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Combat sheet for the Advanced Engine Role-playing game system
Display effects of endurance/run on movement.
Allow specifying current target range, for which the penalties would be automatically calculated, taking into account current lighting conditions, weapon ranges and weapon addons.
Currently does not show the bleeding or slug in effects.
Instead of fixed ranges, the ranges should be calculated from weapon and ammunition base statistics.
Now it is too easy to nuke the last sheet for, e.g., a PC.
Natural weapons should use Toughness and Hardened Skin edges to calculate durability and lethality.
The Durability of natural weapons (for example, fists or bear paws) is calculated as follows: Attack base lethality + Hardened Skin LR + Toughness L/2. When natural weapons are damaged, their owner takes non-lethal damage.
Accumulated weight for the character should penalize skill checks.
If possible, the effects on the stats should be itemized somehow to make it easier to troubleshoot and modify the characters loadout.
It would be much easier to demo and develop if the system could be orchestrated to be setup to docker containers.
Level of instinctive fire should be displayed and effect indicated near weapons that can take advantage of the skill.
Both stamina and lethal.
This allows different tech levels to have different transient effects, such as drunkenness, potions, hormone boosts etc.
Near skill checks for firearms, at least.
Current campaign would really benefit.
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