after a quite long break I am writing to you again. I currently redesign the whole game to fit my needs and setting, and I found one thing quite peculiar. There is a rule inconsistency that only happens in combat.
On p. 13 "The Moving Parts" you say:
In combat, however, Reqs are only used in ranged combat and not in melee combat. The combat rules itself make use of a very different mechanism to resolve conflicts than the simple skill checks and I find that very irritating. Second problem I have: For me, the split of the CP in ranged combat seems very forced and I currently try hard to work around that. The Accuracy check is kind of nonsense, since you roll on the Wound Wheel chart anyway and can then see what you hit. I know the Accuracy check exists to push the damage outcome, but it just seems not right. Have tried any alternative method?If you ever get confused about how to modify something or where the moving parts go, just remember: Dice are what your character brings to the table. Their skills, attributes, traits, and general resources.
TNs represent the conditions under which the character is attempting the task.
Reqs represent the objective difficulty of the thing being tried.
I am sure you playtested this many times, but have you ever thought about using the payment method in ranged combat aswell? I altered the ranged combat rules and made it so that you throw your whole CP at once minus the dice for complications and minus the dice for homebrew moves and it worked quite well. Another idea was to just split the ranged combat into half aswell with the option to shoot twice, but I found this not very promising.
This whole points may be not as necessary to you as it is to me, since I am rewritting the SnS rules to fit a Cyberpunk-Setting and rely heavily on guns.
Also, I do not find that the CPs get too large with the first method since I am very generous in applying consequences and encourage players to take risks and fight with style.
What do you think?