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Mad Pat
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Is anything being done about the 10 always hits rule?

 

It also got a stern talking to... but then it just started mouthing off about being a core mechanic of the RAGE system.

 

What was the nature of your problem with it?

 

Somewhere there is a remenant of a memory that the auto 10 rule was only effect within the first few range bands. It might have been back in 1.5 beta.

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Is anything being done about the 10 always hits rule?

 

It also got a stern talking to... but then it just started mouthing off about being a core mechanic of the RAGE system.

 

What was the nature of your problem with it?

 

Somewhere there is a remenant of a memory that the auto 10 rule was only effect within the first few range bands. It might have been back in 1.5 beta.

 

My playing group has always used some version of "No Auto-10" and we find the game much more enjoyable because of it. A minimum of a 10% chance of a damaging hit regardless of the relative weapon/armor involved is just not realistic. Initially we had just said that if you couldn't reach a targets effective DV with your roll + bonuses it was an impossible shot. Recently (thanks to Chrome) we have been experimenting with a natural 10 allowing a re-roll added together with the original for the final to hit number.

 

Yes, the Auto-10 rule does go away beyond the Long (3rd) range bracket, but that still leaves 90% of the table in play for 90% of the weapons.

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Is anything being done about the 10 always hits rule?

 

It also got a stern talking to... but then it just started mouthing off about being a core mechanic of the RAGE system.

 

What was the nature of your problem with it?

 

Somewhere there is a remenant of a memory that the auto 10 rule was only effect within the first few range bands. It might have been back in 1.5 beta.

 

My playing group has always used some version of "No Auto-10" and we find the game much more enjoyable because of it. A minimum of a 10% chance of a damaging hit regardless of the relative weapon/armor involved is just not realistic. Initially we had just said that if you couldn't reach a targets effective DV with your roll + bonuses it was an impossible shot. Recently (thanks to Chrome) we have been experimenting with a natural 10 allowing a re-roll added together with the original for the final to hit number.

 

Yes, the Auto-10 rule does go away beyond the Long (3rd) range bracket, but that still leaves 90% of the table in play for 90% of the weapons.

 

 

you know I've never shot at anything pass the third range band.

 

Anyway, having the auto-10 rule is meant to always give the attacker the advantage, thus the active player will always reason to attack.

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My playing group has always used some version of "No Auto-10" and we find the game much more enjoyable because of it. A minimum of a 10% chance of a damaging hit regardless of the relative weapon/armor involved is just not realistic.

 

I tossed realism out the door as soon as I decided to play with n-scale giant stompy robots with lasers.

 

I think the auto-10 rule is good. Makes shooting always an option, and keeps the game going. No one likes to bhe shot at with no chance of actually getting a chance to hit back.

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We did allot of testing both with and without the rule. With out the rule we found that both the attacker and the defender got really frustrated at times with situations where there was just no chance. The auto 10 represents several different factors from luck, to random chance to switching off the scope and just using the force (ya i went there).

 

I have grown frustrated with it at times but at other times I've seen it allow the underdog a vital moral boosting shot or even that winning hail mary.

 

If your group has a house rule for no auto 10, or even one group i know has a auto fail on 1, thats great. The object is to have fun with the game. Just make sure your players remember that if they ever do get a chance to play in an official event that they will need to remember the auto hit on 10.

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My A minimum of a 10% chance of a damaging hit regardless of the relative weapon/armor involved is just not realistic.

First off, I think it's great when group's come up with house rules that make the game more enjoyable to all.

 

That said, I think the only thing unrealistic about the Auto 10 rule is the actual percentage - 10% is probably too high, 2-3% would probably more accurate. However, unless you shift the whole game system to d100, 10% is more realistic IMO than 0%.

 

The thing is, even when the odds seem impossible, random chance and events can always "even the odds." My favorite story about that is the very first time I played paintball. One of the players remarked about a gap between the provided helmets and face masks being just large enough for a paintball and the risk of being hit there. My best friend's brother, who is a math whiz, started rattling off various statistics and probabilities about how many people were playing, how many games we'd play, shots would be fired, etc, and came up with a ridiculously low percentage chance of it happening. And yet, by the time the night was over, someone had been hit in that gap, defying the odds that were given. Even more hilarious was that the person hit there was my best friend's brother, who calculated them as "impossible" in the first place. And no, my best friend or I weren't the ones who shot him there - he was on our team the whole night.

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I am a fan of the Mil-net auto-ten rule where you roll a second die to try and match the target number for the roll. You keep that "one in a million" or "force guided" shot while neither allowing infantry machine guns to pen Wolverine armour or said Wolverine to completely blow off 90% of the weapons on the board. Both sides have to think a little more carefully when making their moves.

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