Dust Raven Posted October 16, 2006 Report Share Posted October 16, 2006 Re: block use I can see that logic, but I would want this to be consistent whether the attack is HTH to begin with, or a normally ranged power bought No Range. However, this also means the character is effectively getting 2 hexes with his 1 hex area power. Not an issue which would come up often, but consider a character being harried by a tiny shrunken opponent in his own hex (let's assume actually clinging to the character), and by an attacker in an adjacent hex fighting hand to hand. He can strike both targets by striking the normal-size attacker's hex, and letting MosquitoMan take damage from the 1 hex area which affects the character and, presumably, the shrunken guy clinging to him. Except for the "effectively getting 2 hexes" bit, that's about how I'd likely manage it. It really depends on exaclty where the tiny guy is and how the HTH attack is performed (ie, the SFX). The idea behind it is that the attacker has to move into, at least partially, the hex his target is in to hit him with some part of his own body. Should there be a tiny guy attached to that part of his body, then most likely (still depending on the SFX of the attack), the tiny guy gets hit too. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted October 17, 2006 Report Share Posted October 17, 2006 Re: block use why? Your house rule NuSoardGrapite is a major change. Not really. I simply balanced out the two advantages As written, Indirect makes a (Hth or HKA) unblockable. Area of Effect makes an attack both unblockable and undodgeable. I simply feel that Area of Effect gives enough of an advantage by making an attack undodgeable and cover an area without also allowing it to bypass a block, so I've simply removed that function from AoE. (within reason of course) So I decided that Indirect would work thusly: (+1/4) bypass shield and other passive DCV bonuses (bonus for cover, etc) can aid in Surprise Move. (+1/2) As (+1/4) but can also bypass Block and Missile Deflection and more complete cover (Force Wall, etc) (+3/4) All of the above, and can regularly attain the bonus for attacking from behind/surprise. Area of Effect of course, targets multiple hexes and cannot be dodged, only Dive For Cover works. Block and Missile Deflection will work against these attacks (in the case of Missile Deflection, determine the direction of the Deflection and recalculate the AoE based on that) If you want an attack that is both undodgeable and unblockable, you must use both AoE and Indirect. For example, an attack which fills an area with a deadly gas which seeps up from the earth must use both advantages. Remember, if Indirect is not used, the power must originate from the attacker, in which case if the target is aware of the attack, it can be missile deflected. The SFX and how it all works out is up to the GM and the Players imaginations. Quote Link to comment Share on other sites More sharing options...
Morgan Blacke Posted October 18, 2006 Report Share Posted October 18, 2006 Re: block use A few observations from a quick perusal of this thread: 1) With Selective on an AoE attack, you need to hit the DCV of each opponent in the area IN ADDITION to hitting the target hex. In the case of HtH AoE attacks, I would rule that this allows them to be blocked as you are targetting the specific individuals rather than JUST the hex. 2) How I handle Blocking Autofire HtH attacks: You determine the number of hits from an autofire attack by how well the roll was made. If you are attempting to block the attack, roll v. the attackers OCV and find out how much you made it by - every 2 you made the roll by would indicate an additional blocked attack, then have the attacker roll their autofire attack and determine how many hits they made - subtract out how many were successfully blocked and apply the rest. Example: Player annnounces autofire attack on S1. S1 elects to Block, making their roll by 4 (which would represent 3 autofire hits blocked). Player rolls against S1 and gets 4 hits - so 3 autofire hits are blocked, 1 gets through. S1 is now -6 on successive block attempts as a result (but much happier about not being pummeled) 3) Pre-blocking: If a player intends to 'pre-block' then they should probably Set - getting a bonus to their OCV, then abort to Block when needed. Cheers, Morgan the Blacke Quote Link to comment Share on other sites More sharing options...
LordGhee Posted October 19, 2006 Author Report Share Posted October 19, 2006 Re: block use OHhhh, I like the set bonus, good one Lord Ghee Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted October 20, 2006 Report Share Posted October 20, 2006 Re: block use OHhhh, I like the set bonus, good one Lord Ghee I agree. Thats pretty slick. Promptly stolen! Quote Link to comment Share on other sites More sharing options...
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