Yesterday we played a session using this ruleset. Here are a few things we wondered about:
When using a semi-auto or full auto attack, you fire multiple projectiles. When calculating damage to the target, is damage reduction (Armor and Toughness) applied individually to each shot, or only once to the combined damage value?
The rule set gives some distance in single-digit Bio, which I have assumed to be “one square” due to the conversion from Bio to feet. This works fine for movement, and for attacks such as the Chain melee weapon, which has a 2 Bio range (+1 square, essentially). Powers, however, suddenly lists range as “100 bio” or “150 bio”. Should we assume these can hit anywhere on the battle map, and that the max range only really factors in outside of combat?
Ranged weapons tend to have a range of 50 bio. They gain bonuses or penalties when fired outside this range. “Short range”, which would be 25 bio, gives a +10 to hit. As 25 bio (compared to other ranges) would be something like 25 squares on the map, how do I handle this in combat?
“Point blank” is easily understood, as it’s basically firing when standing right next to the target. This would most likely make the ranged fighter Engaged in Melee on the next turn, if attacked, so I can see why Point Blank is at it is. The short/regular/long range seems different for powers and other distances, so I’m sorry if this is covered in the rules and I can’t see it.
Most of our players are using a Toa character. They have 8 Armor by default, plus the Toughness factor of at least 3 due to starting stats. Great Attribute (Toughness) doubles their factor, even. This means that a basic Toa has a 14 damage reduction.
The bestiary isn’t that big, but most creatures seem pretty weak (built for Matoran players, I imagine?). As the GM I made the decision to double the stats of the Burnak, for example, but even then the Burnak died pretty quickly without dealing any damage, due to low rolls. I mention this mostly because I think Toa players need a challenge, and the current stats don’t seem to factor in how much damage reduction Armor+Toughness actually gives.
Apart from some confusion about this (and scrolling back and forth through the PDF a lot :P) we had fun, and the system works pretty well. Nice work on it.
EDIT: More questions: Is there friendly fire in this game? If you launch an explosive attack at target, will allies also be affected inside the blast radius? What if you miss a shot at a target Engaged in Melee?
When using a Mask of Speed, your movement rate triples and you gain 2 AP. If you move, then attack, can you use your extra AP to move again? If you can, does the next move still have the movement boost from the mask?
When using a Mask of Flight, you gain the relevant Trait with a movement speed of 10. You are forced to move the full distance when you Fly, correct? Further, does the mask last for 1 turn per mask charge spent, or does 1 charge last until you choose to stop moving?
Finally: Activating a Kanohi costs 1 mask charge, but costs 0 AP, is that correct?