captainjack23
Cosmic Mongoose
Well, had a chance to run another chargen & combat with the 3.0 tweaks.
This one was a bar fight, and included two new players, three if you count my seven year old son (more about him later).
Several things got tested.
First, someone other than me ran half the chargen. Second, we had two experienced and two de novo players for the combat. Third, we had a kid to test the complexity of the combat rules.
Overview.
1. The combat sytem conceptually works quite well, ONCE players have the "Ah ha" moment.
2. The seven year almost got there got there, but still had fun....until bedtime.
3. Interestingly, the seven year old is the only one who fired a pistol in fist fight, and consequently did quite well.....
4. All the adults including the new one started using the initiative sytem quite effctively, including the new guy who started by throwing a chair the minute he got a six init, ended up with a 1 timing dice, and then realized he would have been much better off doing nothing, unlike in D&D where there is no real consequence for doing something at every opportunity weather it is likely to work or not.
This is good.
5. Luckily my son's gun jammed (snakeyes) so he only shot two knife armed thugs (including the leader: "I stand up and shoot the big guy".....I was so proud !) and only one died; then everyone got stuck in with fists and bottles.
6. Random reactions on the part of the patrons generated several roaming combatants hitting anyone nearby; this was fun.
Result; Thug boss fled trailing bood; four unconsious thugs, one dead. Players took a few lumps, but okay; hauled ass before police show up.
Conculsion: the one pistol in the hands of the best shot (pistol 2 ,dex 9) really mattered. This semms pretty realistic an outcome.
Specific rules questions in following posts.
Cap
This one was a bar fight, and included two new players, three if you count my seven year old son (more about him later).
Several things got tested.
First, someone other than me ran half the chargen. Second, we had two experienced and two de novo players for the combat. Third, we had a kid to test the complexity of the combat rules.
Overview.
1. The combat sytem conceptually works quite well, ONCE players have the "Ah ha" moment.
2. The seven year almost got there got there, but still had fun....until bedtime.
3. Interestingly, the seven year old is the only one who fired a pistol in fist fight, and consequently did quite well.....
4. All the adults including the new one started using the initiative sytem quite effctively, including the new guy who started by throwing a chair the minute he got a six init, ended up with a 1 timing dice, and then realized he would have been much better off doing nothing, unlike in D&D where there is no real consequence for doing something at every opportunity weather it is likely to work or not.
This is good.
5. Luckily my son's gun jammed (snakeyes) so he only shot two knife armed thugs (including the leader: "I stand up and shoot the big guy".....I was so proud !) and only one died; then everyone got stuck in with fists and bottles.
6. Random reactions on the part of the patrons generated several roaming combatants hitting anyone nearby; this was fun.
Result; Thug boss fled trailing bood; four unconsious thugs, one dead. Players took a few lumps, but okay; hauled ass before police show up.
Conculsion: the one pistol in the hands of the best shot (pistol 2 ,dex 9) really mattered. This semms pretty realistic an outcome.
Specific rules questions in following posts.
Cap