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8/1/2025, 12:04:53 PM
>>96226679
> Are you saying that on a pass a fighter can skip paying the vertical cost of an obstacle, or climb 1:1 with their movement stat?
You pass through an obstacle as if it was not there.
>Anything that makes the board more traversable is a noble effort.
Jumping down costs no movement (unless you fail Initiative and faceplant), alternatively you can climb down if you want to be safe. Jumping over pits is automatic if the jump is less than 3". If it is 3" or more then you test Initiative, on success you jump over the pit, on fail you still jump over but get pinned and might fall down on Initiative fail.
>A mid-tier close combat build (like a champ or a ganger with a mundane melee weapon and a cheapish pistol) would get clapped by any beatstick, and might even get one-shotted when charging a lucky mook who happens to crit on their single die. Making those "mid-tier" melee builds worthwhile should be the primary goal of any changes to the system IMO.
Since the attacker gets to act first (and strike first), even a juve can be dangerous when charging. Also there is only one reaction per fighter, so a bunch of melee gangers will probably clap one melee champion, since he can only duel once and will have no retaliation against the rest of the enemy. I'm making sure that there are no ways in the rules to react more than once per round. This actually could lead to funny situations where you do not want to duel against a juve, as that juve was a part of the group activation and the enemy champion is charging after the juve. So the juve gets a free shanks in (or the enemy champion charges and breaks your face in).
Also I've made it impossible camping top of the ladders, making the enemy essentially un-chargeable (pic related)
> Are you saying that on a pass a fighter can skip paying the vertical cost of an obstacle, or climb 1:1 with their movement stat?
You pass through an obstacle as if it was not there.
>Anything that makes the board more traversable is a noble effort.
Jumping down costs no movement (unless you fail Initiative and faceplant), alternatively you can climb down if you want to be safe. Jumping over pits is automatic if the jump is less than 3". If it is 3" or more then you test Initiative, on success you jump over the pit, on fail you still jump over but get pinned and might fall down on Initiative fail.
>A mid-tier close combat build (like a champ or a ganger with a mundane melee weapon and a cheapish pistol) would get clapped by any beatstick, and might even get one-shotted when charging a lucky mook who happens to crit on their single die. Making those "mid-tier" melee builds worthwhile should be the primary goal of any changes to the system IMO.
Since the attacker gets to act first (and strike first), even a juve can be dangerous when charging. Also there is only one reaction per fighter, so a bunch of melee gangers will probably clap one melee champion, since he can only duel once and will have no retaliation against the rest of the enemy. I'm making sure that there are no ways in the rules to react more than once per round. This actually could lead to funny situations where you do not want to duel against a juve, as that juve was a part of the group activation and the enemy champion is charging after the juve. So the juve gets a free shanks in (or the enemy champion charges and breaks your face in).
Also I've made it impossible camping top of the ladders, making the enemy essentially un-chargeable (pic related)
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