Some rules questions :)
Posted: 02 May 2008 10:12 AM   [ Ignore ]
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Hey, I finally got into the forums. Got an error message, but it seems to work now.

I happened on this game by chance, and I think it looks terrific. I’ve ordered the game from the US (I live in Norway), but while waiting, I have a couple of questions about the rules. I’ve read everything I could find of previews and pdfs, but I hope someone can answer a couple of questions here. <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

So, from what I understand of the 6-6 system, you have up to 6 sequences, one second each, and 6 dice to divide on these sequences. In each round, do each character finish his sequences before the next character starts in the initiative order (I’m still not sure how the initiative works) or do we count each sequence at a time, so everyone who can act on the first sequence acts, then everyone on the second etc.?

Next question. Can a character use different skills in one round. So in combat, could a character attack in close combat in one sequence, draw his firearm in the next and shoot in the third, for example? How is this handled with the die pools and skill ranks?

Next, are there rules for using two weapons at a time, like two handguns or two close combat weapons?

Well, that’s all for now. Let’s hope I can send this message without getting the error message then <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

E.

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Posted: 02 May 2008 12:49 PM   [ Ignore ]   [ # 1 ]
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Greetings from the Lab!

[quote="Eirik":d259b]In each round, do each character finish his sequences before the next character starts in the initiative order (I’m still not sure how the initiative works) or do we count each sequence at a time, so everyone who can act on the first sequence acts, then everyone on the second etc.? [/quote:d259b]

Combat Cycles are resolved one Segment at a time. So everyone in Segment 1 acts before 2 and so on. There are also optional rules for Critical Successes and Failures during Reaction rolls to jump ahead of someone or fall behind in Reaction Order.

[quote="Eirik":d259b]Next question. Can a character use different skills in one round. So in combat, could a character attack in close combat in one sequence, draw his firearm in the next and shoot in the third, for example? How is this handled with the die pools and skill ranks? [/quote:d259b]

Definitely. Dice Pools are determined by the Associated Quality Score, so the higher your Quality Score the stronger your Dice Pool is. Skill Ranks add bonuses to your Skill Checks. So a character with 3 Ranks in Tumble gets a +3 to their Tumble Skill Check Roll which uses the "Athleticism" Quality to determine the strength of the Dice Pool.

Characters can use Skill combinations to attempt two different actions in the same Segment! In this case, both actions are examined seperately to determine the Difficulty Ratings. Characters must use the weaker of the two relevant Dice Pools and must achieve the higher of the two potential Difficulty Ratings.

[quote="Eirik":d259b]Next, are there rules for using two weapons at a time, like two handguns or two close combat weapons? [/quote:d259b]

Yes. In fact, you can use a melee weapon against one target and a ranged weapon against another target all in the same Segment!

We hope we have answered your questions adequately and please feel free to post more!

MSL

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Posted: 02 May 2008 07:07 PM   [ Ignore ]   [ # 2 ]
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Ah, I see.

So you can do several actions in the same sequence? Then I guess you can also do different actions in different 1-second sequences in the same 6-second round. You just use the lower die pool and higher DR. Nice. <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>
Sounds really flexible. I like that.

How about vehicles? I’ve seen some vehicles in the preview pdf and in the Milk Run adventure (which looks great, by the way). Are there a good choice of vehicles in the game, or will this appear in later supplements?

And one final question. Where does magic come from in AO? I mean, how is magic possible in the setting? Is there some kind of metaplot to this or did it appear with the aliens? When did people start wielding magic? And why?

The setting looks very flexible. One type of game I’ve always wanted to do is pulp in a future setting. Think something like Indiana Jones in the future. Even though post apocalyptic, not too dark. Will AO deliver this? <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

-Eirik

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Posted: 08 May 2008 02:50 AM   [ Ignore ]   [ # 3 ]
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Greetings from the Lab!

[quote="Eirik":1d09f]So you can do several actions in the same sequence? [/quote:1d09f]

Yes. You can combine two different actions in the same Segment by using the higher DR and the lower Dice Pool.

[quote="Eirik":1d09f]How about vehicles? I’ve seen some vehicles in the preview pdf and in the Milk Run adventure (which looks great, by the way). Are there a good choice of vehicles in the game, or will this appear in later supplements? [/quote:1d09f]

There are 10 vehicles in the Core Rulebook that are quite varied and meant to give players a sense of what types of vehicles are available in the AO world. There will definitely be more vehicles in future supplements!

[quote="Mind Storm Labs":1d09f]And one final question. Where does magic come from in AO? I mean, how is magic possible in the setting? Is there some kind of metaplot to this or did it appear with the aliens? When did people start wielding magic? And why? [/quote:1d09f]

This is discussed in the Core Rulebook but will be explained in more detail in a future supplement. In short, Wielding is the manipulation of energy within our universe that an extremely small and slowly growing number of people are able to tap into and control. It is extremely dangerous but can be a powerful tool.

[quote="Mind Storm Labs":1d09f]The setting looks very flexible. One type of game I’ve always wanted to do is pulp in a future setting. Think something like Indiana Jones in the future. Even though post apocalyptic, not too dark. Will AO deliver this?  [/quote:1d09f]

AO can definitely deliver this. We’ve tried to create AO as a platform that can be shaped and moulded to suit a GM’s campaign concept. You could have a gritty, serious urban campaign within a single arcology, a horror-based campaign in an abandoned city or creepy Wilds community, or a cinematic, pulpy campaign filled with comedy, action and adventure!

It all depends on how you and your players want to spin the material we have provided. Further to this, the Creature Manual will provide a wide variety of creatures for you to use depending on the style of campaign you want to run!

We hope we have answered your questions adequately!

MSL

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Posted: 08 May 2008 04:50 AM   [ Ignore ]   [ # 4 ]
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Ah, I think I’m mixing up some terms here. Is a Sequence the whole turn, with six parts, or there six Sequences to one round?
Getting the book on Tuesday, I hope. Looking forward to it! <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Eirik

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Posted: 08 May 2008 06:14 AM   [ Ignore ]   [ # 5 ]
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[quote="Eirik":24788]Ah, I think I’m mixing up some terms here. Is a Sequence the whole turn, with six parts, or there six Sequences to one round?
Getting the book on Tuesday, I hope. Looking forward to it! <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Eirik[/quote:24788]
For those of us who have played other tabletop games before, it’s easy to get the terminology confused. If you start using the AO ones exactly as designed, it should all become clear.

Combat cycle: 6 seconds long, the equivalent of rounds in some other games. Each second within this is one playable chunk of time

Segment: 1 second long. Six of these make up a cycle. They are referred to as Segment 1, Segment 2, etc. Starting players typically act in segments 3, possibly 3 and 6

Turn: A turn is the single segment that a player is going in. If a player acts in segments 3 and 6, he/she has two turns in each cycle.

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Posted: 08 May 2008 06:32 AM   [ Ignore ]   [ # 6 ]
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Ah, so a quick character can do several things within one Combat Cycle, but if different Segments, am I right? And for that, you use the lowest die pool but the highest DR? <!—s:?:—>{SMILIES_PATH}/icon_question.gif<!—s:?:—>

I should probably wait until I get the book, but I’m very excited about AO, so I hope I can get a couple of more answers.
One thing I want to ask is how fast combat plays. For example, in modern or future settings, things that often bog down play are such things as automatic weapons and explosives (Gurps 3rd edition comes to mind <!—s:o—>{SMILIES_PATH}/icon_e_surprised.gif<!—s:o—>) How are these handled in AO? Are there detailed rules for where every bullet and piece of shrapnel goes, or are there some nifty short cuts in there as well?
How about ranged attacks? I read through the preview pdf, and noticed on the weapon charts something called Range Rating. What is this. For the assault rifles, its 4. How does this work?

All right, all right, I’m going to stop asking questions now.  <!—s:D—>{SMILIES_PATH}/icon_e_biggrin.gif<!—s:D—>  <!—s:D—>{SMILIES_PATH}/icon_e_biggrin.gif<!—s:D—>

Cheers,

Eirik

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Posted: 08 May 2008 06:42 AM   [ Ignore ]   [ # 7 ]
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[quote="Eirik":3aca0]Ah, so a quick character can do several things within one Combat Cycle, but if different Segments, am I right? And for that, you use the lowest die pool but the highest DR? <!—s:?:—>{SMILIES_PATH}/icon_question.gif<!—s:?:—> [/quote:3aca0]
Close. The book will definitely help you understand it better. The special case MSL is talking about with high DR/low dice pool is doing a combined multi-action in a single segment, which I don’t think is covered in the book. The ordinary segment rules are that you have 6 dice rolls possible in an entire combat cycle. Even if your character is fast enough to act on all segments, you have the same amount of dice. You tend to want to be successful in most actions you do so players usually use all their dice in a segment. You can then use any remaining segments you have for movement, stance changes, weapon swapping, etc. It’s a pretty cool system. Splitting dice between multiple turns in a cycle is a risk that doesn’t always pay off.

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Posted: 08 May 2008 06:53 AM   [ Ignore ]   [ # 8 ]
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But can you use, say, one skill in one segment and an entirely different skill in the next segment, but still in the same Cycle? That’s my main question. Or to put it another way, how do you kick down a door and shoot the bad guy on the other side with a rocket launcher (silly example, I know, but Unarmed Melee and Heavy Weapons uses different die pools <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—> ) in the same Combat Cycle? If you have 6 dice, but they’re from different die pools, is this possible?

Thanks for the info so far <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Eirik

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Posted: 08 May 2008 09:39 AM   [ Ignore ]   [ # 9 ]
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Eirik,

While I dont have the book on me at the moment, it does have a good example of this.  From what I can recall it lays out how you calculate the DR for running, kicking a chair over, and firing at a target all in the same segment.  For your earlier question; Yes, you can use different skills in several segments, but youre still limited to your 6 dice per cycle.

This still allows for a large combination of things.

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Posted: 08 May 2008 09:53 AM   [ Ignore ]   [ # 10 ]
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Excellent! That’s what I wanted to know <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Eirik

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Posted: 09 May 2008 12:27 AM   [ Ignore ]   [ # 11 ]
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Greetings from the Lab!

[quote="Rich Brownell":71cc8]The special case MSL is talking about with high DR/low dice pool is doing a combined multi-action in a single segment, which I don’t think is covered in the book. [/quote:71cc8]

Hey guys. Just to clarify, these rules are covered in Section 7.4.3 Skill Combinations.

Thanks for all your help answering these questions! We are doing our best to look up every once and a while from our creature Manual work to address as many questions as we can.

If your question(s) go unanswered for an extended period of time please repost them and we will do our best to resond in short order!

Thanks for your support!

MSL

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Posted: 09 May 2008 01:39 AM   [ Ignore ]   [ # 12 ]
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[quote="Mind Storm Labs":638ee][quote="Rich Brownell":638ee]The special case MSL is talking about with high DR/low dice pool is doing a combined multi-action in a single segment, which I don’t think is covered in the book. [/quote:638ee]

Hey guys. Just to clarify, these rules are covered in Section 7.4.3 Skill Combinations. [/quote:638ee]
Wow, how did I miss this? I even remember reading it too. Sorry Eirik

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Posted: 12 May 2008 02:48 AM   [ Ignore ]   [ # 13 ]
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Got the book today. Haven’t opened the postal package yet. But now all my answers will be questioned.. uhm, the other way around, that is. <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Eirik

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Posted: 13 May 2008 09:18 AM   [ Ignore ]   [ # 14 ]
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Right, I’ve skimmed through the book now, and it looks great. I didn’t understand the 6-6 rules until I got to read them, but now that I know how they work, I really look forward to trying the rules in practice. I really like how the rules manage to get every imaginable action into the same system, and still keep the rules tight enough. So my hat off to Mind Storm Labs for one of the most original and exciting rules system and setting I’ve seen in many years.
These rules make you wanna try stuff you see in action movies in the game. <!—s:D—>{SMILIES_PATH}/icon_e_biggrin.gif<!—s:D—>

Eirik

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Posted: 13 May 2008 12:02 PM   [ Ignore ]   [ # 15 ]
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Thanks for the positive feedback Eirik <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Many happy hours of gaming to you, and if you need help with anything Alpha Omega related, just come on by and ask.

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