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  • #46
    I find the Killing Blow (see below) rule to be a little odd in that it attempts to strictly limit player agency by forcing a roll to execute an action based on solely on willpower. I agree that there should be some sort of a psychological penalty for doing something so taboo (e.g. the +1 stress point seems reasonable), but blocking the action based on a failed roll just seems unnecessarily restrictive and arbitrary. Taking the Killer specialty seems like an expensive way to avoid these restrictions.

    KILLING BLOW
    A person who is incapacitated by damage is defenseless. If it's a human being and you want to kill them outright, you must fail an EMP roll (roll one base die only). If the roll succeeds, you simply cannot force yourself to commit the deed. Even if the roll fails and you do kill the victim, you suffer 1 point of stress – killing in cold blood is not easy. If you have the Killer specialty (page 49) you can kill defenseless enemies without these negative effects.


    At the risk of sounding sanguine and immoral, does the mechanic of having to pass an EMP roll before being allowed to deliver a killing blow seem reasonable to you

    Not to say that, as a player, I would ever want my PC to do this, but there might be circumstances where it's justifiable (a "mercy killing" to end the suffering of an untreatable, badly wounded enemy, for example). By the same token, as a Ref, I would make sure that if my players' PCs committed any unlawful killings, there would be IG consequences to contend with down the line (the OPFOR would commit even more resources to hunting them down, for example).

    The Killing Blow rule seems even more odd given the following rule in the Ranged Combat section.

    DEFENSELESS TARGET: If your target is in the same hex and immobile or unaware of you, you gain a +3 bonus.

    So, the rules give you a bonus to physically take action against an incapacitated NPC, but then forces an EMP roll to actually carry it out. Why so many hoops I don't quite get it.

    -
    Last edited by Raellus; 01-19-2022, 07:15 PM.
    Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

    https://www.drivethrurpg.com/product...--Rooks-Gambit
    https://www.drivethrurpg.com/product...ula-Sourcebook
    https://www.drivethrurpg.com/product...nia-Sourcebook
    https://www.drivethrurpg.com/product...liate_id=61048
    https://preview.drivethrurpg.com/en/...-waters-module

    Comment


    • #47
      I'm pretty sure these two rules are not necessarily about the same types of targets. The first one is about targets that are "incapacitated by damage" and thus defenseless. The other one is about a target that is "in the same hex and immobile or unaware of you".

      Thus, the second type can still be very much a threat. And the second rule is about how easy it's technically to hit them, but shooting an immobile, incapacitated person is still emotionally hard.
      Liber et infractus

      Comment


      • #48
        Originally posted by Raellus View Post
        At the risk of sounding sanguine and immoral, does the mechanic of having to pass an EMP roll before being allowed to deliver a killing blow seem reasonable to you
        No, it doesn't seem reasonable to me. I'm aware of instances where this situation has come up in games and I'm not disputing that it can potentially be a difficult topic but player agency should be primary. I don't think you're sanguine or immoral, I think for me the challenge is how the group deal with the consequences, both IC and OOC.

        By the same token I've never been a fan of games that use a "Coolness Under Fire" stat to limit / control what actions a character may or may not take. I'm not disputing the realism of these rules, I'm just not in favour of mechanisms that artificially restrict player agency - for me I see little enjoyment in playing a game where I'm told the only thing that my character can do is hug the bottom of a trench and pray because I failed a CUF roll (I'm equally opposed to 'inspirational leader' type rules that do the opposite - it's still an imposed restriction of player agency).
        Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom

        Comment


        • #49
          Agency v. Realism

          Originally posted by Ursus Maior View Post
          I'm pretty sure these two rules are not necessarily about the same types of targets. The first one is about targets that are "incapacitated by damage" and thus defenseless. The other one is about a target that is "in the same hex and immobile or unaware of you".

          Thus, the second type can still be very much a threat. And the second rule is about how easy it's technically to hit them, but shooting an immobile, incapacitated person is still emotionally hard.
          You're right, but both rules could still apply in a Killing Blow situation. For example, an unconscious enemy in the same hex is both immobile and unaware of you, so the targeting bonus rule applies. I don't see how the Defenseless Target rule wouldn't apply, as it is written.

          Originally posted by Rainbow Six View Post
          By the same token I've never been a fan of games that use a "Coolness Under Fire" stat to limit / control what actions a character may or may not take. I'm not disputing the realism of these rules, I'm just not in favour of mechanisms that artificially restrict player agency - for me I see little enjoyment in playing a game where I'm told the only thing that my character can do is hug the bottom of a trench and pray because I failed a CUF roll (I'm equally opposed to 'inspirational leader' type rules that do the opposite - it's still an imposed restriction of player agency).
          I'm conflicted about CUF mechanics. On the one hand, I agree with you completely about player agency. I believe that players should be able to willfully expose their PCs to enemy fire if they want to. Natural consequences will likely follow from such a decision.

          On the other hand, I like the concept of CUF as a mechanic. I think it's way too easy for a player playing a game to decide to take IC life-or-death risks with his/her fictional avatar. If a PC dies, it's not that hard to roll up a new one, or walk away from the game. IRL, if one willfully takes a risk that will likely result in getting shot, the consequences are much more serious. IRL, the decision to expose oneself to incoming fire is much harder, and the vast majority of people will choose self-preservation over valor. In this instance, a CUF mechanic does limit player agency, but, at the same time, it adds a layer of realism.

          So I guess, when it comes to whether or not to use CUF, it depends on whether Ref and/or players value agency or realism more. That's a conversation that I think Refs and players should before starting a campaign.

          -
          Last edited by Raellus; 01-20-2022, 12:33 PM.
          Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

          https://www.drivethrurpg.com/product...--Rooks-Gambit
          https://www.drivethrurpg.com/product...ula-Sourcebook
          https://www.drivethrurpg.com/product...nia-Sourcebook
          https://www.drivethrurpg.com/product...liate_id=61048
          https://preview.drivethrurpg.com/en/...-waters-module

          Comment


          • #50
            I somewhat agree. I do like that the rule tries to prevent murder-hoboism. I don't like that it places a firm prohibition on what the character does.

            Here's a quick hack that preserves player agency but is still appropriately brutal:
            - If you fail your EMP roll*, then you can kill the victim as you wished. You take the 1 stress.
            - If you pass the EMP roll (and thus fail at being able to kill them in cold blood), you can still choose to do it anyway. However you now must take 1d6 stress, and if this incapacitates you, then you roll to pick up a trauma response as normal! You thought it would be easy to kill someone up close, huh


            * note that this is the actual rule. You have to FAIL the empathy check, not pass it!

            Comment


            • #51
              Best of Both Worlds

              Originally posted by unipus View Post
              Here's a quick hack that preserves player agency but is still appropriately brutal:
              - If you fail your EMP roll*, then you can kill the victim as you wished. You take the 1 stress.
              - If you pass the EMP roll (and thus fail at being able to kill them in cold blood), you can still choose to do it anyway. However you now must take 1d6 stress, and if this incapacitates you, then you roll to pick up a trauma response as normal! You thought it would be easy to kill someone up close, huh
              I like it. IMHO, this is a better approach than the official one, as it allows for both player agency and IC consequences.

              What are your thoughts on CUF mechanics, in general, and 4e's, in particular

              -
              Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

              https://www.drivethrurpg.com/product...--Rooks-Gambit
              https://www.drivethrurpg.com/product...ula-Sourcebook
              https://www.drivethrurpg.com/product...nia-Sourcebook
              https://www.drivethrurpg.com/product...liate_id=61048
              https://preview.drivethrurpg.com/en/...-waters-module

              Comment


              • #52
                I see the problem with player agency and agree that it is a sub-optimal solution to a problem that actually does exist. It's not far fetched to think that a party might get pinned down totally in one round and wiped out or forced to surrender in the next, without having the chance to act at all.

                This might, of course, offer new chances to role-play, e. g. a surrender scene or a flight etc. However, this might not be an enjoyable part of the game as it's quite literally forced upon the players as much as their characters.

                However, since I decided to use the Bravo Zulu rules option from the Discord server, which basically introduces a limited amount of "dramatic change tokens" for enhanced player agency, I will allow the use of one of these Bravo Zulu points to immediately break out of suppression. It gives the players a choice to trade a rare resource and regain agency for their character.

                I found these rules on the Discord server.
                Liber et infractus

                Comment


                • #53
                  Surrender or Dice!

                  Originally posted by Ursus Maior View Post
                  This might, of course, offer new chances to role-play, e. g. a surrender scene or a flight etc.
                  Agreed. I don't have a ton of experience playing T2k, but in the 10 or so campaigns that I've been a part of, both as a Ref and as a player, I've never been a part of a mass surrender (and very few hasty retreats).

                  Originally posted by Ursus Maior View Post
                  However, this might not be an enjoyable part of the game as it's quite literally forced upon the players as much as their characters.
                  As it is, IRL. If one expects a high degree of realism in one's military-themed RPG's, then surrender or flight should be more than just a theoretical possibility. CUF ups the ante.

                  Originally posted by Ursus Maior View Post
                  However, since I decided to use the Bravo Zulu rules option from the Discord server, which basically introduces a limited amount of "dramatic change tokens" for enhanced player agency, I will allow the use of one of these Bravo Zulu points to immediately break out of suppression. It gives the players a choice to trade a rare resource and regain agency for their character.

                  I found these rules on the Discord server.
                  This "dramatic change token" option is interesting. It sounds a bit like D&D 5e's Inspiration Points mechanic (which I was thinking of porting to 4e if I ever run it). Would you be able to post the pertinent Bravo Zulu rules here Or post a link, at least

                  -
                  Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

                  https://www.drivethrurpg.com/product...--Rooks-Gambit
                  https://www.drivethrurpg.com/product...ula-Sourcebook
                  https://www.drivethrurpg.com/product...nia-Sourcebook
                  https://www.drivethrurpg.com/product...liate_id=61048
                  https://preview.drivethrurpg.com/en/...-waters-module

                  Comment


                  • #54
                    @Raellus
                    It's linked in the Discord oriented towards 4E under the resource library. The link that pops up there leads here: https://cdn.discordapp.com/attachmen...ional_Rule.pdf

                    Contact me, if it doesn't work. I'm reluctant to share it openly in another form, since it's not my work, but was uploaded by a user by the handle "Abulia".
                    Liber et infractus

                    Comment


                    • #55
                      Thanks!

                      The link works. The PDF looks like an official 4e product. Very cool.

                      -
                      Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

                      https://www.drivethrurpg.com/product...--Rooks-Gambit
                      https://www.drivethrurpg.com/product...ula-Sourcebook
                      https://www.drivethrurpg.com/product...nia-Sourcebook
                      https://www.drivethrurpg.com/product...liate_id=61048
                      https://preview.drivethrurpg.com/en/...-waters-module

                      Comment


                      • #56
                        That's from their template for Workshop publications.

                        Comment


                        • #57
                          I'm late to the discussion guys, but i've been reading up reviews on the new 4E rules by Free Legion. Most of the reviews i've been able to find focus on two things, only one of which is helpful.

                          They focus on the time line (not helpful, I'll make my own up if i don't like it thanks).

                          they focus on the quality of the product. Great sketches, great quality, all reasonably helpful feedback.

                          What they don't really get around to is if the game is any good. It sounds like a whole new rule set, and it sounds like its a reasonably good one. Are you guys enjoying the new game
                          "Beep me if the apocolypse comes" - Buffy Sommers

                          Comment


                          • #58
                            Originally posted by Raellus View Post
                            I'm conflicted about CUF mechanics. On the one hand, I agree with you completely about player agency. I believe that players should be able to willfully expose their PCs to enemy fire if they want to. Natural consequences will likely follow from such a decision.

                            On the other hand, I like the concept of CUF as a mechanic. I think it's way too easy for a player playing a game to decide to take IC life-or-death risks with his/her fictional avatar. If a PC dies, it's not that hard to roll up a new one, or walk away from the game. IRL, if one willfully takes a risk that will likely result in getting shot, the consequences are much more serious. IRL, the decision to expose oneself to incoming fire is much harder, and the vast majority of people will choose self-preservation over valor. In this instance, a CUF mechanic does limit player agency, but, at the same time, it adds a layer of realism.

                            So I guess, when it comes to whether or not to use CUF, it depends on whether Ref and/or players value agency or realism more. That's a conversation that I think Refs and players should before starting a campaign.

                            -
                            I use the CUF rules that TW2K13 has written modded to V2.2 for this as well. I allow the PC to roll [WILL + CUF] to perform the deed (there still may be psychological consequences). There are some things that need to be determined before the roll can be made though...

                            1) The intended target/targets is/are: Violent and the PC has witnessed them causing harm to innocent civilians or the PC's own party. = EASY test.

                            2) The intended targets are RUMOURED to have committed atrocities and have attacked the PC's party with extreme violence. = ROUTINE test.

                            3) The intended targets were very hostile and have attacked the PC's party and the fight has just concluded. = AVERAGE test

                            4) The PCs came into a fight (possibly to help a 3rd party) with the intended targets but had no interactions prior to this fight. = FAIRLY DIFFICULT test

                            5) The PCs have no prior contact but are being told that the intended targets have committed atrocities. = DIFFICULT test

                            6) The targets are innocent civilians or unresisting wounded soldiers that the PCs did not just fight or interact with. = FORMIDABLE test

                            7) The targets are innocent children (or puppies/kittens) = IMPOSSIBLE test

                            I believe, as someone who has exchanged fire with a 10-year-old skinny in Africa and pointed a gun at perps on three separate occasions in the civilian world, that the psychological implications of such acts are much greater than many people believe they are. Those implications are often every bit as damaging as physical wounds, so I instituted this mechanic as a "blend" between reality and player agency.

                            I don't know IF I even hit that kid, but I DO KNOW that after the ambush on our convoy ended, he was laying in the street... DEAD... with 3 holes in his chest and that any one, or even all three of those bullets COULD BE MINE! That uncertainty is both a blessing and a curse. I don't really KNOW that I killed a kid, but I cannot say that I didn't either. I can STILL close my eyes today and see him as clearly as if it were yesterday firing that AK with the stock tucked under his arm. For those of you who have read my past postings, this was the same (and sole) ambush we had where the RPG rocket skipped off of the ground, went under our HEMMET, and blew a hole in the stone wall across the street as we were entering the Moge near 4 Circle North (heading to the Port from Kismayo on the South). God Bless the 2nd MEU for responding to our call for assistance fast and in force.

                            Comment


                            • #59
                              Man, that's a story! Sorry you had to go through that. What you describe is the same reason for firing squads... it's so the executioner has some doubt/deniability about whether THEY are the one that did the killing.

                              Comment


                              • #60
                                Originally posted by kcdusk View Post
                                What they don't really get around to is if the game is any good. It sounds like a whole new rule set, and it sounds like its a reasonably good one. Are you guys enjoying the new game
                                It's fine. I only ran 2 sessions (plus chargen), without vehicles and light on the foraging & survival, so that's the grain of salt to take it with.

                                I'm also in an intermittent v2.2 game online, so the main comparison I will make is that v4 is faster to play. The few firefights I ran were over pretty quickly, getting shot is pretty harsh.

                                I think there's a bit to be uncovered (I think I mentioned this above): a GM can-- without any real work-- run NPCs in squad-like batches, further simplifying the mental paperwork for themselves. A lot of suppression of groups can happen, vice trying to pick off individual opposition.

                                Both combat and the rest of the rules are aimed at simplicity and speed of play. I hear it's more gritty and crunchy than Free League's other games, but it's not as heavy as GDW's rules.
                                My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.

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