[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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