Page 1 of 2 12 LastLast
Results 1 to 15 of 27

Thread: Falling Prone

  1. #1
    Join Date
    May 2003
    Posts
    27
    Rep Power
    0

    Falling Prone

    I did a search, and didn't find an answer to my question.

    But what benefit is falling prone? FRED-Revised says you lose half your DCV, but you may gain bonuses due to concealment.

    In a game I ran recently, a pc dropped prone and fired on an NPC 8" away (who was standing). The PC did not drop behind anything - there was no wall or other opportunities for concealment. So does the PC just simply lose half their DCV with no other benefit? Or, because just their 'head and shoulders' are showing, they get a bonus of +4? How does this work in a campaign that uses Hit Locations?

  2. #2
    Join Date
    Sep 2003
    Location
    Greensboro, NC
    Posts
    3,450
    Blog Entries
    4
    Rep Power
    139859

    Re: Falling Prone

    If it's still included, you could count them as "Braced" for their own shooting purposes.
    Zombies allow GMs to give players practice in outsmarting things. Start with mindless things like zombies - if the players succeed in outwitting them, start working your way up.


  3. #3
    Join Date
    Dec 2003
    Location
    Bournemouth, UK
    Age
    46
    Posts
    13,230
    Rep Power
    421497

    Re: Falling Prone

    I THINK the rule used to be that dropping prone halved your DCV for attacks launched from adjacent hexes, but not against ranged attacks at greater distance, when you got cover bonuses instead. Something like that. Not a bad rule.

    I Like MitchellS's analysis of the perils of flying attackers: I suppose most flying blasters rarely attack from diretly above, but the above rule could deal with that, I suppose: if a prone target is in an adjacent hex, IGNORING THE HEIGHT COMPONENT, then they get half DCV, otherise cover bonuses apply.
    ________________________________________

    The Ministry of Stupid Ideas

  4. #4
    Join Date
    Mar 2003
    Location
    The 11th Dimension
    Age
    37
    Posts
    8,004
    Blog Entries
    7
    Rep Power
    91348

    Re: Falling Prone

    I kinda use a funky combination of what the others have suggested.

    If you are prone, you lose mobility, so your DCV is halved versus all attacks. If you want to attack while prone using a ranged attack, you can count yourself as being Braced unless the GM feels this is innappropriate.

    If attacked while prone, the attacker may have an OCV penalty based on how far away he is and how much elevation he his. Generaly I give a -1 put hex away from the target up to a max of -4, starting with -0 for the Adjacent hex. These penalties may be modified based on the attacker's height.

    I'll to the same for attacker striking from above on a target that is standing. They'll receive an OCV penalty as above, but only at half value (unless the target is flush against something blocking some angles of fire). The target still get's his full DCV against such attacks though and is not considered prone.
    "Is there a hero somewhere, someone who appears and saves the day
    Someone who holds out a hand and turns back time"

    - Poets of the Fall, Locking up the Sun

  5. #5
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,557
    Rep Power
    89766

    Re: Falling Prone

    If the character is doing it on purpose to get cover, I give them 1/2 DCV, but limited cover against ranged attacks from attackers that are at least 4" away (where the Range Penalty starts to kick in). I believe I usually call it half covered. I increase this if there is clutter about (furniture, varying elevations, vegetation, etc.). I don't give a cover bonus (or give a lesser one based upon terrain only) if the character did not go prone on purpose (was Knocked Down/Back, suffered a Move Through, executed a Dive for Cover, etc.).

    Otherwise, I consider being prone to be a serious disadvantage, and impose major penalties. If you make a HTH attack against someone, you get the same penalty as if you are using a much smaller weapon than them (-1 to -3). PSLs that apply to using a smaller weapon (which I tend to give to martial artists) apply. You are 1/2 DCV against all attacks. That's not to say that a clever character can't take advantage of the situation to make a surprise attack, use Acrobatics, etc., but it is the way I handle it in general.

    For flying characters, I tend to ignore effects of elevation on target profile, except in extreme circumstances. I figure a flying character has enough maneuverability and space to move that any such bonus can be negated. I would probably negate any ranged cover bonus based only on being prone against flying attackers as well, but I don't think I've ever had the situation arise.

    Just the way I do it, and pretty much for Heroic games; for Superheroic ones, I tend to just go with the explicit, simple rules.

  6. #6
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Falling Prone

    Quote Originally Posted by MitchellS
    Prone is one of the faults in the game system that will need to be address at some point. The problem is that in a game where you have 180 degrees of fighting perspective there is no way to decide what type of advantage you gain from prone. In the real world a soldier falls flat and becomes harder to hit because he does not need to worry about dealing with attackers flying above him. If you use real logic then flyers would always take minuses to hit standing people because they would appear prone to them. This is like smaller people being hard to hit and larger being easier, but shrinking gives no plusses to OCV against normals and growth gives no minuses to OCV against normals. For some things in the game you must just err on the side of simplicity.
    And to continue on this point... not have read 5th Cover to Cover... I'm assuming there is still no "relative modifiers" in Hero?

    i.e. Smaller character gets relative OCV bonuses against a larger target? Smaller target gets increased difficults vs. range? Range should be "relative size to relative size" in fact. Smaller attacker has increased range dificulty modifiers because distance is now "farther" for them in a relative state.

    These things are NOT a part of Hero... correct?

    Just checking.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  7. #7
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,557
    Rep Power
    89766

    Re: Falling Prone

    Quote Originally Posted by RDU Neil
    And to continue on this point... not have read 5th Cover to Cover... I'm assuming there is still no "relative modifiers" in Hero?

    i.e. Smaller character gets relative OCV bonuses against a larger target? Smaller target gets increased difficults vs. range? Range should be "relative size to relative size" in fact. Smaller attacker has increased range dificulty modifiers because distance is now "farther" for them in a relative state.

    These things are NOT a part of Hero... correct?

    Just checking.
    Correct...except that the DCV bonuses or penalties due to a character's Growth or Shrinking (respectively) are canceled by similar levels an opponent has.

    For example: if Arkaba has -6 DCV due to Growth and Beornewit has -2 DCV due to Growth, then Arkaba's DCV is only at -4 to Beornewit, and Beornewit's DCV is not penalized vs. Arkaba--though he has no bonus either.

    If Cornwagon has +4 DCV due to Shrinking, and Dladidus has +2 DCV due to Shrinking, then Cornwagon has only a +2 DCV to Dladidus, and Dladidus gains no DCV bonus vs. Cornwagon--but suffers no penalty either.

    Actually, I don't believe Range Penalties should be relative to your size. These are based on how much solid angle a target takes up, and that goes down with r^2 no matter your size (remember that a -1 is supposed to mean hitting a target is, "twice as difficult"). I guess you could argue that the first distance of 4" could change, but in the real world smaller creatures (except perhaps in very extreme cases or differences in anatomy--e.g. mammals vs. insects) tend to compensate with larger eye size (relative to body), etc. It is a little analogous to the fact that most creatures, regardless of size, can jump about the same height (total height, that is, not relative height); at least to an order or magnitude.
    Last edited by prestidigitator; Apr 6th, '05 at 01:09 PM.

  8. #8
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Falling Prone

    Quote Originally Posted by prestidigitator
    Correct...except that the DCV bonuses or penalties due to a character's Growth or Shrinking (respectively) are canceled by similar levels an opponent has.

    For example: if Arkaba has -6 DCV due to Growth and Beornewit has -2 DCV due to Growth, then Arkaba's DCV is only at -4 to Beornewit, and Beornewit's DCV is not penalized vs. Arkaba--though he has no bonus either.

    If Cornwagon has +4 DCV due to Shrinking, and Dladidus has +2 DCV due to Shrinking, then Cornwagon has only a +2 DCV to Dladidus, and Dladidus gains no DCV bonus vs. Cornwagon--but suffers no penalty either.

    Actually, I don't believe Range Penalties should be relative to your size. These are based on how much solid angle a target takes up, and that goes down with r^2 no matter your size (remember that a -1 is supposed to mean hitting a target is, "twice as difficult"). I guess you could argue that the first distance of 4" could change, but in the real world smaller creatures (except perhaps in very extreme cases or differences in anatomy--e.g. mammals vs. insects) tend to compensate with larger eye size (relative to body), etc. It is a little analogous to the fact that most creatures, regardless of size, can jump about the same height (total height, that is, not relative height); at least to an order or magnitude.
    So you are saying that a Squirrel Badguy, with a squirrel gun, shoots his squirrel bullet, and is off a degree of aim against a squirrel target... and a Man badguy, standing in the same place, with a man gun, shooting a man bullet... with the same degree of bad aim... at a man sized target "the same distance away" and the squirrel won't miss by MORE than the man, if otherwise equal?

    I'm not mathematician, but it seems to me that 10 feet separating two six foot oponents is much less an obstacle to accurate shots than 10 feet seperating two six INCH opponents. The actual distance is the same... the relative distance is almost a magnitude of 8. Assuming the same relative size change in the eyes, gun size, bullet size, etc.

    Something non-intuitive about that.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  9. #9
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,557
    Rep Power
    89766

    Re: Falling Prone

    Quote Originally Posted by RDU Neil
    So you are saying that a Squirrel Badguy, with a squirrel gun, shoots his squirrel bullet, and is off a degree of aim against a squirrel target... and a Man badguy, standing in the same place, with a man gun, shooting a man bullet... with the same degree of bad aim... at a man sized target "the same distance away" and the squirrel won't miss by MORE than the man, if otherwise equal?

    I'm not mathematician, but it seems to me that 10 feet separating two six foot oponents is much less an obstacle to accurate shots than 10 feet seperating two six INCH opponents. The actual distance is the same... the relative distance is almost a magnitude of 8. Assuming the same relative size change in the eyes, gun size, bullet size, etc.

    Something non-intuitive about that.
    Actually, the man shooter would be more likely to hit because his target is bigger (and thus occupies a larger solid angle: 35 degrees by whatever width, vs. about 3 degrees by whatever width for the squirrel target). But the squirrel shooter, if shooting at the man target from the same distance, would have the same chance to hit as the man shooter.

  10. #10
    Join Date
    Mar 2003
    Location
    The 11th Dimension
    Age
    37
    Posts
    8,004
    Blog Entries
    7
    Rep Power
    91348

    Re: Falling Prone

    Quote Originally Posted by RDU Neil
    And to continue on this point... not have read 5th Cover to Cover... I'm assuming there is still no "relative modifiers" in Hero?

    i.e. Smaller character gets relative OCV bonuses against a larger target? Smaller target gets increased difficults vs. range? Range should be "relative size to relative size" in fact. Smaller attacker has increased range dificulty modifiers because distance is now "farther" for them in a relative state.

    These things are NOT a part of Hero... correct?

    Just checking.
    The whole relative size thing was done best by GURPS of all games. Certainly not the most flexible game, but it did have some good rules. The Range/Speed/Size modifiers were good. it basically combined the range, speed and size of a target into a single modifier. The logic behind it was that a target X tall moving at Y speed at a range of Z would be just as easy (or difficult) to hit as a target 2X tall moving at a speed of 2Y at a range of 2Z. And it didn't matter how big the attacker was. I haven't found a way to convert this rule to Hero yet though while keeping the same feel as the current rules.
    Last edited by Dust Raven; Apr 7th, '05 at 12:09 AM.
    "Is there a hero somewhere, someone who appears and saves the day
    Someone who holds out a hand and turns back time"

    - Poets of the Fall, Locking up the Sun

  11. #11
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Falling Prone

    Quote Originally Posted by prestidigitator
    Actually, the man shooter would be more likely to hit because his target is bigger (and thus occupies a larger solid angle: 35 degrees by whatever width, vs. about 3 degrees by whatever width for the squirrel target). But the squirrel shooter, if shooting at the man target from the same distance, would have the same chance to hit as the man shooter.
    So the size of the "target" does matter... not the size of the "shooter."

    That makes sense. I must have misread you earlier.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  12. #12
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Falling Prone

    Quote Originally Posted by Dust Raven
    The whole relative size thing was done best by GURPS of all games. Certainly not the most flexible game, but it did have some good rules. The Range/Speed/Size modifiers were good. it basically combined the range, speed and size of a target into a single modifier. The logic behind it was that a target X tall moving at Y speed at a range of Z would be just as easy (or difficult) to hit as a target X/2 tall moving at a speed of 2Y at a range of 2Z. And it didn't matter how big the attacker was. I haven't found a way to convert this rule to Hero yet though while keeping the same feel as the current rules.
    Ok... now I'm really confused.

    A target that is half the size, moving twice as fast and twice as far away... is just as easy to hit?

    I must be reading that wrong. What am I missing?
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  13. #13
    Join Date
    Mar 2003
    Location
    The 11th Dimension
    Age
    37
    Posts
    8,004
    Blog Entries
    7
    Rep Power
    91348

    Re: Falling Prone

    Quote Originally Posted by RDU Neil
    Ok... now I'm really confused.

    A target that is half the size, moving twice as fast and twice as far away... is just as easy to hit?

    I must be reading that wrong. What am I missing?
    Sorry, massive type. Target twice as fast, twice as far away and twice as large. I'll edit my previous post.
    "Is there a hero somewhere, someone who appears and saves the day
    Someone who holds out a hand and turns back time"

    - Poets of the Fall, Locking up the Sun

  14. #14
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,557
    Rep Power
    89766

    Re: Falling Prone

    Quote Originally Posted by Dust Raven
    The whole relative size thing was done best by GURPS of all games. Certainly not the most flexible game, but it did have some good rules. The Range/Speed/Size modifiers were good. it basically combined the range, speed and size of a target into a single modifier. The logic behind it was that a target X tall moving at Y speed at a range of Z would be just as easy (or difficult) to hit as a target 2X tall moving at a speed of 2Y at a range of 2Z. And it didn't matter how big the attacker was. I haven't found a way to convert this rule to Hero yet though while keeping the same feel as the current rules.
    Interesting. Hero does cover this in a way, since a target that is twice the height has a -2 DCV, but a target twice as far away imposes a -2 OCV. The two balance. The things that aren't handled well by the rules are:
    1. The relative size thing is stupid; if a target is twice as big, it is four times easier to hit, no matter the size of the attacker (and vice versa for small targets).
    2. Penalties due to movement, and how they are affected by distance and the direction of movement. A target moving toward or away from you is easier to hit than a target moving perpendicular to the line between you (though it may depend a bit on the trajectory of the attack--one with greater initial velocity and thus less curviture in its path makes a change in distance less of a factor, so an attacker with a gun cares less than an attacker with a bow). Also, targets with the same velocity have smaller angular velocity if farther away, making them easier to hit (since the attacker has to account for the target's movement with less/slower change in aim).

  15. #15
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Falling Prone

    Quote Originally Posted by prestidigitator
    Interesting. Hero does cover this in a way, since a target that is twice the height has a -2 DCV, but a target twice as far away imposes a -2 OCV. The two balance. The things that aren't handled well by the rules are:
    1. The relative size thing is stupid; if a target is twice as big, it is four times easier to hit, no matter the size of the attacker (and vice versa for small targets).
    1. But what is "bigger" if it isn't relative? That is my question. Four times "Bigger" is relative to SOMETHING. (Not trying to be a smart ass, I just don't get this.)

    2. Penalties due to movement, and how they are affected by distance and the direction of movement. A target moving toward or away from you is easier to hit than a target moving perpendicular to the line between you (though it may depend a bit on the trajectory of the attack--one with greater initial velocity and thus less curviture in its path makes a change in distance less of a factor, so an attacker with a gun cares less than an attacker with a bow). Also, targets with the same velocity have smaller angular velocity if farther away, making them easier to hit (since the attacker has to account for the target's movement with less/slower change in aim).
So why can't Hero just say,
Relative movement:
1. GM should factor in the following: Moving toward or away from shooter is easier to hit than moving perpendicular. Plusses or minuses as the GM sees fit.
2. Range combat with an "arc" or curviture to it's path should suffer greater penalties at range than attacks without an "arc." Minuses for "arc" attacks as the GM sees fit.

These are guidelines. They don't have to have a bunch of math or hard numbers attached to them, they just help the GM who wants to throw out the occasional "You've got a +2 'cause the idiot is charging right at you!" or "You've got a -3, because they are moving at perpendicular, and you are using a bow."

Done.

I do this all the time. What I see as the beauty of Hero is that it says, "GM adds plusses and minuses as needed due to difficulty." NOT some kind of perfect mathematical formula to calculate all this stuff. Just that all the "real world physics" stuff can be reduced to a simple "+1" or "-2" when and if the GM feels it is appropriate. Handwave it and call it "close enough."

(Granted this is role playing... not war gaming. It is flavor affecting combat, rather than hard mechanics which a player can use to calculate the utmost efficient attack at any one point in the game. It could very well be a play style issue here... but this, IMO, is the perfect example of what I mean by "role playing combat" vs. "war gaming combat.")
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
Reply With Quote Reply With Quote

Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Paying points for Falling damage
    By Phil in forum HERO System Discussion
    Replies: 69
    Last Post: Mar 29th, '05, 02:11 AM
  2. House Rule for Falling Damage?
    By etherio in forum HERO System Discussion
    Replies: 9
    Last Post: Feb 6th, '05, 12:54 PM
  3. OCV penalty for attacking while prone
    By JamesG in forum HERO System 6th Edition Rules Questions
    Replies: 1
    Last Post: Aug 24th, '04, 09:27 AM
  4. Falling DCV?
    By JSenecal in forum HERO System 6th Edition Rules Questions
    Replies: 1
    Last Post: Aug 17th, '04, 04:49 AM
  5. Old DH article on alternate Falling Damage rules
    By JamesG in forum HERO System Discussion
    Replies: 9
    Last Post: Feb 28th, '03, 05:57 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •