In the official rules, characters level up at a breakneck pace in small groups, but slower in large groups. Since my group won’t always have the same number of players, this may give regularly attending players too much of an advantage (they already get an advantage from their presence). So I [...]
Posts Tagged ‘rules’
Adjusting for one-shots by Gregor Hutton
Give Troopers a Strength each and no Weaknesses. Give the Corporal and the Sergeant a Weakness each and no Strengths. Give everyone a single Development Roll before starting play. This can be used for the usual stuff (weapon upgrade or gaining a new weapon only, since they can’t gain rank as t[...]
2 Optional Rules: Making NFA challenges cost Threat and Failures act first
Making NFA challenges cost Threat So, our 3:16 game had this problem. Which is that the GM loved to call for NFA rolls. Sometimes, he puts consequences on NFA rolls that impacted the combat game, such as taking away a soldier’s gun. This got to be a serious problem when it resulted in our squa[...]
Forgive Me, Gregor, for I have Sinned by Skinner's Pigeon
Okay, so I love 3:16. I think it’s the bee’s knees, elbows, and spleen. But my players just aren’t getting into it with the same gusto. Fortunately, one of my players is also my wife, so I have plenty of opportunity to grill her for feedback. We have determined, after much analysis[...]