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- I run behind (full) cover.
- I step out a meter and shoot.
- I go back behind cover again.
That way they attempt to negate the "Attacker Behind Cover (-10)" modifier, while still giving their opponents a "Defender Behind Cover". Should there be rules to address / clarify this situation? RAW does not seem to prevent this, rendering the "Attacker Behind Cover" mostly ineffective. I am not sure I like this. Given EP seems to aim for tactical combat, this feels like an "obvious" way to "cheat the system". Instead, I would prefer that generally the more a character benefits from cover, the more it should affect him. On the other hand, combat is quite complex already, so whatever the solution, it should be simple and intuitive. (Not) addressing this by saying "then NPCs should do the same" isn't really an option I think, as it would lead the whole situation ad-absurdum and turns an actual risk-reward mechanic into a pure "everyone gets -20 on attack".- EP seems to opt for tactical combat (e.g., in contrast to more narrative combat of Numenera).
- If so, tactical combat rules should facilitate interesting combat game play (e.g., trade of resources).
- The balance of these RAW should not be easily be suspendible by player declaration.
- The RAW should be simple and unambiguous.
The current "burst fire" and "ammo" mechanics, in contrast, do a better job: If I shoot a Medium Pistol (8/4/2) I have to pick which fire mode I want, trading "reload time" for damage / to-hit. Although "lore" would indicate I should be able to shoot that pistol 1xFA and 4xSA, the rules won't let me. Once I fired FA, I only have one attack left before reload. It's an interesting mechanics that abstracts away "reality" and allows me to be tactical in a fluent way. I want the same for cover. Thanks! I wasn't really aware of that. That, however, brings up new problems: In our particular case a player was fighting from a bathroom into a living room, using the door frame for cover. Cover naturally happened as part of basic movement (4m), e.g., leaving the bathroom for a meter, shooting at an enemy, re-entering the bathroom. Would then short movement consume (quick) actions if the player was considered "in cover" for any of its opponents? Likewise, would simply walking back do the same? I think it could address it, but I think it's very complex to handle practically, at least in our group. In our "reasonably balanced" group with players from D&D and "casuals" we're already eye-balling rules quite a bit already to keep the flow.- Change "Attacker in Cover" to "Attacker used Cover" (since last round), and
- Introduce "Target Appeared during Movement (-20)".
That way, if the attacker claimed cover since last round he would get the malus applied in any case. In addition, for all cases where players didn't (consciously) claimed cover but it "just happened" due to movement, they would receive -20 if a previously invisible target now appears due to their own movement and they want to attack it.- He cannot use a "Base Move", since that is a leisurely and unhurried motion, which would be completely unrealistic for the person above to do. You'd move quickly until you can see your enemy, shoot and move back quickly, and one could argue that these are actually two moves. Try it out for yourself when nobody looks and thinks you are stupid ;)
- "moving with speed" is a "Full Move" which gives you a penalty of -20
- If the attacker has a lower initiative than the defender, the defender can delay and if the attacker delays, actions have to be declared first by the attacker, then the defender, so the defender can choose to shoot the attacker when he is visible
Also, if the defender is close enough, he can employ the same tactics: move into the room the attacker is hiding in, shoot with -20 penalty and move out. Or use grenades if available. I still think, there should be a kind of surprise/reorientation penalty for "Target appeared during movement". You can spend Vigor to remove the penalties if you want to be bad-ass. Also, if in such a situation, the defender could hide and employ the same tactics a well, even if at a lower initiative, which would result in a situation where neither attacker or defender could ever see each other. This can be resolved in the attacker with higher initiative delays until the defender is visible and executes his complete action (unhide, shoot, hide), where the defender is helpless to do anything, even if that is unrealistic. How can the attacker know when to execute that manoeuvre? Probably delaying until a trigger should only be allowed for things the character actually knows. I'd allow a contested listen check to see if the attacker can hear when the defender moves. Alternatively the defender should go for a different tactic altogether.Pages