As I have read the rules for Firefight, I have the following questions:
- I have been noticing a lot of rolls take place. When I use Direct Fire, I generate a number of Shot Opportunities based on successes. When I make those attacks, then that is the means by which I removed Disposition. That makes sense for me,
1a. How do I know if I have achieved a killing shot to remove disposition? I am going to roll the skill of the shooter, but if that is a grunt against a grunt, then how many dice do I roll? I assume that it comes from my circles and affiliations (i.e. higher affiliation allows me to get better troops), but does that mean before I do a Firefight I have to roll to see if I have my troops, or is it just assumed that I have them and no roll is necessary.
1b. If troop ability is based off the Affiliation, then do I base Mortal Wound on those numbers and compare damage to determine the killing shot to remove disposition?
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How do I know how the troops are equipmented (i.e. what weapons and equipment)? do I need to make a Resources test to get them that tech? Is it just color once again and we know because we all agree?
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I can see this turning into a lot of rolls for random grunts and the other players being very bored while the owner of those troops rolls them. I assume you could divide those rolls among the players, but on average, when you have played, how many rolls to you see being made?
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Would it be appropriate to base disposition lose off of the initial roll for the action (i.e. Tactics or Command), and dump the individual action except for stuff like Medic and Signals.
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How am I suppose to track loses of individual troopers. I was looking at the Firefight Scripting sheet, and there really aren’t the means to do that. Have most of you just had a different piece of paper? Is this not something you really track in reality?
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How common is it for characters to be broken up into multiple units with troops on their side? Is it just more common for all the characters to be in one unit together?
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When it comes to the map, I understand what positions are, but I don’t really understand how they interact with one another. Are positions all interconnected, or are they sometimes choke points? For example, I have five locations, The fortress, the back alleys, cathedral square, main street, and the space port. The group’s objective is to capture the Fortress and they start at the spaceport. Can they just advance right to the fortress bypassing the other positions, or can do they have to advance to individual positions in a chain. For example, the space port would be connected to the Back alleys and cathedral square, then cathedral square connnects to mainstreet. Mainstreet connnects to the backalleys and the Fortress. Finally, the back alleys connect to the spaceport and the fortress. Theoretically, I could make the back alleys very hard to advance into to represent the nature of close quarters fighting, but it is a more direct route to the objective, but if they went through the longer route, it could be an very different kind of fight.
I know this is a lot of questions and nitpicking a bit, but I have a player that loathes mechanics of any kind. He avoids combat like the plague, but I know it will come up sooner or later. In fact, he will probably refuse to learn the rules and just go along with what I tell him. The reason he is playing is because he really likes the setting we have come up with and is into his character. I am still effectively learning the rules, so I don’t want to have him become really frustrated and loose interest. He tends to zone out in combat in games like D&D, so I can’t imagine what he will do in BE. I just want to make sure I have things straight to make the process as smooth as possible, because if it runs smoothly, then he won’t mind combat, but the second we pick up the book to check a rule we loose him.
I already plan on pulling one of the more “tactically” minded players aside to teach him the rules to make it smoother. For those who have played a campaign or two. Any tips or things I should prepare ahead for or be aware of? Any speedbumps that you encountered? Anything as the GM I should expect that I normally wouldn’t encounter in regular RPG’s. Can you recommend some basic “units” to experiment with the system to see how all the mechanics interact?
Thanks for all your help,
Jonathan