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END -- Do You Need It?


atlascott

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Re: END -- Do You Need It?

 

Yes, but not their pet garden slug. So it's patently unfair to terrestrial molluscs. :winkgrin:

 

Obviously, in light of this discovery, the Abort rules must be completely rewritten to accommodate slugs and snails. And I'll bet turtles will want in on it too. :straight:

 

:D... well, in my opninio there's a difference between can't and won't. Just becaue you've never seen a snail dive for cover doesn't mean he can't do it... maybe they're just really unperceptive and are always considerd out of combat... :D

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Re: END -- Do You Need It?

 

And it's why normals seems to just stand there without getting hit. It's because one out of five times they've got partial cover and they are darting around like a crazed weasle (basically' date=' Dodging). It's why they don't run away. You can't run away while aborting to dodge, but they don't fall unconscious either. With an averave of 20 STUN & END, they shouldn't last more than 1 or 2 turns, 4 at most before knocking themselves out by doing epileptic jumping jacks. I've just never seen that in any show or movie. Are they tired? Yes. Do they every need to stop for rest or pass out? No.[/quote']How do you figure? Most normals have a SPD of 2 or 3; so even if running or jumping jacks takes 1 END per Phase they're only burning 2 or 3 END per Turn. Their Post-12 Recovery of 4 will more than make that up. In fact, without Pushing most normals are capable of running literally forever.

 

So a super-fight starts. The normals scream and flee in terror. Even without Pushing (which they technically can't do anyway) if they run like hell until they start to get winded (burning Stun for END) in just over two Turns. That got them about 130 yards (12" NC Running, 2 Phases, two and a half Turns = 390 feet) away from the fight in 30 seconds, at which point they can probably relax since the fight has been over for 15 seconds on average. :D

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Re: END -- Do You Need It?

 

:D... well' date=' in my opninio there's a difference between can't and won't. Just becaue you've never seen a snail dive for cover doesn't mean he can't do it... maybe they're just really unperceptive and are always considerd out of combat... :D[/quote']

Well, their 1/10" of Running really kinda make a DFC pointless, but yeah: the Dodge might make up a little for their -30 Dexes...didn't realize they were always Dodging, now did you? ;)

 

P.S. - And yeah, they can Abort. At least once a season. I'll give them that.

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Re: END -- Do You Need It?

 

How do you figure? Most normals have a SPD of 2 or 3; so even if running or jumping jacks takes 1 END per Phase they're only burning 2 or 3 END per Turn. Their Post-12 Recovery of 4 will more than make that up. In fact' date=' without Pushing most normals are capable of running literally forever.[/quote']

Good point. It is pretty hard for a normal to use any End that isn't Recovered, especially in a Superheroic game (how backwards it that :lol: ). Let's see. Move Throughs. A whole bunch of Move Throughs! Yeah. Then they'll only last 5 Turns before starting to burn Stun (2 for the Running, +2 for the Str, x2 for two Phases, -4 for Rec, for a total of 4/Turn which burns their 20 End in 5 Turns).

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Re: END -- Do You Need It?

 

Crap! I just realized something! It is actually the best deal in the world to hover close to 0 End' date=' because if you use up all of your End and some Stun too, you will actually Recover both End [i']and[/i] Stun. You get 3/2 for 1! What do you think of that?! :D
I think you've been playing this game far too long... ;)
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Re: END -- Do You Need It?

 

How do you figure? Most normals have a SPD of 2 or 3; so even if running or jumping jacks takes 1 END per Phase they're only burning 2 or 3 END per Turn. Their Post-12 Recovery of 4 will more than make that up. In fact, without Pushing most normals are capable of running literally forever.

 

So a super-fight starts. The normals scream and flee in terror. Even without Pushing (which they technically can't do anyway) if they run like hell until they start to get winded (burning Stun for END) in just over two Turns. That got them about 130 yards (12" NC Running, 2 Phases, two and a half Turns = 390 feet) away from the fight in 30 seconds, at which point they can probably relax since the fight has been over for 15 seconds on average. :D

 

I figure they can run forever (until LTE sets in) and never worry about running out of END unless they are doing something truly exhaustive (like actually trying to fight, physically, a super). They still get tired, but tired is just the SFX of having been in a fight. They aren't taking any kind of penalties. If they say "hold on, let me catch my breath" they are just playing in character, because if they are suddenly attacked while "resting" they aren't holding anything back they weren't holding back in the first place. They are just kinda there, and they fall down when the GM says they do, if he says they do.

 

In any case, it's just an arguement against upping the END cost for defensive actions/aborting. It wouldn't make sense to use a rule like that with normals involved, as is the case with every game I've every played in or even heard of.

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Re: END -- Do You Need It?

 

Crap! I just realized something! It is actually the best deal in the world to hover close to 0 End' date=' because if you use up all of your End and some Stun too, you will actually Recover both End [i']and[/i] Stun. You get 3/2 for 1! What do you think of that?! :D

 

I play my bricks like that actually. Since their defenses are usually high enough they can shrug off most damage, they can afford to burn STUN. So it's okay to Push every other punch or use Sweep a lot. And since their REC is usually way up there as well, they can easily adapt to a change in tactics when the big badass villain with attacks that can hurt him shows up.

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