.ehh ? I'm having a bit o' trouble using the system ....what I'm thinking of is the way damage is added...The weapons are now with a single DEF number instead of each having the individual damage table and the second damage roll as in -> (KULT 1 edition).....it also has a..Hit Effect Modification Table...that will modify your DEF with -5, -2, 0, +2, +5....wich means that you can not actually "kill" a creature/NPC in Kult with a weapons of DEF 12 or less....without using...Special Bullets, Point blank range or a Perfect hit !...on a weapon that may be very lethal.... The way to determine damage was (in my opinon) better in KULT(1).. but I still haven't found a good way to convert the present DEF..to a Dam-table....ideas ?? please reply !!
Also the armor section is a bit screwed up .....ex.: "he is walking down the corridor...etc.
etc.....suddenly the mad-scientist leaps from the darkness...n' thrust's a knife in his back ...." auch
!! - the attacked person is wearing a bullet proof vest, that serves some protection against the
knife....but ...Tadaaaaa ..the person is also wearing a green army helmet ....and can add another 3
to his armor factor...(I assume that the helmet goes on the head...or ? ) ......maybe I should have
brought some silk gloves and a jockstrap...I would have been invulnerable...) . If anyone has
worked their way around these minor problems please reply..!
Consistency seems to have eluded the writers of the second edition. Although they introduced the new DEF all of the creatures that they stat out use the old first edition individual damage tables. My solution to the problem is to ignore the whole DEF idea and use the first edition combat rules. If you really like the DEF concept it will require a lot of work on your part to convert all of the creatures. And just what would the DEF of a Razides claws be anyway?
As far as the armor problem goes, once again refer to the first edition which had a hit location table (it is on the GM Screen as well) and then that nasty overall protection from a helmet problem disappears.
After these solutions you may ask yourself why you picked up the second edition in the first
place, but there are some good things in the book, and the DEF idea is not necessarily a bad one
if they had just used it throughout the whole thing instead of leaving it to the GMs to come up
with the DEFs for all the nasty critters.
Does anybody know witch way to determine the effect when using projectile weapons in Kult.
The beginning of 2nd edition stated that a separate throw for effect is used, but in the combat
system section it says that you calculate the difference (the usual way) and then do some other
things. (Which I do not have a problem with) Could somebody please help me with this?
You are certainly not alone in being confused by whatever it was they were trying to do with the 2nd Edition. It appears that the writers had a new idea for the system at the last moment and just fired it in without making sure it meshed with the rest of the rule book. The simple solution is to ignore the new combat rules and just use the 1st Edition ones. In the 2nd Edition, all weapons are supposed to have a Damage Value, but none of the creatures have this DV and in fact are written up for the 1st Edition rules with their separate damage charts. Instead of trying to come up with the DVs for all the creatures I choose to ignore the 2nd Edition combat completely. If you do not have the 1st Edition then you will have to come up with the DVs or use another system for combat. (This is what I finally gave up and did, converting the whole mess to the Corps system by BTRC - the conversions are on my Kult web page if you are interested)