Sunday, August 9, 2015

Chill Talk - Weapons

This may seem to be a weird place to start, considering I'm a person who hates weapon lists because I find them immensely boring like only a block of stats can be. However, this is a great place to start with a discussion about why  but trust me this is one of the things I love the most about this game.

If you've read the book, you may have gone over to look for a list of weapons to see what they might do. You might have done this as a player looking for weapons, or as a GM trying to remember what kind of damage each weapon does. You're not going to find it, the closest you're going to find for that is on page 223 and 224 of the Chill 3rd edition book. It won't give you "this weapon does this and this weapon does that" but what it's going to give you is a base default for what weapons do. You punch someone it's going to start at superficial, melee starts at minor, ballistic weapons start at serious and it kind of works its way up from there.

This is something beautiful with the game, because weapons are still incredibly effective. A colossal success with a gun can be a lethal shot killing someone instantly. But what's great is that you aren't bogged down with having to look up the precise stats of what everything does. Instead, what the game says you should do is apply what situational modifiers you think are appropriate. Someone goes for a chop to the throat, they make their roll maybe start their damage at serious and then apply any benefits from the roll. A monster on the ground, and thrashing about in a trap while an envoy has a pistol at point blank range. Good planning, that's stats at Critical. That pistol shooting through a door, well the damage might start at minor rather than serious, but if it's got special ammo maybe not.

Instead of dealing with a hard mechanical solution to a problem, that's the text that ends up being like 1343987aoshj;l09739 pages in a book where the writers try to come up with how the rules will apply to this situation. It's also one of those spots in games where you get a lot of people going, "Well this doesn't make sense" or where you get the arguments from rules lawyers going "well according to this page, because I'm behind wood it counts as halving the damage so I only take X from the bazooka." These kinds of things happen because there isn't any way to predict every situation.

With Chill we've removed all that kind of worry. If your players have planned well and their trap has gone off, rewards them by making their attacks automatically better. If your players have though things out poorly, then they're going to be in for a long night, or put themselves at a greater disadvantage. You can do all of this as the CM on the fly, because you can understand that this situation would create a specific type of advantage (either by increasing the TN, having it deal more damage or ... just working) or disadvantage without the rules telling you exactly what that kind of explicit advantage it its.

That's not to say that the game doesn't have general penalties for doing actions. Targeted Strike/Shot does have a listed -40 to the TN penalty on page 191, or that we don't have our own Counterattack modifiers (pg. 192) but this is the minority. What the game is really trying to tell you is have fun, make the game scary for your players and while we give you the framework for that, you are good enough to look at the situation and apply your own modifiers for the best effect because it's great, and faster that way. Which leaves you more brain power to think about how you can terrify your players.

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