Silent-sigfig wrote:Fair enough. I feel like ignoring it is for the best though--smacking a guy farther away doesn't make much sense when you're locked in close combat.
Wow, I completely feel the opposite - for me, in-your-face Close Combat is all about pushing enemies back and trying to dictate their positioning. Just standing in place and waiting for the dice to decide everything seems super static and dull. I can't think of a fight I've ever been in that wasn't ultimately decided by where one guy was able to put the other.
This is not to say that you're playing wrong. I want to support that dull kind of stand-still-and-tediously-exchange-dice combat too; I know it's what a lot of people are used to from D&D-style gaming. It's just so opposite to what I enjoy personally.
So it might just end up as "if you hit a minifig with a Heavy Weapon, you have the option of forcing him backwards an inch" or something. So that it's not mandatory, just an option.
Silent-sigfig wrote:I guess this a matter of interpretation. I'm not too concerned about explosives being explodier, but I feel like a hero having a critical success should do more damage than a regular unit getting a critical success.
I have a lot of not-entirely-connected thoughts about this, so I'm just going to list them out. Not because I think your opinion is wrong, but just to show where I'm coming from on this one.
If I switch Overskill to a Skill-based Damage Bonus, then everybody does less damage with an explosion, even the Hero. A 1d10 explosion plus 1d10 Skill damage is still less than a standard everyday 2d10 explosion, because the former has a 2" radius and the latter has 4".
With the specialized attacks, I feel like it's not about just increasing the damage, it's about increasing what the unit is trying to accomplish. If damage is what you care about, you wouldn't have a flamethrower in the first place; every other weapon is more effective at straight damage output. If you do have a flamethrower, it's because you want to set things on fire, and so when you get a bonus I want to increase your ability to set things on fire rather than just assigning a generic damage bonus. I want Overskill to make your efforts more effective, not more damaging.
Thematically, it's hard to make sense of an explosive that does a bunch more damage without exploding bigger, or a fire that does a bunch more damage without burning hotter. With close combat weapons, a generic flavorless damage bonus makes a lot more sense: a strong guy hits harder than a weak guy with the same weapon, because of course he does. With ranged weapons, not so much. Even a gun is kind of weird; the bullet leaves the rifle at the same velocity regardless of whether you're a hardened soldier or a toddler playing with mom's assault rifle. You can fudge it by saying the soldier is better at targeting vitals or something, but at the end of the day it's the same bullet with the same power behind it.
Like the knockback from Heavy Weapons, this one can also be fixed by saying "on Overskill you can add one extra die of the Weapon's damage rating, or the unit's Skill die as a damage bonus, according to preference," but I feel like this really misses an opportunity to play up the unit's chosen flavor.
Silent-sigfig wrote:stubby wrote:Silent-sigfig wrote:The Benny section should go before anything involving kanon.
It's tricky, because I want to introduce Ossum before I introduce Benny rewarding you for being Ossum. But I'm still looking at rearranging content in MOC Combat, Close Combat in chapter 5, and chapter 8.
I think awesome is fairly self-explanatory, but It could really go anywhere. It's just in the importance pecking order, I see Bennys as way more important than kanon, which probably doesn't deserve a mention.
Ossum and awesome are two different things though. Right now I feel like the distinction is important, but that section is still pretty new still, and I often end up changing my mind on that kind of thing once I've had the chance to chew on it awhile. But pecking order is less important to me than making sure new concepts are introduced properly before using them in mechanics.
Most likely, the section on Ossum will stay in some form as the lead-in to the Bennies, because the Almighty Benny fluff is pretty weak by comparison. I might separate it from the Kanon material though. Like I said, I'm not super happy with the flow of that whole section and am looking at rearranging things.
Silent-sigfig wrote:stubby wrote:Silent-sigfig wrote:I feel like body armor and two-handed weapons shouldn't give a -1 movement penalty, but instead make other types of movement difficult.
The -1" does feel inelegant, but I haven't found an alternate penalty that really appeals to me yet.
Maybe just no sprinting, or simple actions cost twice the amount of inches, or you automatically drop everything when you bail? I can see how this one is tricky to write without being convoluted.
I'm open to suggestions on this. Having to drop 2H Weapons for certain kinds of maneuvers has some potential, but having to drop Body Armor doesn't work as well. It'd be nice to have a similar solution for both, but not completely necessary.
stubby wrote:Silent-sigfig wrote:I really like a unit being able to be charmed.
Right now Charm attacks are SuperNatural Mind attacks, covered in chapter 10. But I might also make them a funny sidebar variety of Poison (chapter
8), and I've also been thinking about giving Leaders a Wololo-style attack (chapter 11).
The more I think about using the Poison rules for unit conversion, the more I like it. It has all the right effects; a Wololo is effectively Poisoning a unit's loyalty (rolling against Skill instead of Armor), and it might take a couple turns of weakness before the victim either succumbs to conversion or overcomes the temptation. A Clerik with a bullhorn could use it as a propaganda-shooting flamethrower.
Silent-sigfig wrote:Speaking of which, what are leaders shaping up to b? I've been using my Command banner idea, but I really think a simpler way is better.
The version I'm using in the Rainbow War right now is the most successful so far - Leaders have an Inspire ability that lets them give one Leadership Benny per turn to anyone they can see and communicate with, and a Scapegoat ability that lets them throw their own units under a bus for extra Inspiration.
There was originally going to be a Demoralization penalty if you got your leader killed, but I wanted to expand the Leader concept to include more expendable buffing units like CheerLeaders and so forth, who wouldn't logically be important enough to carry that kind of penalty.
What I might consider is separating them into regular run-of-the-mill Leaders who can spend Actions to grant simple re-rolls, and unique Great Leaders who have the Inspiration Bennies and Scapegoats and Demoralization and all that extra nonsense.