Sapphire is talking about this roll from Pierre:
quote:
I make it Dex 10 (boosted) + FC 2 (chipped) + Auto 3 + Jammer 3 (weapon bonus) + Eyekill 3 + rolled 4 for a To-hit of 25. No Dn or T penalty due to the ooda spell.
...I actually count 21, and while it's not a big difference, this was before Apeiros tweaked that everything-boosting spell - I believe that change will bring it down to like, an 18 or 19?
It is true that even without the spell at all, starting from a Dex of probably 7, he'd still have an 18 to hit, but that's the Jammer. That's... how it's written. The Jammer itself is a +6 just to start, and Eyekill and Skill Chips are common choices, so presumably everything is totally balanced for it, right? Since it's how the devs wrote it? Sorry, I agree with the comment that I don't believe Devs get everything right, especially on the first try, and it was clear that the result point thing didn't make any difference on that attack either way. Pierre is going to, as you say, ROFL stomp a lot of things no matter what rules we use - he's just a well designed character that way, even before his custom stripes.
I do think it's significant that the result point rule is offered as a suggestion in the R&E rules, and they talk about the pros and cons, and nowhere do the say anything about it completely shredding the balance of the entire system.
Sapphire - your overall breakdown of why high skill
shouldn't matter more than base damage is worryingly well thought out. I have to admit I've never made a concerted effort to kill anybody and it kind of feels like you have, and if that's the case all I can offer is my sympathy for whatever put you in that position.
In a game sense, though, I do feel like skill should matter. I do see what you mean about how it devalues Strength and Toughness, but I think Pierre demonstrates that firearms in general already do a lot of that, as, in fact, they just do. Yes, the RP rule makes certain concepts less viable, but I find it makes melee and unarmed combatants more viable relative to gunslingers, while the RAW shifts
that balance uncomfortably. The example you're using, of Pierre's high starting bonus, much more clearly demonstrates this to me than the flaws you're trying to show with result points -- his equipment bonuses are overwhelming either way. Whichever way you go he's still getting a +11 to hit and a base damage of 23 and that's just a BFG being a BFG.
I've mostly stayed out of this because I'm not as deep in the weeds of these rules as you guys are, and as a business woman, of course, Koharu mostly isn't affected anyway. But like Whistler, she was kind of built with the assumption that we were using the RPR.
Matthew:
I enjoyed your write up and talk of emulating realism but I would counterpoint (in this case) that Torg mechanics were not designed to be an abstraction of realism but an abstraction of summer blockbuster movies.
Total, total aside, but since I'm here, I think that's a lot more true in Eternity than oTORG. oTORG seemed to be trying a lot more for a "realistic" model of what it would be like if reality suddenly had to interact with our fiction, and Earth in oTORG is largely just... earth, not the 'Die Hard' reality they made it in Eternity.