Eodin Posted December 13, 2004 Report Share Posted December 13, 2004 Somewhat cheesy, but what about this: DRM (Die Roll Mins)... For a +1/2 Advantage, all 1s and 2s are converted to 3s For a +3/4 Advantage, all 1s, 2s, and 3s are converted to 4s For a +1 Advantage, all 1s, 2s, 3s, and 4s are converted to 5s. It's like buying extra dice, only to raise the minimum damage. Notice that I purposely did not make any conversion to 6s. The idea is for those weapons where you don't want to use SE, but damage from even a glancing blow is not to be sneezed at. The numbers work out close to buying extra dice with a proper limitation. Be kind Quote Link to comment Share on other sites More sharing options...
CDad Posted December 13, 2004 Report Share Posted December 13, 2004 Re: Cheesy diceroll advantages I had a player once that must have bought that power - he kept trying to "sneakily change his 1s and 2s to 6s when nobody was lookin". Shoulda made him buy an advantage instead of constantly have him re-roll! I wonder how much extra time it will add to combat? Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted December 13, 2004 Report Share Posted December 13, 2004 Re: Cheesy diceroll advantages I'd just use standard effect for this, honestly. Apply it to only part of the power and you get the effect you want. Also, the advantages will slow things down a lot during combat, since it makes counting harder. That said, it doesn't look all that bad in terms of potential abuse, at least not more so than advantage stacking is normally abusive. However, without advantages, it's much worse. IE, 6d6 with the +1 averages 31 Stun, as compared to 12d6 averaging 42 (or 36 with Standard Effect). It also drops the BODY damage like a rock. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted December 13, 2004 Report Share Posted December 13, 2004 Re: Cheesy diceroll advantages Somewhat cheesy, but what about this: DRM (Die Roll Mins)... For a +1/2 Advantage, all 1s and 2s are converted to 3s 60 AP = 12d6 = 42 average Stun and 12 average BOD. No +1/4 for 1's become 2's? 60/1.25 = 9.5 d6. Average STUN 35, average BOD 11 60/1.5 = 40 = 8d6. Average STUN = 32; average BOD = 9.33 9.5d6 with 1's and 2's restated would be 39 average STUN, 11 average BOD. That would seem fair for +1/4. For a +3/4 Advantage' date=' all 1s, 2s, and 3s are converted to 4s[/quote'] Average per die now 1.17 BOD, 4.5 STUN. 8d6 would average 36 Stun, 9.33 BOD. Seems fair for +1/2, rather than +3/4. For a +1 Advantage' date=' all 1s, 2s, 3s, and 4s are converted to 5s.[/quote'] Average 5 1/6 Stun, 1 1/6 BOD per die. 7d6 = 36 1/6 average STUN and 8 1/6 BOD. At +3/4, 60 AP = 60/1.75 = 34.29, so call that a +3/4 advantage. For all = 6, +1 would get you 6d6, for 36 STUN and 12 BOD standard effect. That's the same as 12d6 Standard Effect, so +1 seems fair. So, when you asked us to be kind, were you expecting suggestions to reduce the advantage? Of course, if you're loading the attack down with more advantages, the results will start to skew. Maybe Gary will write us up a spreadsheet. I'm inclined to agree with just having some or all dice "standard effect". Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted December 13, 2004 Report Share Posted December 13, 2004 Re: Cheesy diceroll advantages By itself - not worth the points. In combinations with other advantages like NND, area effect, autofire etc, probably worth it. 60 ap NND area effect : 4d6 averaging 14 stun. 60 ap NND area effect, +1 advantage for no rolls under 5: 3d6, averaging 15+stun Is it better? Yes. A lot better? no. Also, the cheap version would be very useful for powers where the body rolled is important (entangles, penetrating attacks etc) Also unresolved: how does this power work in conjunction with KAs? Does this apply to the stun modifier? Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages How much of an advantage would it be for "to hit" rolls or skill rolls--i.e., "all 6s become 5s", "all 5s and 6s become 4s", etc. That seems like it'd be worth at least double, since it could equate to "never misses" or "never fails". I know there's an inherent inertia both in the system and the people who play it against having absolutes. Quote Link to comment Share on other sites More sharing options...
paigeoliver Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages You can get a similar effect under the rules by simply making the attack a killing attack (low dice) and going NUTS with increased stun multiple. Short Bow's "Pain Arrow" is like that. 1d6 RKA +6 STUN multiple. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages true, but there is no such advantage that works on anything but KAs. Quote Link to comment Share on other sites More sharing options...
paigeoliver Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages true' date=' but there is no such advantage that works on anything but KAs.[/quote'] But at that LEVEL of attack it has an average body of 3.5. It might be based on a killing attack, but it is an obvious stun attack. Since, the minimum effect is 1 body, 6 stun. The maximum effect is 6 body, 66 STUN The average effect is 3 or 4 body and 30 STUN. Quote Link to comment Share on other sites More sharing options...
Kristopher Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages Someone already pointed it out, but I think it bears repeating: if you have a power where the BODY rolled matters, the "1s become 2s" version is quite potent. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages Someone already pointed it out' date=' but I think it bears repeating: if you have a power where the BODY rolled matters, the "1s become 2s" version is quite potent.[/quote'] It prevents rolling 0 BOD on a die. That increases the average BOD from 1 per die to 1 1/6 per die. [i'm assuming it doesn't mean a roll of 1 BOD, a 2-5 on the d6, becomes 2 BOD] This is less than a 1/4 increase, so a normal attack of the same AP (eg. 12d6 for 60 points; average 12 BOD) will do more BOD on average than an attack with a +1/4 advantage that can't roll a 1 (48 poinst x 1.25 = 60; 9.5 d6 will average; average 11 BOD). Quote Link to comment Share on other sites More sharing options...
Blue Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages If a player came to me and asked me for such an advantage, I'd decline it. I guess I'm old-fashioned. I like a 1-6 variance. I like there being more question as to whether it's going to be a good hit or not. with 3-6, you're assured of much better chance of doing the same damage each time, which strikes me as very un-RPG like. It's kind of why I don't use the "standard result" feature and make everything a "3" on the die. And I'd be required then to use it on a few villains. And the heroes would hate the results. Quote Link to comment Share on other sites More sharing options...
Kristopher Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages It prevents rolling 0 BOD on a die. That increases the average BOD from 1 per die to 1 1/6 per die. [i'm assuming it doesn't mean a roll of 1 BOD, a 2-5 on the d6, becomes 2 BOD] This is less than a 1/4 increase, so a normal attack of the same AP (eg. 12d6 for 60 points; average 12 BOD) will do more BOD on average than an attack with a +1/4 advantage that can't roll a 1 (48 poinst x 1.25 = 60; 9.5 d6 will average; average 11 BOD). I guess I'm biased by my typical luck rolling damage dice in Champs. Taking the 1s off a roll for effect on Flash, or the BODY on normal damage, or whatever, seems quite effective to me. Quote Link to comment Share on other sites More sharing options...
Eodin Posted December 14, 2004 Author Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages I don't see it as any more harmful than say, doubly armor-piercing or doubly-penetrating, or piercing AND armor-piercing. But the combat-lag time in calculating it does concern me. What I was trying to do was simulate some of the Diab/HF weapons where there is a magical minimum amount of damage, but no change to the maximum. If I go with SE, that affects both the minimum and the maximum. Hmmm.... Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Cheesy diceroll advantages If that's the goal, then perhaps we're going about it the wrong way. Perhaps the best solution is to add extra dice with appropriate limitations. Perhaps they're local - 6s become 5s or 5s and 6s become 4s. Perhaps they're global - do not add in damage if the base damage roll is higher than average... I dunno. I just don't want to see any more advantages that monkey with damage rolls...they smell too much of cheese for my tastes. Quote Link to comment Share on other sites More sharing options...
Max Faraday Posted December 15, 2004 Report Share Posted December 15, 2004 Re: Cheesy diceroll advantages I wouldn't allow this either. IMO roll for a number between 1 or 6 or use the standard effects rule for a 3. If you want a power that does a lot of damage even on a glancing blow, just add more dice are make it AP. Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted December 15, 2004 Report Share Posted December 15, 2004 Re: Cheesy diceroll advantages 2 dice of SER = 1 maximized dice. IOW: 10d6 Energy Blast - 10-60 STUN 9d6 Energy Blast + 2d6 Standard Effect - 15-60 STUN 8d6+4d6 SER = 20-60 etc. This is the simplest and least abusable way to do it. Quote Link to comment Share on other sites More sharing options...
Eodin Posted December 15, 2004 Author Report Share Posted December 15, 2004 Re: Cheesy diceroll advantages Yep, like I did with phasers, SE + regular is going to have to be the way to go. Gonna make building the swords in Hero Designer fun though - compound powers, STR Mins, etc. Quote Link to comment Share on other sites More sharing options...
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