Chain Reaction 2015

Answers to your CR 3.0 and Swordplay questions.

Chain Reaction 2015

Postby Redmao » Thu Jul 16, 2015 7:42 pm

I saw in the new section that CR 2015 is coming.
What's new?
Does it use the fun new LtL mechanics or is it entirely something else?
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Re: Chain Reaction 2015

Postby THW » Thu Jul 16, 2015 9:22 pm

Redmao wrote:I saw in the new section that CR 2015 is coming.
What's new?
Does it use the fun new LtL mechanics or is it entirely something else?


New melee - no more evenly matched.
New shooting - No more Knock Down Recovery or Hunker Down.
Few other small tweaks but does make the games play faster while still keeping the base mechanics.
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Re: Chain Reaction 2015

Postby Redmao » Fri Jul 17, 2015 1:55 am

Looking forward to it!
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Re: Chain Reaction 2015

Postby Whiteface » Fri Jul 17, 2015 9:26 am

Will there be a new version of CR Swordplay?


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Re: Chain Reaction 2015

Postby THW » Fri Jul 17, 2015 12:01 pm

Whiteface wrote:Will there be a new version of CR Swordplay?


Whiteface / Oliver



Probably, not sure when.
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Re: Chain Reaction 2015

Postby jamemurp » Fri Jul 17, 2015 8:55 pm

I am curious on the design aspect of it. Is it just to simplify and speed gameplay? I don't know that I have found the recovery rolls to slow things down a lot and am a bit concerned that damage will become a bit all or nothing and that suppression may not be much of a factor.
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Re: Chain Reaction 2015

Postby THW » Fri Jul 17, 2015 9:20 pm

jamemurp wrote:I am curious on the design aspect of it. Is it just to simplify and speed gameplay? I don't know that I have found the recovery rolls to slow things down a lot and am a bit concerned that damage will become a bit all or nothing and that suppression may not be much of a factor.


It speeds up play but doesn't simplify it. Higher Reps that benefited from the Recover from Knock Down Test now have the same benefits, just rolled into the damage table.

The big melee difference is no carry over melees. No evenly matched, instead another round of melee is fought until there's a winner and loser. Lose a melee but not OOF or OD? Drop 1 point of Rep and fight again. After the melee is over all lost Rep during melee comes back. It represents gaining the upper hand in the fight as opposed to damage.

Suppression is even stronger now than before.

I've played it many, many times. Has the same feel, yields same results, but needs less dice rolling and time to play.
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Re: Chain Reaction 2015

Postby Lucky Luke » Sat Jul 18, 2015 10:10 pm

I'm quite surprised to see that weapon's impact factor is gone. I got it right, the effect of a weapon is a function of terget'so REP?
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Re: Chain Reaction 2015

Postby THW » Sat Jul 18, 2015 11:15 pm

Lucky Luke wrote:I'm quite surprised to see that weapon's impact factor is gone. I got it right, the effect of a weapon is a function of terget'so REP?



Correct, the effects of a wound from a bullet is tied into the strength, willpower, etc (Rep) of the figure being hit.
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Re: Chain Reaction 2015

Postby Lucky Luke » Sun Jul 19, 2015 5:31 am

I'm wondering about the difference between a light pistol bullet and a assault rifle one...or a grenade blast hit!
"All the weapons were created equal..." :mrgreen:

I could suggest a REP modifier?
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