[UA] New GM solicits opinions on skill

J.F.Scott at bton.ac.uk J.F.Scott at bton.ac.uk
Fri Dec 3 01:39:34 PST 1999



> ----------
> From: 	Peter Hindman
	<snip Tough as Nails>

>    Anybody who's run a lot of UA combat have any suggestions on how to
> work this?  My tentative ruling is to that he can roll his skill any time
> he gets hit and, if he succeeds, subtract the sum of the dice from the
> damage.  Then he can take a lot of punches, but still has to worry about
> bullets.  He's buying it to 15%, if that makes a difference.
> 
this may seem incredibly obvious, but he's only buying it at 15% so it's
only going to work 15% of the time.

When we ran UA a couple of months ago (which went very well, and involved
one character missing a whole combat raging around him because there was
this _really_ cute girl he was *ahem* getting to know better .... his TNI
team mates weren't too impressed) 15% skills were actually annoying.  I play
dice light anyway, so I wasn't calling for skill rolls all that often, but
when I was, people weren't making their notice rolls very often.

OTOH, 15% will theoretically let him soak 15 points of damage, with the
chance of an OUACAWA as well. That's not bad, when it does work.

John

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