Tends to kind of fall apart in places, though. Armour layering and armour in general is a bit odd, auttoshotguns are rather odd, a couple of stats are overpowered, while some suck. Preventing an 'arms race' can also be an issue at times.
Also, it has the 'deadlands flaw' in that skills are purchased in a linear manner in character generation (10 points buys skill 10), but improved via non-linear progression. This positivly encourages players to have uber-skills, rather than a spread of 'life skills'. I tend to stop anyone starting with higher than skill 5. If it's a 'class skill' it can be purchased up to level 6 at start up.
Something else I tend to do (to represent high-velocity penetration) is that I take all rifle damage down to 2/3 it's normal amount (7.62mm now does 4D6), but all armour it (and halved again if it's AP ammunition...)
Oh..and I disliked the slow rate of fire of semi-auto weapons a bit too.
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Date: 2005-03-23 12:12 pm (UTC)Also, it has the 'deadlands flaw' in that skills are purchased in a linear manner in character generation (10 points buys skill 10), but improved via non-linear progression. This positivly encourages players to have uber-skills, rather than a spread of 'life skills'. I tend to stop anyone starting with higher than skill 5. If it's a 'class skill' it can be purchased up to level 6 at start up.
Something else I tend to do (to represent high-velocity penetration) is that I take all rifle damage down to 2/3 it's normal amount (7.62mm now does 4D6), but all armour it (and halved again if it's AP ammunition...)
Oh..and I disliked the slow rate of fire of semi-auto weapons a bit too.