective range for a .45 bullet is about 50 yards, and that's pushing it. On the other hand, if the guy shooting back at you is 600 yards or less away, he can still get you because that is within range of a .223 shot with an M16. Always keep that in mind. |
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Jul 31 2007, 03:08 AM
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#47
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
I see it differently is all. For one, I don't "not want any rules", I just don't need a rule for every little nit-picky situation. If I did I'd play d20. Rules bloat is enough of a pain in the ass already. Shadowrun, or any role playing game, does not need to be played 100% the same at every table in the world. WotC might have managed to convince a lot of people otherwise, but that doesn't make their end product any less bland and boring. You can't fix everything with codified rules. When you try, your game becomes unplayable, or those rules are ignored, making them pointless in the first place. For two, if players or a group don't know or don't care that using a meter long rifle for room clearing doesn't really work all that well, and might just be a bad idea, but they're having fun anyway, then who gives a damn? You or me, because we know better? We're not in that game with that group. What we know or think doesn't make a bit of difference. And since we know better, we are free to apply a penalty, or to otherwise hamper a character (and thus a player) that attempts to do so in our games. Codified rules for gun length penalties while engaging in close combat might sound great to a rules junkie, but to a casual player, or just someone that wants a game that they don't have to take student loans out to learn, it's just some random piece of nonsensical bullshit that they have to take into account. It's abstract. It always has been. But you're free to pull a Raygun if it's abstract, and make the game fun for yourself. That's fantastic. But I know that if I had to use every "realistic" set of rules that I have seen for Shadowrun over the years, I'd have stopped playing a long damn time ago. Just about everyone I have ever gamed with would say the same thing. edit: I just took another look at how you phrased this;
Again, not everyone even sees that there's "work" to be done there. And that's my point. |
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Jul 31 2007, 03:17 AM
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#48
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Moving Target ![]() ![]() Group: Members Posts: 325 Joined: 5-May 02 From: Various Planets Across the Galaxy Member No.: 2,689 |
I say screw firearms and make yourself a Troll with a Meta-man portable dwarf launching catapult. :D Maybe some sorta gigantor crossbow (probably bordering on a Crossbow-Ballista hybrid) with lots of whirly gears and shiny parts to make you the envy of all. :D
Seriously though, I definitely agree with the sentiment that house rules are the way to go if you want "realistic" combat because that way no space is wasted in the book and more people will come to Dumpshock and sample our fine gourmet cuisine of threads such as these in order to guide them in hashing out their own spin on the subject. Also, I'm tellin' ya this dwarfapult is the way to go. You can even dikote'em (assuming they ever bring it back...and they probably won't...with good reason ;) ) and give'em a pointy object to hold to get yourself a bonafide armorpiercing projectile from hell. :grinbig: |
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Jul 31 2007, 04:50 AM
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#49
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
What I mostly find annoying isn't that the rules are not detailed enough, it's that the rules show that the people writing the rules just don't have a clue. It's like writing vehicle rules that have semis accelerating faster then sports cars and pickup trucks carrying more than a semi, while delivery vans are have better off-road characteristics than dune buggies, as well as continually using the word "torque" to mean "speed".
The exact same amount of space in rules and the tables could have been used and we could get a much more sane set of rules that don't add to complexity. And didn't produce two or three superguns and a bunch of clunkers. |
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Jul 31 2007, 04:57 AM
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#50
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i agree. however, i think the best solution to that is to provide a scaling ruleset, one that's easy to take from simple to detailed. that way, the GM's job is easy--he just decides what level of detail to use, and the rules are there to support him. |
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