Delta Green "How To": Part 3.1 - Combat - Attacking and Defending

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The GM's Tower

The GM's Tower

Күн бұрын

Пікірлер: 6
@TheSplash17
@TheSplash17 Күн бұрын
Very nice handling of a section where i did not understand the nuance Thank you so much!
@ad3673
@ad3673 21 сағат бұрын
Thanks!
@johnyrodgers
@johnyrodgers 5 ай бұрын
Thanks. This is a great way to review the rules when I can’t sit down and read the book.
@Pneumanon
@Pneumanon 5 ай бұрын
Thanks for going through this. I'm learning the rules at the moment starting with combat. When I've run 1v1 ranged combats where both characters can get into cover, it feels like things get repetitive quickly as each character just tries to shoot through cover. If both targets are behind solid walls and wearing kevlar, you're shooting through 8 points of cover, which means you're aiming for a 9 or 10 on a 1d10 pistol. Presuming no-one is close enough to break cover and close the distance it seems like it can easily get into turn after turn of not much happening. In a game I'd bring in roleplay here (good old shootout banter), but for the purposes of understanding combat I feel like I'm missing something. I figure Called Shots are intended as a way to break this but I wasn't sure how you determine the amount of cover your target is in. For example, a person in reality can hide behind a waist-high wall, but be fully hidden behind it. So are targets considered to be popping up, firing, and returning to full cover after their shot, meaning it's -40% for the Called Shot to hit? Or are they exposed at the -20% partial cover because they've stepped out to fire that round? Curious to hear what you think.
@TheGMsTower-el3px
@TheGMsTower-el3px 5 ай бұрын
I’d say it’s probably up to your discretion. For me, I’d probably not give them full cover unless they were hiding and not shooting back. I get the repetitive nature of the combat, so I’d likely do 1 of 3 things: 1. Have the bad guys leave quietly and give the Agents a tense time as they try to see what’s going on (and the bad guys can always pop up again later) 2. Give the bad guys bigger guns or maybe grenades. 3. Have the bad guys break cover and charge the Agents Also, if appropriate, I might have one of the bad guys cast a spell. Anything to break up the monotony is ok, I think.
@Pneumanon
@Pneumanon 5 ай бұрын
@@TheGMsTower-el3px Cool, thanks for the suggestions. I thought maybe I was just doing something wrong.
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