2 results for "ea28c565b9f7bbeb807bcc5bbd3b0a32"
>>96275280
>>96276152
>It adds a layer of complexity
>>96277024
>slow things down
I really don't get why.
In a lot of cases, "reactions" could boil down to "rolling shooting simultaneously when two miniatures are engaged in a gunfight", and maybe giving an additional choice for the defender.
If we take Grimdark Future Firefight as a base and just add these changes:
>Each unit gets two "activation token" each turn
>They can use one token to shoot, or move 6 inches. If they use two shoot actions, they get a +1 to hit. You can't use the shoot action unless you have two tokens.
This is exactly the same rules as normal, except presented in a different way. Now for a first twist
>When you shoot at a figure, if the figure still has activation tokens and can shoot, it can use an activation token to shoot back. Both attacks are resolved simultaneously
This basically still doesn't change anything to the rules, just the order in which actions are resolved. Now here comes the real twist:
>The figure being shot at, instead of shooting back, can use a token to move up to 6"
>If this move would put the figure out of line of sight, the shooting action is resolved as if the target had cover (+1 to its Defence roll)
This doesn't add much in terms of complexity, but makes both players much more engaged at every step. I really don't see any downside to it.
While I'm at it, I'll throw in something which isn't related to reactions, but still bothered me last time I played and could increase the pace of the game:
>Figures can be moved simultaneously if they are grouped (not one of them is further than 2"), or moving so that they will be grouped at the end of their movement
Yeah weather or not they will be able to shoot simultaneously, too, is a trick question, but there's tons of ways this can be solved without fundamentally rethinking the balance of the game.
>>96257097
>>96272660
>>96259890
It's weird that there are so few. Reactions feel like it would make for much more dynamic games, where there is not really any down time where you wait for your opponent to act.
Plus, it feels a lot closer to the way combat would work.
Is there a reason why most games seems to want to steer clear away from it. Something as simple as... I don't know... considering shooting between characters equipped with guns as an opposite roll, unless the other decides to dodge instead, feels pretty obvious.
Damn I'm tempted to design a system of my own, built around that. Is there something I'm not seeing?