lather wrote:DocS wrote:This is especially true with firearms, since you magically know upon being attacked, if you're being hit with an aimed shot or a burst (It's totally silly when you think about it, in that 0.1 second between when the guy shoots at you and you dodge, you can automatically know roughly how many shots he's fired at you so you can 'decide' whether dodging is appropriate).
How do you know unless the GM tells you?
Because in every Rifts game I've ever seen, the GM says whether the bad guy is shooting one shot or a burst at you. I think this is true of most games because if it wasn't then there would be a lot of duscussion of the 'tension' in a bad guy shooting at you and you not knowing if its one shot (where you will probably survive if hit) or a burst (where a hit can do hundreds of MD and be fatal).
If there are GM's who do it otherwise, there are few enough of them that they don't post here nor do their players post in discussions of weapon bursting.
Killer Cyborg wrote:The thing is, even people who have seen combat aren't resistant to the "horror factor" effect of it, not in real life.
Some of them are, but others aren't.
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And the thing is that that resistance can be increased through training and experience. If it was a function of neither training nor experience, there would be almost no point to training soldiers. And not much point to differentiating 'Elite' vs 'Green' units (since both are equally likely to freak out under fire anyway). Any system to replicate combat 'horror factor' would also have to replicate the idea that training and experience would result in people who would keep their heads under combat conditions.
Which, given the amount of combat many rifts characters see, would render most characters pretty immune to it pretty quickly (either immune or irrevokably shell-shocked, in both cases the problem is solved quickly). At the very least, all Men-at-arms classes would be either highly resistant or whole-ly immune.
Innate 'talent' for this would be simulated by giving an ME bonus to whatever check.... but it would have to also be a function of training/experience for any realism to be seen. A skill or something similar would be needed.
Killer Cyborg wrote:Originally, the Horror Factor was as much of a supernatural effect of the creatures as anything else, so I didn't mind.
But as more books were written, everything from dinosaurs to handguns started getting Horror Factors, as the writers decided that anything scary should have a horror factor, supernatural or not.
Like many parts of the game, it made sense (to an extent) in the beginning, but lost any logic along the way.
Makes perfect sense, in that way actually, if you jump out at someone, you can very easily see them lose an attack, cringe, and have effects very consistent with the HF... despite a lack of supernatural nature on your part. If a supernatural horror was needed, one would think the HF effect would be much greater than one approximated by a 'startle'. A Splugorth appears, and the horror of it all literally costs you about 3 seconds, after which you're fine and dandy for the rest of the day..... lamest supernatural effect 'EVER'. But if it's just a reaction to a scary situation, the effects are logical, whether supernatural or not.
However, it really breaks the tone to go off with juicers about being 'fearless' and then it becomes "fearless... that is unless something scary happens, at which point, even a 15th level juicer cowers in fear for a couple seconds". Like many things in Palladium... looks good... until you actually use it in the game at which point it begins to make no sense.
It's not a magic thing (you get PE bonus against that), it's not a Psychic thing (you get ME bonus against that), again it falls into this grey-stupid area of 'you can tell what it 'isn't', but not what it 'is'. (Do robots roll HF checks? I'm looking through SB-1, I can find that robots are immune to magic or psychic mind control.... but if HF was either of those you'd get a ME or PE bonus. So, do they roll HF? Can you defend it with any sort of rules interp? How about Skelebots vs Transferred intelligences? Or was HF mentioned in the main book and promptly forgotten? That borg +3... works vs Magic AND Psionics... does it work vs HF too?) Whatever it 'is', shifters get a +7.... but it's not a magic thing. One becomes a shifter through years or study and training.... but study and training is not where that +7 comes from.........
The whole mechanic reeks of sloppy half-measures rather than a fundamental asking of what *is* this and how do we use it? It was interesting in the original BTS... but Rifts simply cut and pastes those pages. And as something that in theory is rolled every time the party fights a supernatural beastie.... it deserved a lot more thought than it got. Like so many things, RUE was a prime opportunity to re-evaluate it.... but they missed it.