I'm moving the discussion from BSGU over to here because talking about FS3 in two different threads is a little weird.
@kitteh said in BSG: Unification:
Certainly, it was explicitly pointed out that this is the assumption of FS3; one round isn't a half second of quick reflex action, it's some vague (but considerably longer) stretch of dogfighting that is at least enough for some significant maneuvering and exchange of fire at probably multiple points throughout. So it's not 'how much do people really miss' but rather 'how often do professionals fail to carry out their job at all.'
Close. As evidenced by the ammo tracking (which takes off one round per combat action), a FS3 turn represents one attack. Now it's assumed that you’re not sitting still pumping round after round after round downrange. There's going to be a pause in-between shots for maneuvering, tracking your target, etc. So it really is one attack = one shot = one miss.
(Before anyone says it - I know, I know, that’s not a perfect reflection of real combat. It’s just a game.)
Anyway, there seems a lot of hate here for 'people complaining about missing' (ie, probably at me) but also a lot of it seems completely stripped of the context of the original thread. It wasn't really about 'omg we miss so much wah wah,' it was about whether or not there was ample opportunity for lower-skilled PCs to actually have fun in combat…
I don’t know who specifically you were replying to there but just to clarify ... when I brought up complaints about missing, I certainly wasn’t intending to hate on anybody or single anybody out. As @ThreeEyedCrow said, it’s a recurring theme that’s been brought up time and again on FS3 games for ten years.
And in large part I agree with it. It’s not fun to miss all the time. It’s not fun when you build a character around a concept of being good at X, and then the one time you have to use X in a scene, you fail (even if you would’ve succeeded at that roll 95% of the time overall). It's boring when combat rounds are just everyone whiffing at each other (in fact, I've been known to immediately trigger another turn when that happens).
I just don’t know how to fix that with dice. Dice will always be random - that's what they're for. If you look at the combats on BSGU, one could argue I’ve tuned it too much in the direction of being a cakewalk. There have been like two PC KOs in 7 months of constant combat. We’ve got two people who are nearly triple-aces. And yet I still get people (not just you!) who aren’t having fun because they feel like they miss too much.
Maybe I take the criticism too much to heart but I just want people to have fun. And, well, it’d be nice if they didn’t hate my system.