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how do you do weapons damage?

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jasonbrisbane jasonbrisbane's picture
how do you do weapons damage?
Playing a few games, our group has found that the damage rolled can vastly overwhelm cases and other std synthmorphs. Indeed fury morphs have a better threshold, but the question is Do you roll damage or do you use the averages?
Regards, Jason Brisbane
Hiihtokeskus Hiihtokeskus's picture
Hard to say. In the dozen or
Hard to say. In the dozen or so games I've ran there's been zero shots fired. If it ever came up it'd probably be more of a story element rather than mechanics. There's been some waving of (fake, hastily fabbed) guns as a desperate intimidation tactic though. I feel that actually putting holes to morphs is something that vast majority of EP universe people would simply not do. None of the societies described feel particularly violent or warlike internally. In fact, especially in anarchist circles, gun violence would probably be strongly stigmatized for you know, being slightly on the antisocial side even though guns would be more readily available due to free fabbers. tl;dr, murderous hobos IN SPACE is not EP as written in my humble opinion
Deadite Deadite's picture
Completely disagree with
Completely disagree with Hiihtokeskus. There's a lot of violence in the EP world, especially for Firewall agents. Quite a few characters are more prone to early use of violence because 'murder' is property damage that can be fixed with resleeving, or generally a decent healing vat. Shoot first, interrogate a fork later is often standard procedure. Back on topic - we roll damage. EP is a lethal system, but people go in knowing that and it helps to make players plan how they approach things.
Hiihtokeskus Hiihtokeskus's picture
You're right with the
You're right with the firewall agents, they are the Designer's Intent protagonists for more classical dungeon romping kind of play, so shooting things comes with the territory. But then again, I strongly believe the whole concept of firewall agents was made up just to have the classic "murderous hobo aka. adventurer" role in order to avoid the flak for "PCs have nothing to do" that some other scifi games have received. The point I'm shooting (lame pun intended) here for is that do we actually need the violence as a source of conflict in our stories to the point that game developers have to explicitly put in dedicated hunter-killers, even today decades after RPGs branched off from tactical wargames? Let the WotC and others do the old skool stuff, "indie" stuff like EP should innovate the hobby and look outside the box and challenge the storytellers out of their comfort zone. (Yeah, I know, I'm borderline derailing this thread already, but it's a logical tangent, and these boards and the game itself are a lot about social commentary anyway.) On topic - If we would play tactical wargame, we'd roll damage. Taking averages would probably lead to armor dominating and leading to silly scenarios about morphs taking endless amount of low caliber fire without breaking a sweat.
Decivre Decivre's picture
Hiihtokeskus wrote:You're
Hiihtokeskus wrote:
You're right with the firewall agents, they are the Designer's Intent protagonists for more classical dungeon romping kind of play, so shooting things comes with the territory. But then again, I strongly believe the whole concept of firewall agents was made up just to have the classic "murderous hobo aka. adventurer" role in order to avoid the flak for "PCs have nothing to do" that some other scifi games have received. The point I'm shooting (lame pun intended) here for is that do we actually need the violence as a source of conflict in our stories to the point that game developers have to explicitly put in dedicated hunter-killers, even today decades after RPGs branched off from tactical wargames? Let the WotC and others do the old skool stuff, "indie" stuff like EP should innovate the hobby and look outside the box and challenge the storytellers out of their comfort zone.
I dislike the implication. A game system should not be granted amnesty from criticism for failing to adequately represent something that lies within its rules, even if the game should not focus on that aspect. If the game was intended to avoid focusing on violence, then there probably shouldn't be 40 or so pages dedicated to it. That said, I find the rules rather adequate, and our groups roll damage. A fury should be more hardy than standard synthmorphs, because the standard synthmorph isn't designed for absorbing punishment. My biggest problem is that the rules tend to feel like they were extrapolated from a previous game system (*cough*Shadowrun*cough*), so they don't handle certain things that seem like they would be common combat scenarios in Eclipse Phase very well, because they weren't common in said previous game... combat in microgravity, for example.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Smokeskin Smokeskin's picture
Hiihtokeskus wrote:
Hiihtokeskus wrote:
The point I'm shooting (lame pun intended) here for is that do we actually need the violence as a source of conflict in our stories
Violence isn't a source of conflict. On the contrary, violence is a conflict-resolution tool. Arguing that no one would use it is totally unrealistic. And boring.
Lilith Lilith's picture
Oh Smoky
You always know just how to put things.
Smokeskin Smokeskin's picture
I'm terrible at determining
I'm terrible at determining irony on the net though.
nerol-1 nerol-1's picture
we roll and roll
My group is born to pull triggers. We roll damage and there's always at least a fight in my adventures (with a lot of PC and enemies blood and broken metal parts everywhere). In the beginning I thought this system was too deadly. It seems instead my players liked it so much that, in the end, I kept the rules as they are. Ciao
il NeRo www.sentinellefirewall.blogspot.it The blog about the adventures of 4 Italian Sentinels
jasonbrisbane jasonbrisbane's picture
nerol-1 wrote:My group is
nerol-1 wrote:
My group is born to pull triggers. We roll damage and there's always at least a fight in my adventures (with a lot of PC and enemies blood and broken metal parts everywhere). In the beginning I thought this system was too deadly. It seems instead my players liked it so much that, in the end, I kept the rules as they are. Ciao
I think Im going to do the same for the same reason! I didnt like the AP rules but actually running two combats, it worked out very well and not nearly as badly as I thought. In fact, running a modified combat with my house rules was a lot worse, so we are keeping the existing rules!
Regards, Jason Brisbane
nezumi.hebereke nezumi.hebereke's picture
We roll damage. It normally
We roll damage. It normally isn't an issue, because stacking armor to ungodly amounts is so easy. What's tougher is, as a GM, balancing the weapons used to the inches of armor worn by the combatants.