Kryzbyn wrote:Umm. Why do you have to make it more difficult than it is? If its not an ambush (aware of each other) the defender can simo.
If you dont like that, Kevin stated other options to use, like the gunfighting rules.
A) Because all other defensive moves in ranged combat are penalized, so Simo should be no different.
B) Kev indeed did mention the Quick Draw skill (RUE 327) might be more appropriate for one one on one situations. And because that skill bestows initiative bonuses to determine who goes first, the initiative-negating Simo move is therefore inapplicable in "Showdown" situations where there are just two opponents and no distractions.
Killer Cyborg wrote:Dead Boy wrote: And how do we determine awareness in this game in a fair and unbiased way when there are more than two people engaged in a conflict? Why, that would be with a Perception Roll. At this juncture it's not a matter of whether its appropriate, but exactly when and what degree of difficulty should be ascribed to the roll.
We determine awareness however the GMs decide to do it.
Even the GM isn't above having to abide by the rules, and using Perception Rolls is the only way to make it fair.
Another issue Kev raised is the fairness of allowing it when characters are not evenly matched. This can be due to circumstances or differing levels of ability. Whether this uneveness comes about from a Vagabond trying to match reflexes with a Juicer, or the defender spying a shooter out of the corner of his eye from the far right with only a split second to respond, the result is the same. The character on the bad end of the mismatch is pressed and either should not be allowed to preform the ranged Simo, or to be kind, at the very least should be stuck with a Wild Shooting penalty.
Which part of what he said do you think supports that?
Where he spoke of evenly matched opponents. And as I stated before, what makes characters evenly matched or not can result form ability or situation. When such an imbalance exists you have only two options; either you can disallow Simos or allow them with a fair penalty such as Wild Shooting.
Killer Cyborg wrote:I was right.
You were wrong.
It's really that simple.
See, that's where we're different on this issue. You're arguing so "you" can be right. I'm arguing for what's right for the game and everyone else.
Killer Cyborg wrote:lather wrote:Kevin's "clarification" was merely a repeat of his consistent message of "it's up to the GM".
It was confirmation that he sees no reason why NOT to play that way.
Which puts the kibosh on the "It's not supposed to be played that way" crowd.
Or rather, it puts the kibosh on their argument.
Some of them seem to be sticking around.
It also puts the kibosh on the notion that Ranged Simo is without restriction, which you are now brazenly ignoring. Those restrictions being, (A) the requirement for mutual awareness of both combatants, and (B) that the two be roughly equally matched. To determine awareness when there are multiple combatants in the fray we have the Perception Roll (if it's obvious then make it an "Easy" roll requiring a 4 or better, and if there's ample distraction and chaos in the area and make it "Challenging" requiring a 14 or better). And should it be that the two are not evenly matched, then either the Simo should be either disallowed for the character at the disadvantage (again, due to ability or circumstance) or allowed with a penalty (with Wild Shooting being the most applicable).
whipped4073 wrote:This argument makes me glad I use the full simo-attack description from N&S.
You know, the one where the simo-attack gets no bonuses to strike.
That's something, though I still think Wild Shooting is more appropriate in general. But it's nice to see that the book agrees that there should be some penalty with the Simo.
Dr. Doom III wrote:Also none of the points made by the "you shouldn't use Simos in ranged combat" posters were addressed. Not surprising since he was responding to a question from the pro side and most likely didn't even see our concerns/points.
Yea, that crossed my mind too.