jeronimooo skrev:
so to prevent Bullseye from taking on to heavy armor so the bad guys won't take on heavier guns and make it easier for them to oneshot Mal, the answer is to just make it easier for them to oneshot Mal with their normal weapons? I am not sure if I follow the logic here...
After subtracting Toughness (including Armor), 4 damage = 1 Wound.
If Character A's Toughness is 8 higher than Character B's, then any hit which has any effect at all on A (even just Shaken) is
guaranteed to cause a minimum of 2 Wounds to B. If the enemy has weapons which are reasonably likely to Shake A, then those weapons are also just as likely to cause 2+ Wounds to B. I doubt that you really want to be facing weaponry that's capable of hitting you for 2 Wounds on a regular basis.
That's the logic.
While I certainly appreciate Mal being a bit gun-shy after having his leg nearly blown off, I think you may be forgetting that it was an
extremely lucky shot, with multiple exploding dice on both the to-hit roll and the damage roll. A typical assault rifle firing single shots (like that ganger was) averages 9 damage on a basic hit. 9 damage is just barely enough to cause a Wound to Mal if he's standing around stark naked. If he has a single point of Armor on which doesn't get negated by AP, that average 9-point hit only leaves him Shaken. Even with the reduced Armor values, you've still got much better survivability against that class of weapon than you might think.
jeronimooo skrev:
and now I get ''stripped'' of my half armor as well?
Keep in mind that your Toughness is unaffected by this and Toughness is better than Armor anyhow, since AP doesn't let attacks ignore it. The reduced Armor values aren't taking your resistance to damage down by half (from 7 to 4), they're reducing it by a quarter (from 12 to 9) against attacks with no AP. Against, say, a BK-616 with AP ammo (AP 6), your effective damage resistance is hardly affected at all, going from 6 to 5. Against anything with AP 7 or better, it's no difference at all - you're resisting with your Toughness of 5 and nothing else either way.
So it's not really a global nerf of half your ability to take a hit.
jeronimooo skrev:
I have no problems with a campaign being gritty, however I would like to see some survivability options in combat...
In any modern combat environment, the primary survivability options are "fight dirty" and "don't get hit". If you take a bullet
it should hurt. The way to stay alive isn't to armor yourself up and count on your ability to soak up fire, it's to use whatever tools are available - grenades, cover, maneuvering, suppressive fire, combat hacking... - to minimize the enemy's ability to shoot at you.
jeronimooo skrev:
Yesterday I already felt it hard to play my ''agent'' and ''investigator'' part as I couldn't almost ask any questions as Paladin is the face and does the talking...
Paladin excels at Persuasion (making people like you) and Streetwise (getting information from people), but Mal's not bad at Streetwise either - his d8+2 isn't as good as her d6+4 to d6+8 (depending on who she's dealing with), but it's still a guaranteed basic success (unless you roll snake eyes) and a decent chance at a raise. And Mal's just as good no matter who he's talking to, even if they can't see or smell him, as opposed to Paladin who pretty much has to rely on her looks and pheromones.
When it comes to finding information online (Investigation) or locating evidence (Notice), Mal's way out in front of any of the other PCs. I didn't think about it at the time, but Mal would have been a better choice than Strawberry to do the background research on whether Zephyr Gear had been sold on the black market - his Investigation would have been at -2 for lacking an Underworld specialization, but the +2 for Investigator would have canceled that out, plus Mal gets a wild die and it wouldn't have cost anyone a favor to do the search.
Speaking of favors, I'd suggest that you try to use them more often, given that the next Advance you're looking forward to is Fixer and, aside from a higher-paying job, the only effect of the Fixer edge is that it lets you call in twice as many favors. If you don't get into the habit of calling in favors, it's going to be a wasted edge. (Yeah, yeah, a bit more money from the change of Occupation, but, with Rich, that's not particularly significant to you, IMO.)
Willard skrev:Should we look over our equipment and adjust to the new chapter, or go along as before for a little longer?
I suppose it would probably be preferable to switch equipment over sooner rather than later. (And, of course, this is just as we finished getting everyone's equipment finalized, too...)
Willard skrev:
The specialization in assault rifles seems odd since the setting doesn't seem to make a distinction between "rifle" and "assault rifle". I certainly took "rifle" and used it for "assault rifles", and you could do that too.
Then we've been technically wrong. The skill specializations document lists "Assault Rifles" and "Long Rifles" as two separate specializations. I agree with you that it would make more sense for them to be the same, but the (current) rules disagree.