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WFRP to Epic -

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 Post subject: WFRP to Epic
PostPosted: Wed Sep 07, 2011 10:24 pm 
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PostPosted: Thu Sep 08, 2011 1:27 pm 
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PostPosted: Wed Jan 25, 2012 6:49 pm 
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Epic Hero
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Hi,
I like it, but I would add AP to pistols (-2) and musket (-4). Modified AP means you ignore 2 or 4 PL before dividing by 2. Also I would make reload rounds much longer, at least 4. It's why it's a good idea to have 2 or 3 loaded guns at your belt, discarding them after use and finishing with your rapier !

Also on a pair (not a 00) there is some kind of misfire (that is 10% with 2d10)
11 = boum,
22 = ball and powder stuck by humidity, you got to clean that gun !
..
55 = ball falls from your gun barel, put a new one !
..
99 = just cock again and shoot

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Last edited by curson on Fri Feb 03, 2012 8:37 am, edited 1 time in total.

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PostPosted: Thu Jan 26, 2012 5:15 pm 
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Hi curson,

We don't really have specific rules for firearms - so I like your ideas. I especially like the lengthy re-load times. Have you used these in game play?

Best, Chris

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Chris Organ

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PostPosted: Thu Jan 26, 2012 6:09 pm 
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Epic Hero
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Hi AzureDrupe,

I did not even played yet ! But I plane to use Epic in a 15th century, Teutonic knights campaign setting. I may try it very soon.

Also I've been playing a lot, it's an excellent and realistic pirate RPG. It was in this excellent game that I discovered how reloading times may push the combat scene to a nice dynamic rather than a dull reloading for x rounds statements.

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PostPosted: Fri Jan 27, 2012 6:28 pm 
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Fun!

And true about reloading times - that also allows for many extra and random events occur during combat.

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PostPosted: Thu Feb 02, 2012 11:25 am 
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PostPosted: Thu Feb 02, 2012 1:42 pm 
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