Bones1968 said:
Suggestion: Make many attributes and skills have uses in combat. Some of this is already in the rules. The doctor has Stem Application talent. The leader has Inspiring Rhetoric and Field Commander talent. More of this would keep everyone engaged in all the encounters. For example:
Weapon: MM9 wrist rocket: Computer guided missile is mounded on the wrist. When making range attacks use commuters skill instead of ranged (light) skill. You may spend a maneuver to program the missile and ignore cover. (Computers, dam 8, crit 3, encumbrance 3, range medium, limited ammo 1, stun setting, 1500 credits + 100 credits per missile)
Talent: devious maneuver: You may as an action distract or confuse your opponent. Disconnect the power pack of his blaster, knock him off balance, throw sand in his eyes or convince him you have a thermal detonator. Must be within short range. Roll a opposed cunning test. If you succeed your opponent loses he next action. If you succeed with two triumphs you negate his defense for the next round.
These are the best ideas i've read in 17 pages of Combat feedback.
I also agree adding "dice rolling maneuver" is a terrible idea, as it would slow down an otherwise simple and fast paced combat. 1 rolling of dices per player per turn is a very elegant rule and shouldn't change.
"Devious maneuver" should rather be your Action and probably needs to be a skill check (Deceit).
But these " non-violent combat actions " are IMO very important and, if not limited to extra talents, could easily be described in the Skill section (the same way a Coerce action allows strain damage, for instance). Savage Worlds does this pretty well (tricks, test of wills).
Obvviously, veteran GMs and Players already use skills creatively during combat and are prompt to adapt rules on the fly. Nevertheless, a general rule or table on "how a skill could influence combat" could be helpful to new GMs, 'Could be something like that:
- 1 strain damage per success
- 1 Triumph = 1 Critical hit, even without weapon (= 1 mook down)
- Success = target loses is next Action, etc…
It's probably broken as written, but you got the idea.
Still, the Wirst rocket is kewl and the limited ammo quality a great balance of power. Kudos on this awesome, yet simple, idea !
Perfidius