MacCall wrote:If you use 2 45's with
RC 4 you only have to roll one 6 with four dice to make a hit. To defend I have to roll one 6 with 3 dice or less, because of the high strength of the 45.
The two 45's are hard, but I have a greater problem with the henchmen with two
HP, specially when all 5 henchmen are the same.
Maybe if there would be a random aspect in Gang creation. You do not choose which profile you want to rise, but you roll a
d6.
My point is that he had his cake and ate it too. He had the 2
HP Henchmen
and had
str 6 ranged weapons with no appreciable disadvantage. One might argue that he had the luxury of 2
HP Henchmen because he figured there was no drawback in having
RC 4 vs
RC 6 other than a loss of
2D6 to the rolls and not having the Deadeye skill. Balance +
2D6 to an attack roll against +1
HP and, well, +1
HP is a whole lot better. Ergo, he decided to min/max by using a comfortable
RC of 4 and shifting the two Attribute points saved to Stamina for the +1
HP.
Is your point that
any Henchman with +1
HP is
OP? If they were not allowed to use level 6 equipment at
RC 4, then they would have had to have
RC 6, meaning every stat other than
RC and Sta would have been 1. If they were limited to level 4 weapons, the
Str of the attacks would only have been 4, and the range would at best have been 2 inches shorter.
With every stat besides Sta and
RC of 1, it would seem that a board with sufficient terrain to allow melee combat to be practical would see the gang have a critical weakness. A completely balanced Henchman with emphasis in
Str, Sta,
RC, and
MC would be throwing
3D6 Str 4 in melee plus a weapon with Parry for a Defense of
2D6 versus an opponent with Brass Knuckles, 1D6 to attack, and 1D6 to defend. In that case, who gives a crap what his
HP Attribute is? And if you reduced
RC to 2 and bumped
MC to 4 you'd have
4D6 Str 6 against the poor, unlucky sucker, or an extra attack at
Str 4 and a re-rolled Parry.
Automatically Appended Next Post:
Necros wrote:Actually character creation was all random at first. Roll a
D6 and that's the attribute you get to raise. that's why there's 6 attributes

But, I had a lot of playtesters complain about the randomness and say they just raised the stats they wanted to instead.
The 2
HP is tough.. but then if he's blowing 5 points maxing 1 stat, then there aren't many others left over. Get a couple guys with high quickness &
MC to run up in his face and chop him to bits.
There's always going to be min-maxing unfortunately, but I tried my best to make a lot of options to try and counteract it.
If there is a potential weakness in the game, it seems to be that most models are going to need 6s to hit most of the time, so the penalty of doing various things that incur penalties is virtually non-existent.
Firing two weapons +1, Run and gun, +1. Now it doesn't matter that you are also at long range, and your target moved more than 6 inches, and you are using gear at a higher level,and that your target has models in his personal space.
Target in Hard Cover?, why not Run and Gun, throw a shot from long range, and shoot two pistols for extra fun?
Now, as you point out, they system is designed to be fast and simple, which I appreciate. The system contemplates that it just only gets so hard to hit a guy, so if you get to +2 TN, don't count any higher and trust your larger dice pool to make you a better bad-mofo. The only hitch I see is the Super Strength rule. It is the only time that you are penalized for rolling at a TN above 6, which makes one wonder why other instances of TNs above 6 aren't similarly penalized.
It may be a way to balance melee against ranged combat. It may be a way to account for the fact that weapons add to the
Str of the model, unlike ranged weapons. How else to make a higher level weapon better than a lower level weapon? It is important to remember, I think, that having
MC of 6 and
Str of 6 requires 10 Attribute points, of even a Gang Leader's total of 27. That would give you, say, a Gang Leader with stats like this:
Str 6
Sta 6
Int 2
Qui 4
RC 3
MC 6
That is a stout Gang Leader coming at you with a Cavalry Saber, Brute Strength, Strong Arms, Duelist, Charge, Run and Gun,
Def 3,
HP 4, and a still-respectable ranged weapon. My question would be: does the Brute Strength skill give enough reason to take
Str 6 (as opposed to
Str 4) even without the Super Strength rule?
The reason I ask is that if the Super Strength rule were removed, one would only need
Str 4 to have a melee attack with maxed Strength of 6. So, is there enough of a reason to go with
Str 6 without the Super Strength rule? Strong Arms is a sort of broad skill.
Maybe a compromise would be to put the Super Strength forced re-roll into the Strong Arms skill. At least that way one would avoid the confusing nature of only a single instance of a TN greater than 6 causing a penalty, and the only thing that would change is that a character with Strength 5 would miss out on the forced re-roll. But is that so bad as all that?
Str 5 would still allow you to rock a max 6 with a cheap level 3 parry weapon, freeing some equipment XP up for other equipment hungry gang members.