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Thread: Is the ICON System too lethal?

  1. #16
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    I do agree with you that given standard characters fist-fights are kind of fast. But the above example is kind of skewd to, if anyone takes a kick to the head they will be pretty close to la la land, I don't care who they are.

    Might I suggest ample use of the block defensive maneuver.

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  2. #17
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    <font face="Verdana, Arial" size="2">Originally posted by Phantom:
    Tell me he wasn't in Starfleet. PLEASE. What are you doing, lowering the bar?


    </font>
    Even better, he was named Zon!



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  3. #18
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    Bang...bang...bang.

    Don't worry about that sound, just my Andorian security officer hitting his head against a bulkhead.

    So, you have a Naus in Starfleet Sec. (shudders).

    Uh, Sir. His name is Zon.

    I don't care what his...My they are rather large, aren't they?

    Just peachie.

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  4. #19
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    <font face="Verdana, Arial" size="2">Originally posted by SIR SIG:
    Even better, he was named Zon! </font>
    Heck I have a Gorn and a Cardassian on my players ship

    I like your idea It would be funny and very Star Trek.

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  5. #20
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    What your not getting is that Zon the Nausicaan is the same Zon the Nausicaan that put a Nausicaan blade through Picard's heart

    Thats why he's got a dark secret

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  6. #21
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    Talking

    Yeah, 'xcept now it's a Dark Secret Revealed!

  7. #22
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    <font face="Verdana, Arial" size="2">Originally posted by reimero:
    Yeah, 'xcept now it's a Dark Secret Revealed! </font>
    LOL

    Good thing his heading up some advanced tactical training back at Earth then.

    That and his a major NPC



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  8. #23
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    Exclamation

    You know the funny thing about the ICON System is that the weapons are just the right about for lethality. So is the Martial Arts attacks.

    In reality, you don't have the multiple hit fights like in the movies, what you have is a quick series of attackes & blocks, & when a single solid hit gets through the defenses the fight is over, one person or the other is either dead or down.

    ~LL

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    [This message has been edited by Legate Legion (edited 08-08-2001).]

  9. #24
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    <font face="Verdana, Arial" size="2">Originally posted by Legate Legion:
    In reality, you don't have the multiple hit fights like in the movies, what you have is a quick series of attackes & blocks, & when a single solid hit gets through the defenses the fight is over, one person or the other is either dead or down.</font>
    I was a bouncer for 10 years I agree, but I am playing Star Trek not Real Life.



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  10. #25
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    Being a veteran West End Games Star Wars gamer for many years, my group and I started treading lightly when we first started Trek way back when...

    We've (My group) discussed just how lethal the ICON system is compaired to the D6 system. And to be totally honest, I like it that way. It seems more realistic when a NPC or PC gets hit by a energy weapon and is wounded or worse... rather than having them soak 30 points of damage to the head because they rolled good on their resistance.

    NPC-"The phaser was set to kill! What are you doing still breathing?"
    PC-"My player's having a kick-butt day with the dice! I soaked it. So...HA!"

    How real is that? Plus, I like it when a character has a glass jaw. First down in a brawl, which gives everyone else somebody to worry about saving, later. If the character doesn't have the greatest resistance, perhaps you should keep them out of the "big gun" heavy fights... Unless you know they can win!

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    [This message has been edited by Capt. Scott Taylor (edited 08-08-2001).]

    [This message has been edited by Capt. Scott Taylor (edited 08-08-2001).]

  11. #26
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    I like the way the Vampire system handles it.
    Damage from handtohand combat is simply halved. At least for vampire characters.

    Just take a resistance of 1.5 or 2 times the original for unarmed combat.

  12. #27
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    Talking

    I like the level of lethality in ICON, and hope that Decipher Trek stays true to this. I do think it will happen, as the Rodenberry view promoted lethality to discourage combat/violence as a regular means of conflict resolution (TNG).

  13. #28
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    Cool

    I've tinkered with the following idea:

    For Hand-to-Hand fights modify the courage pts so they either half the damage or take in away completely. Makes combat last longer, therefore more drama and more nail biting on the PC's part.

    As for the ranged Phaser Kills all, same thing, however if a shot hits the head and/or abdomen then normal damage applies and it is impossible to use courage. To prevent that a phaser set on 4 or 5 not kill a character.

    They worked in our campaigns and helped the drama overall.

  14. #29
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    <font face="Verdana, Arial" size="2">Originally posted by ImperialOne:
    I like the level of lethality in ICON, and hope that Decipher Trek stays true to this. I do think it will happen, as the Rodenberry view promoted lethality to discourage combat/violence as a regular means of conflict resolution (TNG).</font>
    Have you ever watched TOS?

    Man Kirk had more fist fights to reslove issues than anyone else, except Rocky and Bruce Lee

    Opps...just noticed the TNG part on your post...still The show only got interesting after Rodenberry stopped having influence and they could get some action and adventure in there IMHO...

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    [This message has been edited by Captain Zymmer (edited 08-09-2001).]

  15. #30
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    <font face="Verdana, Arial" size="2">Originally posted by Lt.Khrys Antos:
    For Hand-to-Hand fights modify the courage pts so they either half the damage or take in away completely. Makes combat last longer, therefore more drama and more nail biting on the PC's part.</font>
    Neat idea...maybe CPs could take away a d6 of damage?

    Hey Montreal..cool!



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