Date: Thu, 26 Aug 1999 17:10:57 -0400 From: Geoff Wedig Subject: Re: [7th Sea RPG] Firearms and new Knacks.. Chris Bruscas wrote: > > Mark Kilfoil wrote: > > > Trick Shots seem just a bit out of sorts with the inaccurate > > guns; given that it's hard enough to hit a person just a > > few feet away, why and how could a person bounce the ball off > > the wall, through the drink, off the bell and into the guy's > > back? > > Well sure it doesn't fit with the reality of these guns but I think it > makes for great swashbuckling. That being said I wouldn't make special > rules out of it just assign them a few raises to get the effect and be > done with it. > Actually, do less than that, *don't* assign raises for it. Use the Feng Shui standard: If it doesn't do something special that's beyond a normal attack (ie, get ball into opponent at high velocity) don't assign raises for it, just go with it. Now, if the musketeer wanted to use such an attack to taunt or scare the *rest* of the opponents, or he wanted the bullet in the back so he could 'prove' he wasn't the killer ("But Senor, I was standing in front of Messiur DuMont") then you go right ahead and assign a raise or two. Mind, I'd only allow this in reason. A shot like described above is a little high for my 'silly factor' (although if it were a missed shot... maybe), but that's just me. Geoff -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.