Re: Coriolis vs. Mutant : Same but different?
Posted: Fri 12 Aug 2016, 21:51
I like the melee rules from what I've read, allows defenders to attack on the attackers turn even. I was surprised it takes an action point but that makes sense.
i agree that disarm seems pretty easy, but i wonder how often it comes up in game play. i also read the disarm option as "dropping your weapon because of the injury" and not the attacker literally disarming the opponent (though that is also possible if it makes sense in the narrative). if it is that its not so bad, injury and exhaustion can cause onessssss weapon to fly out of their hand fairly often, and getting shot could cause it... but again if it happens often it will flavor the stories so...Things that still irk me in the Combat rules
- Spend Darkness Points to have NPC defending? Oh come on. I understand why it was done, PCs in a heroic setting should/must have a decisive advantage over opponents to make it through the day. But this system way overpowers e.g. three quick light weapon jabs at the enemy.
- "Disarm" is too easy (a single additional six), the attempt always succeeds and it's a nightmare for the GM to describe in ranged combat. I can't use the rules like that. I'd have a never ending cascade of diverse weapons being slapped and shot (!!) out of enemies' hands. I'd rather this happened once every four fights, actually. Even in most stereotypical and boring action movies, it happens once per two hours.
- I'm not sure if I'm OK with the "grapple" rules. It basically makes opponents defenseless without a defense roll of any kind, which irks me, but then again, attackers can't use their precious melee weapons while grappling, so they have a choice to make.
As a GM, that's the first thing I thought of: use AP to grab the fallen weapon.Maybe I can help with some of that headache!
...
At first I also noted the issue with disarming your opponent, but then I realised that all it actually mean is that your opponent will have to spend one AP to pick it back up (or draw another weapon). In most situations you will much rather want to use your extra success to deal an extra point of damage.
Your best bet is for very young and very old characters to put low scores in physical traits as appropriate, and roleplay any remaining differences.If I may chime in as well?
Will Coriolis have rules to play younger or older characters like in "GenLab Alpha"? We gotta have crusty space captains and kid mechanics after all!