Delta green?

Rules problems that have actually come up over a couple months of playing/running the game

>The bond system is overloaded, taking the place of a character's social network, finances, resources and job
>The double tap rules mean that shooting someone twice with a rifle does more damage than emptying the magazine into them
>The rules for recreating bonds mean that, if your sanity is low, you're better off letting a bond hit 0 and then trying to reestablish it with a CHA*5 test, rather than trying to salvage it by maintaining responsibility
>The interrogation rules are an opposed Persuade test. Instead of rolling POW*5 or Sanity to resist torture, you roll Persuade (to ask them nicely to stop?)
>The initiative rules mean that if you have a lot of characters with the same Dexterity, they all act simultaneously. This causes a clusterfuck as the GM has to adjudicate exactly what happens when
>Too many mechanics rely on characters having obscure skills. Creating faked documents uses the "Craft: Forgery" skill, as does identifying them. Thus, almost nobody can create forged documents, but if you can do it, nobody will ever catch you
>The agent's book gives bad advice about what stats to invest in. "Combat characters" need high DEX, but all the backgrounds suggest CON and STR instead
>Most of the published adventures have a mandatory shootout somewhere in them. If nobody in your party is kitted out for a fight, this can be a game ender, as one person shooting first with an automatic weapon can end a fight before it begins. Note that this is a problem with old school Call of Cthulhu as well, see Masks of Nyarlathotep
>The rules for activating and repressing mental disorders require the player to make the exact same SAN test three times in a row
>A bunch of other stuff that would take this post over the character limit

Rules problems that have not come up

>Everything else people are arguing about in this thread

Having played some DG I agree with all of this.

FUCKING BUMP

I can't wait for the Case Officer's book. I've got a mini-campaign to drag my players through, but I always want more ideas to make them suffer. Does anyone have a useful repository of DG style stuff outside of their shotgun scenarios, etc?

Stats impact on skills as they limit them. Max. skill score at character creation is stat x5.

The rule clearly states that you only roll if something is at stake or some risk is implied.

For example, the agents captured a cultist, brought him back in some safehouse for interrogation. For some reason they decide to bash his kneecaps with a baseball bat - no roll is needed.

Second example, the characters entered a cultist camp. As they hide in the shadow a guard passes them. Player A decided to take him out with a garrote to steal his clothes - roll is needed because on failure guard might alert the sleeping cultists.

Where in the book does it say this? Are you sure you aren't thinking of old DG?

>The bond system is overloaded, taking the place of a character's social network, finances, resources and job
The character's resources is mainly dictated by his job and his ability to secure resources (usually with the Bureaucracy skill).

>The double tap rules mean that shooting someone twice with a rifle does more damage than emptying the magazine into them
Double tapping is basically performing to separate attacks. Armor is deducted from each attack. With a rifle it would be 1d12 - armor plus 1d12 - armor.
Full-auto inflicts Kill Damage which has 10% chance of immediately killing each target within the area of effect (from 1 to 3m with small arms). If the targets don't get killed from that, the attack still inflicts 2d10 damage - armor to each. Even if the target doesn't get killed, it might get pinned down and lose sanity.
I agree that full-auto covers mostly suppressive fire and that a rule for short controlled bursts is missing. Nonetheless, considering that humans have usually 8 to 15 Hit Points, double tap and full-auto are both pretty lethal. Also, keep in mind the roll only if it matters. If you're executing prisoners, you shouldn't have to roll for damage.

>The initiative rules mean that if you have a lot of characters with the same Dexterity, they all act simultaneously.
That's not such a problem. It happens in many other games, too.

>Most of the published adventures have a mandatory shootout somewhere in them. If nobody in your party is kitted out for a fight, this can be a game ender,
The solution is simple: Don't play published adventures. Also, shootouts are deadly, especially if you fall in an ambush, unprepared. Finally, all experienced CoC player will tell you that you should always play a character who can handle himself in a fight.

>as one person shooting first with an automatic weapon can end a fight before it begins.
If you lay down an ambush you don't expect getting wiped out.

>Double tapping is basically performing to separate attacks. Armor is deducted from each attack. With a rifle it would be 1d12 - armor plus 1d12 - armor.

Carbines firing intermediate cartridges have 3 AP. Rifles firing full caliber rounds do D12+2 armor and have 5 AP. For a target to take more damage from 2D10 than D12+2-armor plus D12+2-armor it would need quite a bit of armor. There's also the fact that most monsters are immune to the instant kill effect of lethality (at least going by the preview material from the handler's book)

Best Call of Cthulhu setting. Convergence is a classic scenario that will almost always end in a TPK.