Jun. 13th, 2007

[identity profile] m-danson.livejournal.com
I know that we are drawing near the end of the game but it seems I need to reiterated a few things after the last couple games.

1) One person talks at a time. I can't deal with one person and have one or two others talking at me over top of my conversation. I'm not physically capable of doing that.

2) During combat you must wait for your turn to act. This includes zero phase actions such as soliloquies, perception rolls, and rules clarifications. The exceptions to this rule are if the GM asks you to do something or if you are aborting (defensive when you personally are defending yourself... see book for details).

3) Please respect other people's face time. Use notes if you need to talk and pay attention to what is going on around you.

4) I will not *argue* over rules during a game. Major rules discussions will be handled before or after game sessions. If a rules discussion will require a great deal of time to sort through I will make a snap judgment and address the rule at a later time (ie after game or between games or after I get someone to look it up). This judgment will be expedient and hence sometimes it will not be precedent making. Please bring up rules issues prior to the game or post game. I will not argue rules during a game session.

5) Players get to play their own characters only.
[identity profile] ancalagon-tb.livejournal.com

I looked up some rule stuff that was bugging me a bit, so that next time we can do it better.

1. Explosions and other area of effect:

Roll for hit location as if it was a normal attack. We did this right when Jacob attacked with his shotgun (cone area of effect), but did it wrong when there was that huge gas-tank explosions. This avoids the pain of figuring out average armor and such.

2. On armor piercing and reduced penetration weapons:

Armor Piercing reduces defense by half for both the killing and the stun part of the damage. Reduce penetration doubles the armor vs the body damage but NOT the stun. So a weapon that is both reduced penetration AND armor piercing will do normal body damage (the 2 effects cancel each other out) but the stun part of the damage is still armor piercing.

3. On energy weapon and armor:

Most "conventional" types of armor (like say Kevlar), contrary to the little discussion we had about energy weapon, is PD/ED - this is why a flack jacket helps to survive explosions. If the GM wants energy swords (for example) to be better against armor, they should be armor piercing, half-armor piercing, piercing etc etc.


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