Hello,
I'm a brand new player. I just picked up the Revised Edition rulebook with the intent to ZM for my younger siblings, and after having read through the rules, I'm really confused on a few parts. I'm hoping someone here can help clarify a few things for me.
I realize there are a LOT of questions, here, and that answering them fully could take some time. I'm struggling to get all these rules and not really managing it (I'm used to a much . . . stricter ruleset), so if you could even just answer a single question for me, I would really, really appreciate it. Please don't feel obligated to spend two hours responding to everything.
Also, I only have the main rulebook, and I really don't have the funds to purchase additional, supplementary material, so I'm hopefully just looking for core clarification.
Ranged Attacks in Combat
(1) Page 101 states that you cannot dodge a ranged attack. You either have to choose to dodge or choose to fire back. If this is the case, what is the attack rolling against? Just a static 9? What prevents a Cast Member from using a weapon from behind cover (as 3rd person shooters commonly portray it in games nowadays)?
(2) Bullets get bonuses against "humans" because we're fleshy and stuff. Do the bullet damage bonuses (such as double or triple damage after armor) apply against zombies, too?
(3) The book mentions briefly that you don't have to dodge an attack if you don't want to. If this is the case, does that mean they need only hit a nine to get you? If you choose TO dodge, and get less than a nine, do they use 9 as their target or are they aiming for your lower dodge task result?
(4) Using the aiming rules, if you Aim, then shoot, then aim, then shoot, is that second time you aim at a –4 penalty for being your third action in the turn?
(5) Also, can you move, shoot, then move again?
(6) With Burst Fire or Automatic Fire, do all attacks have to be resolved against one Zombie? Or could your three successful attacks from a high roll be applied to three separate headshots on three separate zombies?
(7) What Task is typically used to reload a gun in combat? A dexterity-based Gun Task?
Killing Zombies
(
I really don't understand how Zombie health (or Dead Points, to use the proper jargon), works. Zombies have a set amount of dead points, but that can be bypassed entirely by aiming for a specific part of the body? Or does the zombie die, regardless, once those dead points are exhausted? Are dead points damage and body-part damage totals tracked separately? Oi, maybe just work me from the ground up on this, one, heh. It's confusing. -_-
(9) If it helps, I plan on running zombies that are destroyed if their brain is destroyed.
Called Shots
(10) The "Outcome Table" on page 95 lists the third success level as the minimum for a called shot to work. But on the called shot table (page 104), it lists that you instead apply a -4. Which of these is correct? Do they both apply? If you get a13, do you subtract four and make it an "Adequate" success doing normal damage to the called out body part, or use the table? Or do you just roll using the table on Page 147 after a successful hit to see where the damage goes?
(11) How does this interface with my above section on Dead Points (which, as of writing this, I thoroughly do not understand).
Success Levels
(12) In regards to success levels . . . are the numbers on the success level static, or dynamic? For example, if you're using a resisted task (say, shooting a zombie), and the zombie dodges with an 11, but you still hit with a 13, is that second level success or third level success?
Multiple Actions in One Turn
(13) So I want to make sure I understand this correctly . . . You can do as many things in one turn as you want, but each extra action takes a cumulative –2 penalty (with the exception of specific ranged attacks, which are detailed on page 102). But what about minor actions like opening or closing an unlocked, unbarred, standard door? Does that take enough time to even worry about it?
(14) The situation I had involved a Cast Member and a zombie waiting on the opposite side of a door. No one wanted to go first for having to take an action to open the door, and thus take a penalty on their attack . . .
(15) Does this only apply specifically to Tasks and Tests? And how much CAN you do in a turn? Is it up to the ZM’s discretion?
Fear
(16) Is it just me, or does the Fear table on page 97 seem . . .murderous. Like, absolutely, horrifically, “NO HUMANS SURVIVE PAST THIS POINT” deadly?
Poison
(17) Does Poison damage occur at the start or end of a Cast Member’s turn?
Turn Order
(18) On page 98 it details "Turn Steps." The wording is a little vague, here. Do all Cast Members and Zombies perform their Step 3 before anyone performs Step 4? Or does each character do step 3, then step 4, then it goes to the next character?
(19) Also, Step 5 talks about "further tasks." Does this mean that if you want to do additional actions (like take a second, third, or fourth shot with your gun), it comes after your opponents' first action?
Speed
(20) How does speed work in terms of Turns? If a Cast member has 3 Dexterity and 3 Constitution, they have 12 speed, right? Which means they can sprint at 12 miles per hour? And they go 6 yards per second? What limit does that place on turn-based speed. Can a Cast Member move a full 30 yards and still take an action or actions? Wouldn't this make it really, really easy to blow zombies away with Ol' Trusty, Grandpa Jim's favored hunting rifle? I fear I must be misunderstanding this, heh. Or possibly even how turns just work in general. Is there a limit on the number of actions you can take (other than the practical limit caused by incredibly declining Task/Test penalties?
Appropriate Encounters
(21) It says (somewhere in there, heh . . . forgot to mark this one on my notes), "A cast member can handle a # of zombies with a power level equal to the character points used to build the character." Is that the total number of points they start with, or just attribute points, or some weird mix? For example, Norms get 14 points for attributes, 5 points for qualities, 10 points for drawbacks, and 30 points for skills. Does that mean their total Character Points are 49? Or 54 counting drawbacks? or 14 counting just attributes?
(22) How does leveling up affect the "Total Character Points"? For example, if my players together have 98 points worth of Character Points and each gain 3 experience points, should I then be using 104 points of Zombie Power Levels to challenge them appropriately?
Qualities
(23) The "Contacts" quality, do you get one contact per point spent, or does purchasing the quality mean you have a number of 1-point contacts? Would two points mean two 1-point contacts or a number of 2-point contacts?
(24) From a min/maxxing point of view . . . why would a Cast Member ever not take Impaired Senses: Taste? Is there a hidden drawback to this that I’m not aware of? I scared my players into not taking it by BSing them, but it seems like a no-brainer in terms of trade-off (just like Acute Vision or Acute Hearing is pretty awesome on the other spectrum). What about Impaired Touch? What would that ever even affect?
(25) . . . How the heck does the “Status” quality work? O.o Page 46 states that “wealth and Status are often linked; a character gets a bonus to his status equalto one-half his resources level (if positive).” If you have resource level 2, does that automatically give you Status level 1? If you purchase Status 1, does it get bumped to 2? If you purchase –5, would it get bumped to –4? What does Status reflect? Is it sort of a tertiary stat that’s tracked, like fame or reknown? Heh, alright, maybe just go back to “How does this work.” I think I confused myself. -_-
Skills
(26) One of my players wants to get Craft (Guns). He wants to be able to repair and possibly make his own guns in the field. What uses of this skill would most ZMs allow with only basic supplies (i.e., no machine shop or the like)?
(27) Are zombies allowed to dodge? Without training in the skill, they would use their dexterity of sucky and subtract 2, generally resulting in a roll below 9, anyway. How do skill tasks work for non-cast members?
(28) Can any Skill have a Specialty? Could a Cast Member specialize in “12 gauge shotguns” with the Gun: Shotgun skill and thereby get a +2?
Zombie Abilities
(29) How does the ZOmbie Ability "Iron Grip" work? Their strength counts as 10 when attempting to grab or hold on to something? And what determines their damage?
(30) How come zombie intellects can only be purchased up to 2? I kinda want to make a zombie with intelligence 5 . . . You know, as a fun, later boss for my Cast Members.
Equipment
(31) One of my players wants to purchase C-4. I know I said earlier I wanted to stay core, heh, but he really wants it. Are there any existing rules out there for plastic explosives and shaped charges and the like?
(32) How do most ZMs adjudicate gear and item purchase? With resource level 0, a player could argue that they spent their $15,000 entirely on guns and ammunition (/eyeroll). Do most ZMs allow a percentage to be used for liquid assets or usable possessions?
Endurance
(33) How does Endurance loss work in combat? D4 lost per turn seems excessive, especially considering the typical scene involves a near-constant running battle . . . am I interpreting this incorrectly?
Um, wow, so, that was even more than I thought it would be. Like I said at the start, I fully understand if no one here is up for helping me on this, but even helping me on just a few questions would be greatly appreciated. Thank you all so much.
I'm a brand new player. I just picked up the Revised Edition rulebook with the intent to ZM for my younger siblings, and after having read through the rules, I'm really confused on a few parts. I'm hoping someone here can help clarify a few things for me.
I realize there are a LOT of questions, here, and that answering them fully could take some time. I'm struggling to get all these rules and not really managing it (I'm used to a much . . . stricter ruleset), so if you could even just answer a single question for me, I would really, really appreciate it. Please don't feel obligated to spend two hours responding to everything.
Also, I only have the main rulebook, and I really don't have the funds to purchase additional, supplementary material, so I'm hopefully just looking for core clarification.
Ranged Attacks in Combat
(1) Page 101 states that you cannot dodge a ranged attack. You either have to choose to dodge or choose to fire back. If this is the case, what is the attack rolling against? Just a static 9? What prevents a Cast Member from using a weapon from behind cover (as 3rd person shooters commonly portray it in games nowadays)?
(2) Bullets get bonuses against "humans" because we're fleshy and stuff. Do the bullet damage bonuses (such as double or triple damage after armor) apply against zombies, too?
(3) The book mentions briefly that you don't have to dodge an attack if you don't want to. If this is the case, does that mean they need only hit a nine to get you? If you choose TO dodge, and get less than a nine, do they use 9 as their target or are they aiming for your lower dodge task result?
(4) Using the aiming rules, if you Aim, then shoot, then aim, then shoot, is that second time you aim at a –4 penalty for being your third action in the turn?
(5) Also, can you move, shoot, then move again?
(6) With Burst Fire or Automatic Fire, do all attacks have to be resolved against one Zombie? Or could your three successful attacks from a high roll be applied to three separate headshots on three separate zombies?
(7) What Task is typically used to reload a gun in combat? A dexterity-based Gun Task?
Killing Zombies
(
(9) If it helps, I plan on running zombies that are destroyed if their brain is destroyed.
Called Shots
(10) The "Outcome Table" on page 95 lists the third success level as the minimum for a called shot to work. But on the called shot table (page 104), it lists that you instead apply a -4. Which of these is correct? Do they both apply? If you get a13, do you subtract four and make it an "Adequate" success doing normal damage to the called out body part, or use the table? Or do you just roll using the table on Page 147 after a successful hit to see where the damage goes?
(11) How does this interface with my above section on Dead Points (which, as of writing this, I thoroughly do not understand).
Success Levels
(12) In regards to success levels . . . are the numbers on the success level static, or dynamic? For example, if you're using a resisted task (say, shooting a zombie), and the zombie dodges with an 11, but you still hit with a 13, is that second level success or third level success?
Multiple Actions in One Turn
(13) So I want to make sure I understand this correctly . . . You can do as many things in one turn as you want, but each extra action takes a cumulative –2 penalty (with the exception of specific ranged attacks, which are detailed on page 102). But what about minor actions like opening or closing an unlocked, unbarred, standard door? Does that take enough time to even worry about it?
(14) The situation I had involved a Cast Member and a zombie waiting on the opposite side of a door. No one wanted to go first for having to take an action to open the door, and thus take a penalty on their attack . . .
(15) Does this only apply specifically to Tasks and Tests? And how much CAN you do in a turn? Is it up to the ZM’s discretion?
Fear
(16) Is it just me, or does the Fear table on page 97 seem . . .murderous. Like, absolutely, horrifically, “NO HUMANS SURVIVE PAST THIS POINT” deadly?
Poison
(17) Does Poison damage occur at the start or end of a Cast Member’s turn?
Turn Order
(18) On page 98 it details "Turn Steps." The wording is a little vague, here. Do all Cast Members and Zombies perform their Step 3 before anyone performs Step 4? Or does each character do step 3, then step 4, then it goes to the next character?
(19) Also, Step 5 talks about "further tasks." Does this mean that if you want to do additional actions (like take a second, third, or fourth shot with your gun), it comes after your opponents' first action?
Speed
(20) How does speed work in terms of Turns? If a Cast member has 3 Dexterity and 3 Constitution, they have 12 speed, right? Which means they can sprint at 12 miles per hour? And they go 6 yards per second? What limit does that place on turn-based speed. Can a Cast Member move a full 30 yards and still take an action or actions? Wouldn't this make it really, really easy to blow zombies away with Ol' Trusty, Grandpa Jim's favored hunting rifle? I fear I must be misunderstanding this, heh. Or possibly even how turns just work in general. Is there a limit on the number of actions you can take (other than the practical limit caused by incredibly declining Task/Test penalties?
Appropriate Encounters
(21) It says (somewhere in there, heh . . . forgot to mark this one on my notes), "A cast member can handle a # of zombies with a power level equal to the character points used to build the character." Is that the total number of points they start with, or just attribute points, or some weird mix? For example, Norms get 14 points for attributes, 5 points for qualities, 10 points for drawbacks, and 30 points for skills. Does that mean their total Character Points are 49? Or 54 counting drawbacks? or 14 counting just attributes?
(22) How does leveling up affect the "Total Character Points"? For example, if my players together have 98 points worth of Character Points and each gain 3 experience points, should I then be using 104 points of Zombie Power Levels to challenge them appropriately?
Qualities
(23) The "Contacts" quality, do you get one contact per point spent, or does purchasing the quality mean you have a number of 1-point contacts? Would two points mean two 1-point contacts or a number of 2-point contacts?
(24) From a min/maxxing point of view . . . why would a Cast Member ever not take Impaired Senses: Taste? Is there a hidden drawback to this that I’m not aware of? I scared my players into not taking it by BSing them, but it seems like a no-brainer in terms of trade-off (just like Acute Vision or Acute Hearing is pretty awesome on the other spectrum). What about Impaired Touch? What would that ever even affect?
(25) . . . How the heck does the “Status” quality work? O.o Page 46 states that “wealth and Status are often linked; a character gets a bonus to his status equalto one-half his resources level (if positive).” If you have resource level 2, does that automatically give you Status level 1? If you purchase Status 1, does it get bumped to 2? If you purchase –5, would it get bumped to –4? What does Status reflect? Is it sort of a tertiary stat that’s tracked, like fame or reknown? Heh, alright, maybe just go back to “How does this work.” I think I confused myself. -_-
Skills
(26) One of my players wants to get Craft (Guns). He wants to be able to repair and possibly make his own guns in the field. What uses of this skill would most ZMs allow with only basic supplies (i.e., no machine shop or the like)?
(27) Are zombies allowed to dodge? Without training in the skill, they would use their dexterity of sucky and subtract 2, generally resulting in a roll below 9, anyway. How do skill tasks work for non-cast members?
(28) Can any Skill have a Specialty? Could a Cast Member specialize in “12 gauge shotguns” with the Gun: Shotgun skill and thereby get a +2?
Zombie Abilities
(29) How does the ZOmbie Ability "Iron Grip" work? Their strength counts as 10 when attempting to grab or hold on to something? And what determines their damage?
(30) How come zombie intellects can only be purchased up to 2? I kinda want to make a zombie with intelligence 5 . . . You know, as a fun, later boss for my Cast Members.
Equipment
(31) One of my players wants to purchase C-4. I know I said earlier I wanted to stay core, heh, but he really wants it. Are there any existing rules out there for plastic explosives and shaped charges and the like?
(32) How do most ZMs adjudicate gear and item purchase? With resource level 0, a player could argue that they spent their $15,000 entirely on guns and ammunition (/eyeroll). Do most ZMs allow a percentage to be used for liquid assets or usable possessions?
Endurance
(33) How does Endurance loss work in combat? D4 lost per turn seems excessive, especially considering the typical scene involves a near-constant running battle . . . am I interpreting this incorrectly?
Um, wow, so, that was even more than I thought it would be. Like I said at the start, I fully understand if no one here is up for helping me on this, but even helping me on just a few questions would be greatly appreciated. Thank you all so much.
