From: | Debbie Giesbrecht <Debbie_Giesbrecht@**.CHIRON.COM> |
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Subject: | House rules for a newbie |
Date: | Mon, 24 Oct 1994 10:29:20 PST |
As a newbie player and a GM, I have found the combat system to be kind
of confusing and slow. Most of this is probably because I don't know
exactly what I'm doing. These are some of the problems that I've run
into and I could use a little advice. Perhaps this will let some of
you veterans reminisce about the old days when you were searching
through the rulebooks too.
I've noticed that basically there is a separate combat system for each
class. I know its not written that way, but it comes out that way.
For example, the rigger needs to have a position test, the ranged
combat and melee combat are different, the magic system is hard to
keep straight with Astral reaction vs. regular reaction etc., and I
don't think there is any need to comment about decking. It is a field
unto itself.
I was just wondering if there is a simplified version or some house
rules that people have put together to help keep the game rolling. My
gaming style is such that I'm more interested in roleplaying than
rollplaying and I don't want to spend a good portion of my game
dealing with dice.
For that matter, I'm interested in any good house rules.
Debbie