Bud explains... Combat and weapon lethality in Delta Green: the roleplaying game
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- Опубликовано: 2 окт 2024
- In this video I explain how combat and weapon lethality in Delta Green: the roleplaying game work.
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Such expressive hands,
I began wondering if the two hands would talk to eachother.
Maybe while I sleep...
Thanks for more DG content Bud!
Thanks, really helps for someone who joined delta green just to kill people
Great combat explanation, the rules are not that difficult once you get the hang of it, one thing I never understood are sneak attacks, the book just tells you to either murder the targets when they are unaware or have a +20% to hit if they are unaware but active, this isn't exactly clear so whenever the team did some sentry removal stuff, I simply had them kill the target after a stealth roll, there is simply no way to one shot someone reliably in the game, especially with melee weapons.
Essentially, if an agent is there and they are completely unaware and not alert, they're dead. If they unaware but alert, it's +20%.
@@BudsRPGreview Thanks, I did more or less like this, most of the time they had to quietly take someone out, I just had them roll for stealth and execute the target on a success, there was a time where one of the agents managed to flank someone during a shootout and I had them roll with a +20% but that was basically the only time I did it, in case of sentries and such, I just had them do a stealth roll.
Ive found it makes my players feel on more even ground if they roll a d100 initiative with advantage or disadvantage, thats one of my few home rules. Otherwise this game is fantastic and my favorite overall.
YDGMV
Lmao didn’t expect to see you here.
@@cicero8939 Nobody ever does!
I'm not sure if you check the comments on these older videos at all, but I was curious on what your take is when it comes to the damage that called shots do? Just had this come up in the current game of Ex Oblivione that I'm running, during a possible PC killing situation.
The agent successfully hit a called headshot (even with a -40% to the roll) with a pistol on a bad guy who was picking up a stick of dynamite and was going to blow everyone (himself included) sky-high. Even though the agent rolled a 9 on the damage, the bad guy was still at 3 health afterwards - and therefore not unconscious.
I have scoured the rulebook looking for somewhere that indicates a called shot (specifically a headshot) does more damage. Instead, it seems like called shots are mainly for avoiding body armor and the like. What do you think?
Good question. If you are on Twitter I would message Shane Ivey or Dennis Detwiller. They usually respond with an answer.
@@BudsRPGreview Thats....an incredibly smart idea! I didn't even think of that. I went straight to your channel to find this "tutorial" video because all your videos have been immensely helpful on my journey from being a complete beginner Handler to an Agent killing machine. Thanks!
Thanks for the video, but I was hoping it would clear something up, but it didn't go over it. The rules for reloading weapons seem to be a little vague, I have checked the DG reddit, and it looks like their are multiple interpretations, with some handlers having players keep track of bullets and take a turn to reload, and others only making players reload on fumbles. I am very interested in some perspective on this. I like the idea of not keeping track of bullets, but I am a bit worried it would make automatic weapons a little too powerful. I can also see the horror aspect of running out of bullets at the wrong moment, but I guess it could still happen on a fumble. Any Opinions?
In these videos I am only going over what is in the rulebook. I think the best plan for any rule queries is to maybe tweet Shane Ivey or the official Delta Green account - they will be able to offer the best advice.
@@BudsRPGreview Wow! I got a response from the man himself! Thanks so much for taking the time. Love your channel, thanks for all the hard work, and for getting people like me into this game.
@@Jax7787 now I have to ask what the reply was!
@@stephenmills4392 I did get some clarification. They basically said that while reloading is listed as an action, it depends on your players, and they generally don't when they run games.
This gave me what I was looking for, that not tracking ammo and reloading is an option, and not guaranteed to break the game. Of course this is not an official ruling or anything. A creator just decided to be super generous and offer some advice.
I played Call of Cthulhu for a few months and am looking into Delta Green. I don't understand the pursuit rules in relation to combat. In the Need to Know adventure the monster attempts to run after fighting. Since everyone's speed is the same can they just keep moving 30 feet away from each other unless I call for a dex roll? Also if the pursuit mechanic has the players catch up the monster, does that prevent the monster from just running again?
They should technically be able to keep up with it but once it reaches that tree line it is far less concerned with things like branches and vines etc. Also, if I remember correctly it's Con score is ridiculously high so after running after it for a few rounds I would make them make con checks to keep running. The scenario also mentions that it moves fast and can climb so I would have it creepy spider climb up a tree and then start leaping from branch to branch.
Your names should be Hans
Your name should be Shifting.
I hate rules.
This video probably isn't for you then.