Originally posted by REXXXX
Okay, I believe I need to do some schtick tweaking. Normally a mook with a Gun pool of 5 is nothing, but when all the characters have a Defense of 1, that stacks up big time. None of the schticks really do much for Defense except for Bullet Time and Eye of the Storm and Close Quarters Gunman, and by extension Bodyguard does basically nothing if you don't have any of those.Then again, gunfights are not particularly drawn out in the Firefly 'Verse. It all needs looking at.
So keep an eye out for that, I'll announce when I've made changes.
Fights in the 'Verse are fast, but not because it's easy to land a hit. They're fast because they are shooting each other, and when you shoot someone with a futurustic space bullet fired from a futuristic space gun, they generally go down for the count. But shooting someone is tricky- moving targets and folk behind cover, especially. But one bullet per target takes out almost all of the combatants in the show, with only Mal and Jayne, to my memory, being able to take a shot of any type and keep fighting. Even Zoe got taken out of action after a single shot, and she had armor on.
I think this is because both Jayne and Mal were either using cover, or actively moving. Jayne was taking advantage of corridors lined with protrusions specifically placed to give cover during a firefight, and Mal was walking and gunning when he took his first shot. Zoe, on the other hand, was just standing there and blasting folks, and look where it got her?
So, on that note... I'd suggest altering the combat system to reward players for describing movement, cover, etc., and threaten them with catastrophic damage should they fail to. After all, Firefly's fights are great because they look cool, and because they're fast and well-done, visually: might as well try to bring that into the game, too. If you want help coming up with a good way to do this, I'd be glad to help... though be warned: I'm very much used to complex gaming systems.
However, now that I've written this, I am vaguely remembering that the 'damage' system this game uses is of the dramatic variety- a successful attack that inflicts damage might be a nerve-shaking near miss, a just-a-fleshwound shot to the leg, etc., with only the last few actual attacks causing incapacitating physical injury. If that's the case, then a character's Defense score is both a combination of their toughness, agility, cover, and calm in the face of danger- their ability to avoid being affected at all by hits, avoid being hit, and avoid being psychologically affected by near misses. And the maximum damage we can sustain is just as broad in scope, too. Maybe I'm too used to more complex systems, but isn't that too many very different things for one number to represent, particularly when that number isn't even modified by things that would, logically affect those values?
Another possible solution, one that might not lean towards a rewrite of the entire combat system, would be to have one's Strength, Agility, and Willpower add to one's Defense in some way: tougher guys can soak more of those fleshwounds, nimble chicks can dodge more bullets, and folk with nerves of steel are more resistant to the pain and stress of combat.
Anyways, I've gotta run: I'll edit in the rest of the details if I can, or follow it up with a double-post if I can't. Apologies in advance.