I've noticed a couple references for "Kill-Markers" in the new RoB book, but I haven't found any sort of definitive page listing what the do or are for, nor are they listed in the Index.
Can anyone point me to a page number or fill me in?
I've noticed a couple references for "Kill-Markers" in the new RoB book, but I haven't found any sort of definitive page listing what the do or are for, nor are they listed in the Index.
Can anyone point me to a page number or fill me in?
it's on page 273 of the core book
Anyone actually use them much?
Siranui said:
Anyone actually use them much?
No! It´s simply a useless system for inexperienced GMs and unnessecary for experienced ones!
Well, that's needlessly insulting.
After reading them, they do seem kind of silly. I think moments could arise of the party being a small handful of KM's away from completing the objective and subsequently failing it.
PopeJon said:
After reading them, they do seem kind of silly. I think moments could arise of the party being a small handful of KM's away from completing the objective and subsequently failing it.
They're kind of an arbitrary system, I think, that really just gives the GM some guidance as to when an objective has been met. There is no need to hold PCs accountable to precise numbers (or even tell them what the target number is- I find it better to describe progress).
I don't find it to be 'useless' or for 'inexperienced gms' myself. Now I don't use the KM system exactly as written, but I use the theory behind it, which is for objectives with unclear end points, set some sub-objectives or the like to track their progression towards the end. In the example, I might not assign KMs to things, but I'd come up with some numbers to say when the objective was completed sufficiently; for me some of this goes off of 'feel' and player interest (sometimes the PCs can get very excited about making and/or executing their plans, and if they're having a blast this is a good time to just let them have their fun).
Even in the text the book provides, it doesn't suggest you use them for clear objectives like 'secure the colony' or 'make contact with the resistance', you'd use them for unclear ones like 'perform hit and run attacks against the chaos ship' or 'execute sabatoge on the enemy supply lines.'
Charmander said:
PopeJon said:
After reading them, they do seem kind of silly. I think moments could arise of the party being a small handful of KM's away from completing the objective and subsequently failing it.
They're kind of an arbitrary system, I think, that really just gives the GM some guidance as to when an objective has been met. There is no need to hold PCs accountable to precise numbers (or even tell them what the target number is- I find it better to describe progress).
I don't find it to be 'useless' or for 'inexperienced gms' myself. Now I don't use the KM system exactly as written, but I use the theory behind it, which is for objectives with unclear end points, set some sub-objectives or the like to track their progression towards the end. In the example, I might not assign KMs to things, but I'd come up with some numbers to say when the objective was completed sufficiently; for me some of this goes off of 'feel' and player interest (sometimes the PCs can get very excited about making and/or executing their plans, and if they're having a blast this is a good time to just let them have their fun).
Even in the text the book provides, it doesn't suggest you use them for clear objectives like 'secure the colony' or 'make contact with the resistance', you'd use them for unclear ones like 'perform hit and run attacks against the chaos ship' or 'execute sabatoge on the enemy supply lines.'
They say kill-markers and mean percentage.
Alex
The only thing I've seen a use for them is for static defensive objectives, or individual firefights- each type of enemy has a KM rating and once they've accumulated a set level of KMs in kills, the enemy has broken upon their defensive position and routs. Well, that's the general principle anyway.