Quote:
Originally Posted by Magesmiley
4. Hitting stuff. This is one that you get better with the more experienced you are. There's an art to lining up shots in the game effectively.
The speed targeting penalties are kind of muddled. Hopefully you were able to understand how they work (and didn't just apply the penalty based only on the target's speed). If you didn't, I can post a link to a better reference.
Sustained fire is a help. Keep in mind that the way the bonus is worded is a bit wonky as to what a target is. The most common interpretation (which is how it was originally worded in the earlier edition of the rules) is that it means the same vehicle/pedestrian/building/etc. and not the specific side of a vehicle.
If everyone is still having trouble, give the cars a targeting computer to give them a more accurate shot.
Feel free to keep asking questions here - there's a lot of knowledgeable players willing to offer help.
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Uh...Yeah haha about that ^^; I was doing based only on the targets speed, and reading it now I'm having a hard time understanding the arc positions, so some examples would be heavily appreciated!
Quote:
Originally Posted by Chris Goodwin
Even better than having the movement chart... if you go to the Targeting Modifiers thread, and work your way down, you'll find a link to a file that will help greatly. It's a set of cards; you'll print out one set for each player. Each card in the set displays a single speed with all of that speed's relevant data, unambiguously and visibly to everyone at the table. Whoever is running the game tracks the current phase, and it's everyone's own responsibility to make sure they move when they are supposed to. It also tracks handling status and lets you know when you are and aren't safe, and if not what your control roll is. It makes the game run quite a lot faster and eliminates a lot of wasted time in players repeatedly asking one another how fast they're going.
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Thank you for the link!
Quote:
Originally Posted by 43Supporter
Question: What skill levels were being used? Our usual was 6-7, with no more than half being allowed in one skill (so a 7-level character could only have a max skill bonus of +2 [0, 1, 2])
Vehicle selection: The _Hotshot_ and _Joseph Special_ are Div. 15s; why were you using a Division 10 design?
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We didnt make characters so eeveryone had no bonuses or penalties. Also we just went with what sounded cool and didnt take much into consideration aha.