Prev: Re: [FMA] Combat Moves Next: Re: Combat Movement

Re: Full Metal AAR and Other Thoughts

From: Los <los@c...>
Date: Fri, 06 Aug 1999 12:46:37 -0700
Subject: Re: Full Metal AAR and Other Thoughts



Thomas Barclay wrote:

> ** Well, I have an additional thought: If you crawl, you'd get fired
> on as if you were 2 RB further out. (You see, hitting a prone target
> is a b*tch - my limited experience with firearms, paintball, and MILES
> tells me that...).
>

Even better.

>
> *** Two choices exist for someone who dashes twice - two separate
> checks for winding or 1 nasty one rolled at the end versus double your
> motivation. One has the simplicity of a full turn for one check. The
> other gives the effect of dash, then wind, then lag the rest of the
> way or eat dirt because you are shagged out. If you use the two checks
> method and you fail your winding check and are suppressed in the open
> (following Jon's new rule), you may have to dash again anyway, but
> this time your die type is shifted down one for movement and your test
> to become winded (again - a double suppression) is at +1 (for your
> already existent suppression or winding). This is more complex. It may
> be simpler just to make the nasty check (against double motivation)
> once at the end of the double dash, and if the failure is bad (less
> than half the number required), then you pick up two suppressions. If
> you just miss it, but not by less than half, you get one suppression.
>
>

I like one check too, because in the flow of the game that's what you
would be doing, one haul ass move then you takes your chances at the
end.

Los

Prev: Re: [FMA] Combat Moves Next: Re: Combat Movement