So now I'm back. Still a bit groggy from the trip, but this shouldn't take long.
lPeregrine wrote:Eleas wrote:
Regular stormtroopers aren't high-level. You've got a sixty percent chance of being unhurt in said scenario if I did my maths correct, unless the Stormtroopers are inordinately tough, and assuming they hit with every shot.
I think you've got a mistake in there somewhere. Assume you just charge, not shooting (because if your superior reflexes let you shoot them all before they fire, it's not really an untouchable charge), spending one round (5-6 seconds) under fire. And lets say it's against four of the mid-level stormtroopers presented in the book (a fair match for a party).
Who said anything about a "fair match for a party", and which specific party would that be? I was talking about stormtroopers like we've seen them act in the movie against bog standard heroes (ANH, for example). Luke and the others aren't very combat-capable at all - the highest level they had was 4, and that was Leia, a Noble. And yet, multitudes of Stormtroopers failed to smoke them, even in pitched battles (Han chasing Stormtroopers comes to mind). Strange, if the Stormtroopers were anything other than the Level 2 types from the Corebook. The balance madness that plagues d20 doesn't seem very borne out by what we see in the Star Wars movies, does it?
The reason I'm against Vitality is that, while it's far superior to the regular Hit Point lunacy, it still leads to strange results. It remains a weirdly abstract hitpoint retcon method, but at least it's been isolated from physical wounds. Even so, it allows a person to mysteriously avoid being hit when he has no business being able to,
automatically. This was my whole point in my first place.
Finally, your statement was off - the autofire rules for +9/+4 are +5/+5/+0; three actions, not four. We seldom see them fire aimed shots that quickly in the movies, of course, but since when was d20 SW similar to those?
But why does the fact that it's possible make it a viable tactic? With the exception of lightsabers, melee weapons in Star Wars d20 are absolutely useless. So what advantage is gained by charging into point blank range of your target?
Well, in real life, successfully charging into a group of riflemen while weilding a dagger can generally prove remarkably deadly to the riflemen. But in point of fact I wasn't discussing
effective tactics in the game, because rigid tactical games that masquerade as RPG systems generally tend to be boring. Rather, what I was discussing was logical holes in the system. Situations in which a man trapped in an elevator is able to mysteriously dodge ten shots from two Stormtroopers with repeating rifles, for example.
Which was my whole point. Truly realistic combat is not appropriate for an RPG, it just takes too much time spent on rules and not on the story. So you use an approximation that's close enough, but can be done quickly. The vitality point system gives characters the ability to survive combat as long as they fight intelligently and prevent a single lucky roll meaning character death, but doesn't give them an unlimited supply of luck/dodging/etc to spend carelessly.
As did my suggestion, with fewer rules and no Vitality.
Also, said hit will only happen with certainty if the game revolves around combat. I grant you that this can be true in Star Wars (though it by no means must be so), but I find it interesting that you assume it to be universal.
If the game doesn't revolve around combat, then the combat system doesn't matter.
Uhm... I see. The definition of "revolve" is pretty clear, you know. So if the game doesn't completely focus on combat, then the combat system is irrelevant?
In any case, a categorical declaration such as the one you made looks rather shortsighted to me. To be frank, any complex situation difficult for the GM to arbitrarily adjudicate (and/or make interesting) can be improved by the addition of a system of rules, which are there to give a sense of consistency, consequence, and complexity to the world. If said rules are good, they can provide a swift, appropriate and colorful description of what happened in the situation they govern.
Having gone through quite a lot of games where the fighting was kept to a bare minimum, I can only state that your rationale would have likely as not ruined them utterly, as the absence of combat only makes it more intense once it occurs. For some reason, in a situation tailor-made to snuff out lives, players tend to get awfully keen on making sure that their characters in particular don't get shafted (or blasted, or sliced, ad nausaem).
There's a reason most games have a combat system. Without the system, it usually comes down to GM fiat. Like it or not, it's just not as exciting as a situation where you have to use your wits, ingenuity, and luck to survive. Or in the case of d20, level, feats and knowledge of holes in the system.
If you're playing a Star Wars game based around politics in the Old Republic senate and only get into a fight once every few weeks, who cares if the combat is realistic.
"Realistic" combat is a red herring. What matters is that the combat is exciting, a bit dangerous, and above all interesting. In other words, few people want realistic combat for its own sake. They do, however, tend to want
plausible combat in the context of the setting. And in the campaign you described, the stakes in an eventual fight would tend to be far higher, and therefore the need for good rules would correspondingly
increase.
Rules that provide strange consequences would interfere with the illusion, because if you know metagaming will result in victory, the suspension of disbelief will suffer, even if you don't use your knowledge actively.
In fact, having a simple and efficient system becomes the highest priority, since the exact turn by turn results are irrelevant compared to the story effects of the fact that there was combat.
Again, I disagree, as the reasons stated above lead me to a different conclusion.
Which was what, the D6 version with higher damage? Since I've never played that, I can't offer any opinion on it.
No, this.
Eleas wrote:
I think a good solution is the one used in Västmark, where there are three kinds of wounds - Scratch, Wound, and Serious Wound. A mook given a Serious Wound is dead automagically. A character, on the other hand, is just down, in pain, comatose, bleeding, etc. Anything worse is up to circumstances, the GM, and the stupidity of the given situation.