G.M questions.

You are on your own. The Army is MIA and our government is gone! There are no communications of any kind. Cities and towns have gone dark, and zombies fill the streets. The dead have risen and it would seem to be the end of the world. Help me, Mommy!

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Epically
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G.M questions.

Unread post by Epically »

Hey fellas, couple of questions I've got which we've come across in a couple of my games.

I've read the book cover to cover, and there's something which confuses me with "called shots".
"Called shots" to the head or neck require a natural die roll of 17-20 right? Something that wasn't confirmed from what I read is if you go for a "called aim shot", which gives you that +2 to strike. (also taking 3 actions, 1 more than called), but as stated before, head and neck require natural 17-20. So does doing a "called aim shot" at the head/neck give you a +2 to strike, or doesn't work and you can't do it? Or is it just up to G.M's discretion?

With shooting also, something we've been discussing and I'm kinda on the fence with it.
As from what I understand, the book states that the only shooting bonuses come from WPs. So if you have a high P.P, the bonuses to strike only apply to melee. Some of the players are leaning towards the the P.P bonus should apply to shooting, because if you're clumsy, (low P.P) you're not going to be able to shoot well with a weapon anyway, whereas having a high P.P, you would be able to steady your shots and body a lot more. Makes perfect sense to me. But on the other hand, as it was described to me, taking what was just said into consideration, say there's a charactor who was a world renown sniper expert. Could shoot the wings off a fly at 2km. But his P.P was only 17, which isn't bad, but isn't impressive. Joe Bloggs comes along with a P.P of 30. Never touched a sniper rifle in his life. According to the suggestion before, Joe Bloggs would be a better shot than this sniper expert purely based on P.P, which wouldn't happen, so this theory also makes sense to me.
So, what's the actual rule for this situation? Or should it be G.M's house rule as well or something?
Something I came up with in response to both of these sides was it would all be circumstantial. Shooting a pistol, yeah sure why not? Any Joe Schmo can shoot a pistol, and could be a natural with high P.P. Whereas a sniper rifle, yeah you gotta be trained in wind resistance, round trajectory, distance, earth's rotation, etc. So with that in mind, obvious penalties would occur. So what I was thinking, if P.P is apart of it, applying only to "called shots" "aim shots" and "called aim shots", roll to strike as normal, then rolling a P.P check. Yay? Nay?

Something we read last night also, which we concluded, but I'd like to confirmation.
In Heroes, breaking out of a grab was P.P. vs P.P check. Which we looked up and confirmed. I'm under the understanding that in DR, it's a P.S vs P.S check, which assumably makes sense because if it was a P.P vs P.P, humans could slip from zombies with such relative ease. So at the time the house rule I came up with was if a zed grabbed you with one hand, P.P vs P.P, but if it was with both hands or more than one zed, P.S vs P.S. So from the actual rules, how does it play out?

How do fellow G.M's involve mass hordes of zombies in the game? I've only had one incident where the players were in a house surrounded by 57 zombies. (50 slouchers, 6 fast-attack and 1 thinker) Obviously I'm not going to do up 50 different zombie SDC/HP ratings, so I just did up all 50 zombies as one whole damage counter. 1000 DMG the players had to do before they were all slain.
Recently, they were involved in a Reaper raid with 1000 Reapers and 9000 zombies, plus a Death Cult controlling them. I didn't even both doing up a table or anything, because I have no idea how it would work. Like I said, still not 100% even with the 50 zombies.
So how does other G.M's do mass number zombies?

Thanks in advance for help.
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Epically
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Re: G.M questions.

Unread post by Epically »

dirtyg wrote:What page is the breaking free bit? I thought you had to have friends help with strength added for how many are breaking you free so for example zombie grabs me with P.S of 22 and I have P.S of 12 and my mate has P.S 12 then that beats the zombie and we break free.

It's on page 58.
It requires a ccombined P.S 50% higher than the zombie's own P.S to pull or pry a captive from the zombie's grip. That's usually a combined P.S of 36 or higher. It is usually easier to blast the zombie or chop off it's grasping limb.


dirtyg wrote:]I have no clue as to how I would roll up a full on mass fight. it would take forever and be so boring.

All I did was that table. It was quick. Like, there were no SDC in it. 50 zombies, 20HP each = 1000 DMG total the group had to do to take them down. 2 hours later and one fast attack zombie round-house kicked off a roof, and the zombies still weren't all dead.

Cheers for the input, guys.
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Epically
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Re: G.M questions.

Unread post by Epically »

Ubiquity wrote:I have to disagree with adding a PP bonus to any WP gun skill. You are just pulling the trigger. Practice and experience in how a type of gun behaves gives you the bonuses to hit. I can parallel park my car the first time nearly every time because I know how my vehicle can fit (spatial recognition) and when to turn the wheel, etc. Not so much with a hummer. Why? Because I have never driven, much less tried to parallel park one. It doesn't matter what my reaction time or agility is. The correlation I am trying to draw is that the gun (rifle/pistol/whatever) is an object that shoots a projectile. Once it is fired, it doesn't matter how agile you are, it isn't going to help you hit the target, unlike a melee weapon, where you can change trajectory, speed, angle, etc. during the attack (hence bonuses to hit with a high PP). Take a guy who's been a beat cop for 30 years. He's old, fat, and couldn't dodge a donut if you threw it at him. His only real feats of agility are not spilling his beer and hitting the dart board at the bar. He'd throw something out doing the funky chicken. Give him a gun though and chances are he's a damn good shot... he's been practicing a lot over the years. Compare that to a Cirque du Soleil cat with incredible agility holding a hand gun. Sure, he can juggle 12 items at once and do back flips and cartwheels, but firing a handgun? Who do you want picking off zombies in your group? I'll take Mr. No Agility myself.

Just my humble opinion.


Yeah, after much discussion, we decided to can it. Deciding point is definitely having P.P bonuses apply to weapons completely negates W.P skills.

dirtyg wrote:2 hours later and the fights still going on? Jesus did you fall asleep??


Haha, that was like 5min if that game time. 2 hours of play time.
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Epically
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Re: G.M questions.

Unread post by Epically »

lakota wrote:well don't forget that without the wp you are shooting wild -6 and can make no aimed or called shots.
and heaven forbid that a person without the wp tries burst fire. ouch. all negative modifiers are cumulative.
so even a person with a 30 pp if you allowed pp bonus would end up at only a +2 to hit and a -1 on burst.
I've been considering adding. all of these are for a pp above 10.
no wp +1 for every5 points of pp
with wp +1 for every 4points of pp
sharpshooting +1 for every 3 points of pp.
and if you take the wp twice and have sharpshooting you can make a snap called shot same rules as burst for modifiers.
andif youare a gunslinger sheriff gunfighter you lower the aimed and aimed called attack cost by one action. and your pp bonusis +1 for every 2 points of pp.


After more discussion we ended up adding it to the game. PP bonuses only to apply to a person with a WP in the weapon they're firing. Which after all this arguing is quite funny, because the only person high enough with a PP bonus, has no WPs lol.
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