Elhoim
Iron Tower Studio
But their rules are at x2. ie I doubt enemies have 2 points in pistols early or something
Well, you are wrong. The stats of the looters, the first "hard" fight in the demo:
The lone fighters have a bit more attack (4-5), but no defensive skills, and the 3 melee guys nothing.
The higher I went with attack skills was 8. Weapon skills are 4.65 on average, evasion is 4.35 on average. Critical skill is 1 for practical all enemies (only 6 have some extra points: 2,2,3,3,4,5). They have the same amount of feats as you do, even less sometimes, and I didn't give them heroic feats yet.
If anything, the players stats are always higher than the enemy ones.
maybe better designed levels and more long range engagements would help to break the pacing, but if every fight in the real game would be 3 steps away from enemy, it would become boring quick. AoD With Guns is not enough to give an actual fresh tomato rpg experience imo, and definitely doesn't have much on classical tactical rpgs. (i am not expecting silent storm but, at least add more different tetris crates to run around.)
City engagements will be pretty close (fights inside buildings many times), while exploration ones will be way more open (and we are planning on using sneak to be able to position your characters before combat starts).
Increase THC and crit chance of aimed attacks, maybe?
It increases aim already, not stagger. I think you are mixing them up a bit, like using an old list (shotgun does stagger, not knockdown).
Also, why is this in Ranged feat category, instead of Ranged Weapon Specialization?
Because here there are the ones that modify weapon skills, and there's no more energy skills, they belong to all weapon categories (there will be energy SMGs and shotguns).
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