From: | "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA> |
---|---|
Subject: | Re: SR1 vs. SR2 |
Date: | Thu, 7 May 1998 16:08:44 -0400 |
>>The reason why I didn't like it was that you had to know an extra number
>>for all damage and drain codes. It wasn't a huge problem, but it wasn't as
>>clean or as elegant as the standard staging of two for SR2. And SR1
>>physads with autosuccesses with melee attacks were just hell-on-wheels;
>>hardly anybody could beat one in melee. Of course, in SR2 physads are a
>>bit wimpy for my taste, so I'm hoping they will be powered up in SR3.
>
> I could never accept that the variable staging didn't hinder you
>while it helped you. Sure a staging 4 was a bitch to save down but it was
>just as much hell to stage up! What's the use in that? When 2nd edition
Well, if you expect to be able the hit the target, but not well,
then you want to make it as tough as possible for the target to
stage it down.
On the other hand, if you're really good you want a staging of 1,
so you can stage that sucker up so high that the target can't stage
it back down agin.
>came out we were happy. Only the Karma Pool would later become our bane
>(and we even award Karma sparingly when compared to others).
The KP rules need work. Lots of work.
James Ojaste