Gargoyle wrote:I like that tables are getting simplified (damage results) or removed entirely (like the interaction results table). My old Torg GM screen actually has more tables taped on to it; it's sort of comical. I also like that at least some of the tables are going to be easy to memorize through gameplay, like how the damage results table has values in regular increments. Easy to remember that for every 5 points over, it's 2 shock + 1 wound.
Yup that was one of the goals from the start: fewer tables.
Shock limit is based on Spirit; I like that, makes Spirit more valuable. Wound limit is mentioned; based on Toughness and can be higher than four? I really like what you guys are doing with attributes from what I've seen.
No, Wound limit is based on Ord vs. reality-rated, normal sized vs. large sized, standard vs. elite. Actually large creatures get a higher Shock limit as well.
But you can increase your Wound limit with Perks.
I'm surprised at comments above about there being so many combat skills...doesn't seem like enough to me, and I don't think it's more than we had in oTorg.
It's certainly not.
One problem in oTorg was that it seemed pretty easy to get a large number of skill adds in a combat skill and get to the point where you never miss and always do large damage. Specialization and Trademark specialization made it even easier. Some people house ruled that you had to pick a specialization when you chose Fire Combat, treating it like a skill limitation (Narrower skills option). Any chance the "narrower skills" option is the default now? I remember experienced characters just had it too easy sometimes and didn't have to specialize much do to high fire combat or energy weapons skills. Wasn't a problem for a while, but then they stacked those adds. If they were good with one type of weapon only it wouldn't be as game-breaking since there are some adventuring advantages to pistols as they are concealable, and sometimes their gear gets lost, etc. If you don't playtest with experienced characters, it's something that's easily missed, and there are even fewer skills and attributes now than before.
There's no specialization in general anymore, but there is a Trademark Weapon Perk. Also, I'm not sure if I'd mentioned this previously, but there's a limit to the number of adds you can take in a skill (five). You can take a Perk that allows you to boost that limit to 8. Pulp heroes with super-skill also increase the limits.
What's the DN on a Death and Defeat test?
Unless specified, the DN of a test is 10.