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> Revising SR rules from the very beginning to make a tactical game, Writeup on my thoughts from this week and longer ago
Wounded Ronin
post Oct 4 2009, 11:28 PM
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QUOTE (nezumi @ Oct 4 2009, 07:09 AM) *
But in that case, he still effectively has multiple rounds because he is reacting defensively during multiple rounds. If you're limiting everyone to one round before pools refresh, real pool tactical decisions will only come up when facing multiple enemies (who are all likely to hit). In one-on-one combat, there's little decision making process. If you go first, you throw your whole (or almost whole) pool into your attack. The defender throws as much of his pool is necessary to soak the damage, then throws his whole remaining pool into HIS attack. It becomes formulaic, and the result is really that the good get better (my rifles - 5 character can throw 10 dice, while your rifles - 4 character can only through (IMG:style_emoticons/default/cool.gif) , with a tremendous number of one-hit kills (because there's a tremendous number of 'all my pool into this shot' shots).

Try it sometime with a pair of initiative-1 characters and see how it plays out. It feels like D&D melee combat.


Oh, I see what you're saying. Basically if you remove or limit defensive actions the number of constructive choices as to what you do with your pool is reduced, and just using it for offense is usually going to be the best one. Hmm, it seems like I have to think this through a little more.
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kzt
post Oct 5 2009, 12:39 AM
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Yup. Pools are pointless if you only have one action. Anyone thinking about it will attempt to put down whatever enemy is the biggest threat to them when they act. There isn't any strategy to it. It's just front sight, press the whole time.
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