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New Genre Option for Firearms vs. Mêlée

 
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PenBoy99
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PostPosted: Wed May 30, 2012 1:05 pm    Post subject: New Genre Option for Firearms vs. Mêlée Reply with quote

I finally ran into the problem other's have described, where a player never gets to be "cool" because they're in mêlée, and it's very easy to get a ≥ 7 parry and toughness, which makes hurting your opponents difficult (whereas shooting them is trivial). Also, his strength wasn't massive (we were thinking fencer). He actually handled it with Élan (worth a Benny) - after round after round of miss then hit-stun they unsound you miss you hit they un-stun he took the multi action penalty and shot them, which ended the combat quite quickly.

I understand the argument and believe it to be true that the Pinnacle rules reflect reality fairly well - it's much easier to hit people with a gun from a distance then close up in sword-to-sword combat - most modern army type battles involve guns, not soldiers hacking each other with cutlasses.

That being said, I'd like to emulate the movie-book high-adventure genre in which:
- agile people are harder to hit than normal people with a distance weapon
- some people are able to translate their finesse rather than strength into damaging their component in hand to hand combat (I think this is actually true in real life - I saw the Shao-Lin monks on their tour)
- if hero X is equally talented with mêlée and ranged, it's no harder for him/her to damage their opponent with either method

So, has anyone built a semi-official, or at least tested, Genre Convention rule that achieves something like the above? I've searched but my search-fu is week.
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Clint
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PostPosted: Wed May 30, 2012 1:39 pm    Post subject: Re: New Genre Option for Firearms vs. Mêlée Reply with quote

furashgf wrote:
...and it's very easy to get a ≥ 7 parry and toughness, which makes hurting your opponents difficult (whereas shooting them is trivial).


Okay, just to be clear, are you saying it is "very easy" to get a 7+ Parry and Toughness?

It's just that for most characters, I tend to find having just one of those at 7+ to be an exceptional case. Perhaps it's an aspect of the setting?

furashgf wrote:
I understand the argument and believe it to be true that the Pinnacle rules reflect reality fairly well - it's much easier to hit people with a gun from a distance then close up in sword-to-sword combat - most modern army type battles involve guns, not soldiers hacking each other with cutlasses.


Well, the "argument" isn't really about it reflecting reality, but that it's much easier to hit a target standing in the open at short range than one who is actively making themselves a harder target through cover, range, etc.

In effect, Shooting vs. TN 4 is the equivalent of Fighting a person with a d4 Fighting. The difference being that for one increasing their defense comes from the stat and the other from tactics.

furashgf wrote:
That being said, I'd like to emulate the movie-book high-adventure genre in which:
- agile people are harder to hit than normal people with a distance weapon
- some people are able to translate their finesse rather than strength into damaging their component in hand to hand combat (I think this is actually true in real life - I saw the Shao-Lin monks on their tour)
- if hero X is equally talented with mêlée and ranged, it's no harder for him/her to damage their opponent with either method


I believe the rules already cover the second and third point. "Finesse" is Fighting skill and if it's higher than Strength, then there are some basic tactics to translate it into more damage (Wild Attack and Called Shots) not to mention the higher chance of a raise on Fighting to get bonus damage.

That said, the issue seems to be the first point and the differences in the two forms of defense with the ranged version not fitting the genre as well. In that case, the simple answer is just to use the same defense for both.

In short, the TN for all attacks on a target is their Parry.

To keep the "normal" defenses for ranged attacks in check, just halve the penalties (round down) for Cover and Range modifiers. Light Cover is no penalty anymore (inherent in using Parry), Medium is -1, and Heavy is -2. Short Range is 0, Medium Range is -1, and Long Range is -2.

That should do a high-adventure action film kind of game pretty easily.
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Rÿche
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Joined: 10 Apr 2010
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PostPosted: Wed May 30, 2012 1:43 pm    Post subject: Reply with quote

For ranged attacks instead of a TN 4 you could use an Evade (works like parry, but is 1/2 Smarts + 2). I stole this from SPF's Star Wars house rules. Then Dodge and Improved Dodge add to this. You could use Agility instead of Smarts if you want to have that more of the uber stat.
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PenBoy99
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PostPosted: Wed May 30, 2012 2:04 pm    Post subject: Reply with quote

THank you both. I think what I'll do is try experimental combats with using more tactics and, failing that, go to the nice genre options.

You have to agree, though, the "character" getting fed up with the toughness thing just pulling a gun and shooting, saying "this has gone on for far to long.
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Zadmar
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PostPosted: Wed May 30, 2012 2:10 pm    Post subject: Re: New Genre Option for Firearms vs. Mêlée Reply with quote

furashgf wrote:
I finally ran into the problem other's have described, where a player never gets to be "cool" because they're in mêlée, and it's very easy to get a ≥ 7 parry and toughness, which makes hurting your opponents difficult (whereas shooting them is trivial). Also, his strength wasn't massive (we were thinking fencer).

Did he use Wild Attack? It speeds up melee combat considerably.

furashgf wrote:
I understand the argument and believe it to be true that the Pinnacle rules reflect reality fairly well - it's much easier to hit people with a gun from a distance then close up in sword-to-sword combat

Not if they crouch, go prone, use cover, switch off the lights, move out of short range, etc. Savage Worlds makes it very easy to shoot an enemy who stands out in the open at short range in broad daylight, waiting for you to take aim and fire. But unless you're part of a firing squad responsible for executing prisoners, that's not likely to come up very often.

furashgf wrote:
That being said, I'd like to emulate the movie-book high-adventure genre in which:- agile people are harder to hit than normal people with a distance weapon

Agile people (d8+) can already take the Dodge and Improved Dodge edges, making them harder to hit with ranged weapons.

Some people have discussed using half Agility + 2 for avoiding ranged attacks, but this does seriously weaken ranged weapons, particularly when you stack it with cover.

furashgf wrote:
- some people are able to translate their finesse rather than strength into damaging their component in hand to hand combat (I think this is actually true in real life - I saw the Shao-Lin monks on their tour)

It's cheaper for Agile characters to increase their Fighting, and a high Fighting skill increases the chances of a called shot to the head and/or getting a raise, resulting in more damage. Trademark Weapon requires Fighting d10, while Florentine requires both Agility and Fighting d8. Ambidextrous and Two-Fisted also both require Agility d8, and are a very potent way to increase your damage potential. So I'd argue that agile characters do already have a way of translating their finesse to damage.

What I'd strongly recommend against is allowing finesse characters to use Agility instead of Strength for their damage. Agility is already an extremely useful stat, and you'd risk turning Strength into a dump stat.

I think I once read a proposal for using Agility instead of the d6 you get for hitting with a raise, but even then I'd be cautious.

furashgf wrote:
- if hero X is equally talented with mêlée and ranged, it's no harder for him/her to damage their opponent with either method

You'd need to make extensive changes to the game mechanics. If ranged weapon attacks are made against a variable TN, then would you drop the bonuses for cover and prone? Would ranged weapon damage now be based on an attribute to bring it in line with melee weapons? Would aim and double tap be replaced with a ranged wild attack that made you easier to shoot?
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ogbendog
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PostPosted: Wed May 30, 2012 3:39 pm    Post subject: Re: New Genre Option for Firearms vs. Mêlée Reply with quote

furashgf wrote:
... he took the multi action penalty and shot them, which ended the combat quite quickly.


if he fired im melee, the TN to shoot was his parry.

if he stepped back, his foe would get a free attack on him
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ValhallaGH
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PostPosted: Wed May 30, 2012 4:31 pm    Post subject: Re: New Genre Option for Firearms vs. Mêlée Reply with quote

ogbendog wrote:
furashgf wrote:
... he took the multi action penalty and shot them, which ended the combat quite quickly.


if he fired im melee, the TN to shoot was his parry.

And the Toughness was still 7+, which his Strength + Weapon had been having trouble with. Unless he's a weeny, that means that his gun just happened to get really lucky.
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PenBoy99
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PostPosted: Thu May 31, 2012 11:30 am    Post subject: Reply with quote

BTW, Clint, you don't get to make jokes. I swear my book didn't have all those combat options before you mentioned it... Smile

I had occasionally used aim, but using all of the options changes the option from endlessly boring hit you hit me to an actual dynamic combat.
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PenBoy99
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PostPosted: Thu May 31, 2012 11:43 am    Post subject: Reply with quote

So, to summarize, the options are:
20120531 0905 Thu #RPG #SW How to simulate the "meele is good even after guns" genre:
1. if you meele and may not have great strength but good fighting, use as many tactics as possible (such as Wild Attack or Called Shots) to get additional damage (no rules change)
2. the target for all meele attacks is TN 4. Cover and range penalties offer half their penalty: light cover, 0; medium cover, -1; heavy cover, -2; short range, 0; medium range, -1; and long range, -2. (rules change)
3. the target for ranged attcks is the opponents Evade (1/2 Smarts + 2) (rules change)
4. agile characters take Dodge and Improved Doge, adding a penalty to opponents ranged attacks (no rules change)
5. good, low-strength Fighting characters take edges like Ambidextrous, Trademark Weapon, Florentine; 2-Fisted (no rules change)

None of which we used. If use 1, 4, and 5, which I could encourage with a handful of additional starting XP, you'd get the effect I'm looking for - for skilled characters, they can be hard to hit at range and be effective in meele without having to change any rules. The other ideas are all great, but I'm always worried about rules changes since I can't imagine the side effects.
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Clint
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PostPosted: Thu May 31, 2012 12:27 pm    Post subject: Reply with quote

furashgf wrote:
BTW, Clint, you don't get to make jokes. I swear my book didn't have all those combat options before you mentioned it... Smile


If I was joking, I would end with, "Walk him and pitch to the rhino." Wink
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