Dogfights and Danger Zones

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Theblackdog
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Re: Dogfights and Danger Zones

Post by Theblackdog » Fri Nov 07, 2014 3:08 pm

My first playtest went well. My biggest fear going in was that the Danger Zone would make tactical maneuvering completely obsolete, but that doesn't appear to be the case here. On the contrary, since creating a Danger Zone means giving up your action it appears to be better for players to jockey for position using normal movement rules and only enter the Danger Zone once they've established an advantage. Deciding when and how to allocate your free response attacks is interesting on its own, and the Danger Zone rules definitely lead to some cinematic moments, especially the head-on duel between two pilots midway through the game. I wouldn't call this playtest conclusive because the Random Number Gods almost always decided against the pwny-loving NATO infidels, but it's a good sign that these rules are sound.
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loafofcheese
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Re: Dogfights and Danger Zones

Post by loafofcheese » Fri Nov 07, 2014 5:22 pm

great job, thanks for doing some more playtesting too.
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IVhorseman
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Re: Dogfights and Danger Zones

Post by IVhorseman » Sat Nov 08, 2014 3:03 am

Did anything seem obviously broken?

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Theblackdog
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Re: Dogfights and Danger Zones

Post by Theblackdog » Sat Nov 08, 2014 11:12 am

Not particularly. The one thing I didn't test was the Barrel Roll mechanic.
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