From Caedo
> I don't understand why you would add extra dice to a roll versus
multiple targets unless you are going to split your dice pool between
them. If all defenders roll against a single attack roll, adding extra
dice makes it unrealistically difficult for the defender to resist. I
can understand adding extra dice if, for example, you're firing all four
rockets at a single target, but why would it be more difficult for four
targets to dodge just because all four are being attacked
simultaneously? Am I reading the rule correctly?
Basically, getting something that hits multiple targets costs bonus
dice. So, a +1 die weapon would cost the same Game Money (whatever that
ends up being) as something that can hit 1 additional enemy, but has no
bonus dice when used. So you could have a super powerfull weapon that's
+5 dice that can hit 6 people all at once, but it'll end up costing the
same as a +10 dice weapon. In other words, really really expensive.
I hope that clears it up a bit, if not...maybe I need to re-write the
core mechanic itself some more :-)
From Gregory
>I like your attack/defend option .. i may do something like that in one
of my
games ... dont be dissuaded from experimenting and house ruling ... you
had some
good thoughts
Thanks! I'm going to get a group together this Sunday, and we're gonna
mess around with the combat mechanics and see if it could work. My
friends are pretty divisive on the idea of attacker vs defender. Some
think the core combat mechanic of Risus shouldn't be messed with, some
think it's good to change things to fit the setting, some think any
excuse to have more combat rounds and more dice rolling is good, and one
person believes that the setting should be done in Heros system instead
lol. I still need to get in contact with my friend who wrote the
original setting (set in GURPS), and see what ideas he likes.
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