eliakon wrote:I would just like to add in that altering how actions are allocated and privileging some actions to certain kind of activities will seriously impact mages, psychics and supers.
For example, the average mage starts with 4-5 APM, a rare get six (most of them can't take boxing either). With that they need to take their dodges and perform their class function... spell casting.
If they can only use two of those for spell casting at all... well it will make most mages basically useless in combat unless you add in some sort of compensating factor.
It will also hinder people like Snipers/Gunslingers who already have very low APM totals to start with, and routinely need to spend 2-3 of them per action...
It would drop, for example, a shooter with 6 APM from making 2 aimed called shots per round to only making 2/3 of one per round...I don't know many people that would be interested in playing a character who only gets to take an action every other turn... especially while the tank is now getting to make four or five times as many attacks as you...
Now yes I get that sniping is supposed to take time... but again making a class pointless is simply going to make it less fun... and likely result in an increase in the already high numbers of melee specialists with obscene numbers of APMs with bonuses in the teens (or higher).
Instead I would suggest simply implementing the full rules for guns.
If shooters have to deal with movement penalties, and if everyone remembers that the ONLY bonus that applies to strike with guns is your WP + Equipment + special (so you are looking at normal people getting +2 or +3 to strike), and that when you use guns in melee range the shots can be dodged. And the rules for wild shots can be nasty. RAW if you dodged last action the next shot is wild... think about that for a moment.
And its not so bad. Or at the very least it requires people to specialize in a field. If you want to be a gunbunny you need to sink lots of skills in that, if you want to be a Cuisinart you have to sink your skills in that... but it becomes a lot harder to dabble and be good at both.
FWIW, my current numbers are basically splitting up the current APM into Offensive and General pools (so if you have 4 attacks now, youd probably have 2 Offensive, 2 general), and then im ADDING defensive actions (usually 1 or 2 at level 1). Still working on the final numbers, and still working on how additional actions will be added via Combat Training.
Where im cutting “proliferation” is by not having skills like Boxing, WP Sharpshooting, or some class abilities not adding general actions (for instance, Gunslinger types from New West and similar classes will see their blaket extra attacks turn into offensive actions, or something else cool, but not general actions), and Vehicle Combat Training -not- stacking with regular Combat Training. (H2H skils are being replaced with Combat Training, to reflect that it isnt just hand to hand training, and split into two branches - Civilan and Military).
Im also reverting/doing away with how basic aimed single shots work, and called shots. Called shots go back to being something you can do with a single action, but have a target number to beat (depending on what youre shooting at) and potentially a penalty on top of that. Single action aimed/steady shots go back to being a thing, and “Aimed” shots are now a stacking +1 strike bonus per Offensive or General action you “aim” before shooting. (So if you wait and aim for 4 actions, you get an additional +4 to hit). If you have to do anything else before you fire, your aim is ruined (like dodging).
Combat Training (replaces H2H skills) is split into two branches - Civilian and Military. Some classes will only have one branch available, or will have to pay extra to pick one from the other branch). Combat Training skills will have more varied bonuses than the current H2H skills - such as bonuses with modern, high-tech, or melee weapons, etc.
Civilian Combat Training skills (so far) are:
Streetwise (City Rats, etc, focus on melee bonuses, pistols/small weapons, and parrying over dodging)
Militia (similar to Basic Military training with a focus more on defensive maneuvers)
Police/SWAT (focus on CQB weapons and non-lethal takedowns and maneuvers)
Assassin (pretty much H2H Assassin with bonuses added for long range sniping OR close-in kills, player choice)
Military Combat Training skills are pretty much the existing skills, with bonuses shuffled or added (modern weapon bonuses, etc):
Basic, Expert, Advanced/Ranger (still looking for a better name for the renamed Martial Arts), and Commando/Special Forces.
Actions from combat training DONT stack with Vehicle Combat skills.