Combat Difficulties
Moderators: Immortals, Supreme Beings, Old Ones
Combat Difficulties
As written, some combat actions halve or quarter your strike penalties; other action inflict a straight penalty. Naturally, division makes luck a greater factor, but subtraction seems fairly weak against high bonuses. Accordingly, I've been leaning towards division for melee and subtraction for ranged. However, I am curious as to how other GM's run it.
Re: Combat Difficulties
I run it as written. Players who have read the rules have an expectation regarding the modifiers that will be applied and I must have a very good reason before I change anything. What benefit would be derived from your proposed change?
Re: Combat Difficulties
When I GM, most results are determined by GM fiat rather than the rolling of dice. As such, I have chosen "Other".
--flatline
--flatline
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
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Re: Combat Difficulties
Pretty much as written, but only when I remember it. So I chose "Other" because most of the time I don't remember the specific modifier and don't want to slow things down by looking for it.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
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kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.