SnowDog said:Like I have said previously I have only experience with TNE and if you have any experience with that you would know that the combat in that system is ... less than lethal![]()
AKAramis said:In Re TNE:
I found that using D10's for damages above "-1", and 1d6 for "-1" damage moved it to being on-par with CT.
I think the MGT damages are a bit too low. Too hard to kill people even with adding margin; I think adding margin to each die would cure that...![]()
SnowDog said:Hmm... I should have thought about that back when I was running TNE. Now the books are stored in boxes and I fix my eyes on MGT.
Adding margin to each die in MGT sounds harsh. I like that :twisted:
Thanks for the opinion about the subject. So far most of the people have been thinking about MGT combat pretty deadly so it is good to hear an opposite opinion, too.
Would you mind elaborating a bit? Is it that the combat is less deadly than in CT or all in all not deadly enough to get the "right" feel that you are in a middle of a fricking combat and you can get hurt, badly or even die very shortly? Or something else entirely?
Thanks!
SnowDog said:That dropping rule seems good to me. Thanks for sharing it!
As you can probably guess by now, I have not yet read the combat chapter all that well but if getting damage >= endurance then I don't see why it matters in which order the damage is taken (1+7 or 7+1 in this example). I have to skip other parts of the book for now and read the combat chapter when I get home.tneva82 said:Well it was basicly in rulebook except we simply made it to be "cause Endurance amount of damage in one go and character goes to unconcious" after realising that the rule as written would mean that it's basicly better to suffer 1 and 7 hit damages(assuming End7) than 7 and 1. We couldn't figure any logical reason for that so we simply made sure 7 point hit(assuming endurance 7) causes character to drop unconcious.
tneva82 said:Last battle we had the less armoured PC's spent the battle on their bellies behind concrete wall rather than face the torrent of firepower that came their way. Lethal proposition to stand up!
SnowDog said:As you can probably guess by now, I have not yet read the combat chapter all that well but if getting damage >= endurance then I don't see why it matters in which order the damage is taken (1+7 or 7+1 in this example). I have to skip other parts of the book for now and read the combat chapter when I get home.tneva82 said:Well it was basicly in rulebook except we simply made it to be "cause Endurance amount of damage in one go and character goes to unconcious" after realising that the rule as written would mean that it's basicly better to suffer 1 and 7 hit damages(assuming End7) than 7 and 1. We couldn't figure any logical reason for that so we simply made sure 7 point hit(assuming endurance 7) causes character to drop unconcious.
Seems like a very good idea to do in that kind of situation
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SnowDog said:Okay, MGT is less lethal than previous editions (and in case of TNE I assume you are referring to your house rule, not the rules as they were written) and thus not lethal enough. Correct?
JohnLokiBeard said:I've been interpretting it as current END in one hit: first hit does 1 damage which takes your END down to 6, so the subsequent hit for 6 damage takes your END to 0 in one hit.
SnowDog said:Anyway, after thinking it through if you use a rule where you deliver the amount of damage equal (or exceed) of the current END causes the knock out then isn't it the same thing as having END as a sort of hit point that when reaching zero you are out? I mean, you can suffer minor wounds until you have only END 1 and then any hit that causes damage will get you out. That means that you don't need to get another physical stat to zero before unconsciousness.