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Gnome BODY (important!)

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Everything posted by Gnome BODY (important!)

  1. I'm of the opinion that giving new players (any players really, but mainly new players) access to information out-of-character that they don't have in-character is a Bad Idea. They're learning to pretend to be their characters, don't make them multitask by also pretending to not know things. The human brain is not good at having-but-not-using information because it's very good at having-and-using information. That said, I feel that the sharing-of-secrets is a great way to bring a party together. I'd personally suggest running adventures early on in which revealing parts of the background will make things much easier, then follow that up with reveal-adventures wherein the secrets come to light.
  2. I've never seen that in any Fantasy I've consumed. Heck, I can only remember one horse de-shoeing in any genre or medium ever. I really think it's not about "video games and anime", it's about "realism" being taken further in TTRPG than in fiction.
  3. They don't actually have a choice since they've got 2-point CSLs. They would probably do even better if they Aborted to Dodge (against low OCV Joules) or Dive for Cover (against high OCV Joules) when shot at, but I got lazy with the mook decision-making.
  4. But a Trigger construct that works for this is a +1 Advantage, partially offset by a -3/4 Limitation. Do you feel that "I may manually activate this defense. If I do not, or cannot for reasons such as surprise, the defense does not activate." is worth more points than "This defense always functions."?
  5. I was planning it to be a foregone conclusion, just for the sake of not dealing with morality arguments at the table. Or worse yet, after-the-fact morality arguments at the table.
  6. Hugh answered most of these pretty well, but here goes again. 1: What Hugh said, because not flying away didn't work, and because you described her as "using distance and safety to launch powerful attacks". 2: What Hugh said, and what I said. 3: What Hugh said. I have nothing to add. Thank you Hugh! 4: Because a SWAT team isn't going to cluster together when fighting an enemy capable of Spreading powerful attacks. These are "Tough/Experienced" foes, remember! 5: They've got two CSLs and a +1 from their gun. Their base OCV is 5, at the bottom end of Competent.
  7. My thinking was reviving in his/her own body, but if you've got a clever way involving new bodies by all means go for it.
  8. I imagine another part of it is that D&D is well known for a constant increase in character combat ability. So in a "D&D"ish game people are more likely to spend experience on combat. Occasionally, mainly when I want to direct attention to something I already posted and the fact that I already posted it.
  9. In order to be Reductio Ad Absurdum he'd have to be basing what he said off my position instead of a distortion of my position that makes it easy to argue against. He applied Reductio Ad Absurdum to a strawman, hence me calling it an "absurd strawman".
  10. I'm having a bit of trouble resolving the text on 6e2p103, under Minimum Damage From Injuries. Is this additional STUN the attack deals as a result of dealing BODY, or is it a minimum on the STUN the attack deals after normal Defense? Say Defenseless Dave with 0 PD is punched by Angry Andy for 2 BODY 2 STUN. Does Dave take 2 STUN, the total rolled on the attack after defenses, or does Dave take 2+2 STUN, the total rolled on the attack after defenses plus the BODY taken?
  11. No, she'd get shot a bunch and go down. In fact, let's test that. I'm pitting Joules as written against a squad of "Cop, Experienced/Tough" as described on p220 of Predators (Dark Champions, 5e) since that's the only SWAT-like writeup I can find. Wikipedia says a squad is 7-12 men, let's go for seven. I'll assume any hit from anything in her Multipower is enough to keep a cop down for the entire fight unless she deliberately draws the fight out. Aggressive Joules: Phase 12: Joules moves to expose two cops (6&7) to Champ Electrique. AoE automatically hits, rolls 12 and 10 STUN. Cop6 makes armor activation roll, takes 2 STUN (22 Left). Cop7 fails armor activation roll, takes 7 STUN (17 left). 7 cops left (24,24,24,24,24,22,17) Joules allocates CSLs to OCV and shoots Cop1: OCV 9 against DCV 5. Rolls 10, needed 15-, hits. 6 cops left (KO,24,24,24,24,22,17). Cop2 shoots Joules, OCV 8 against DCV 6. Rolls 14, needed 13-, misses. Cop3 shoots Joules, OCV 8 against DCV 6. Rolls 6, needed 13-, hits. 2d6-1 KA rolls 6 BODY x3 STUN, raw damage of 6 BODY, 18 STUN. Joules takes 3 BODY, 11 STUN (12 BODY 33 STUN left). Cop4 shoots Joules, OCV 8 against DCV 6. Rolls 8, needed 13-, hits. 2d6-1 KA rolls 7 BODY x1 STUN, raw damage of 7 BODY, 7 STUN. Joules takes 4 BODY, 4 STUN (8 BODY 29 STUN left). Cop5 shoots Joules, OCV 8 against DCV 6. Rolls 11, needed 13-, hits. 2d6-1 KA rolls 7 BODY x3 STUN, raw damage of 7 BODY, 21 STUN. Joules takes 4 BODY, 14 STUN (4 BODY 15 STUN left). Cop6 shoots Joules, OCV 8 against DCV 6. Rolls 8, needed 13-, hits. 2d6-1 KA rolls 9 BODY x3 STUN, raw damage of 9 BODY, 27 STUN. Joules takes 6 BODY, 20 STUN (-2 BODY -5 STUN left, STUNNED, KO'd). Joules is now slowly dying, and should probably surrender. Cop7 clubs Joules with his tonfa, OCV 5 against DCV 0. Rolls 16, needed 16-, hits. 3d6 Normal rolls 14 STUN, doubled for KO'd target, raw damage of 3 BODY 28 STUN. Joules takes 0 BODY 24 STUN (-2 BODY -29 STUN left). Post-12: Joules gets a Recovery, but loses 1 BODY. +9 STUN. (-3 BODY -20 STUN left). Phase 3: Joules gets a Recovery. +10 STUN. (-3 BODY -10 STUN left). Phase 4: Six cops beat Joules senseless. End of fight. Well, that didn't go well. Let's try a defensive approach. Defensive Joules: Phase 12: Joules moves high enough for a -4 Range Modifier, allocates CSLs to DCV. Joules shoots Cop1: OCV 2 against DCV 5. Rolls 9, needed 8-, misses. 7 cops left (24,24,24,24,24,24,24). Cop1 braces and shoots Joules, OCV 6 against DCV 9. Rolls 7, needed 8-, hits. 2d6-1 KA rolls 9 BODY x2 STUN, raw damage of 9 BODY, 18 STUN. Joules takes 6 BODY, 11 STUN (9 BODY 33 STUN left). Cop2 braces and shoots Joules, OCV 6 against DCV 9. Rolls 14, needed 8-, misses. Cop3 braces and shoots Joules, OCV 6 against DCV 9. Rolls 9, needed 8-, misses. Cop4 braces and shoots Joules, OCV 6 against DCV 9. Rolls 14, needed 8-, misses. Cop5 braces and shoots Joules, OCV 6 against DCV 9. Rolls 8, needed 8-, hits. 2d6-1 KA rolls 8 BODY x3 STUN, raw damage of 8 BODY, 24 STUN. Joules takes 5 BODY, 17 STUN (4 BODY 16 STUN left). Post-12: Joules gets a Recovery. +10 STUN. (4 BODY 26 STUN left). Phase 3: Joules shoots Cop1: OCV 2 against DCV 3. Rolls 8, needed 10-, hits. 6 cops left (KO,24,24,24,24,24,24). Phase 4: Cop2 braces and shoots Joules, OCV 6 against DCV 9. Rolls 13, needed 8-, misses. Note: Why didn't Joules Abort? Because the cops would have Delayed. A very slow grindy post-12 dependent strategy is plausible, but god no I'm not running that. Cop3 braces and shoots Joules, OCV 6 against DCV 9. Rolls 11, needed 8-, misses. Cop4 braces and shoots Joules, OCV 6 against DCV 9. Rolls 16, needed 8-, misses. Cop5 braces and shoots Joules, OCV 6 against DCV 9. Rolls 6, needed 8-, hits. 2d6-1 KA rolls 7 BODY x1 STUN, raw damage of 7 BODY, 7 STUN. Joules takes 4 BODY, 4 STUN (0 BODY 22 STUN left). Joules is now slowly dying, and should probably surrender. Cop6 braces and shoots Joules, OCV 6 against DCV 9. Rolls 15, needed 8-, misses. Cop7 braces and shoots Joules, OCV 6 against DCV 9. Rolls 8, needed 8-, hits. 2d6-1 KA rolls 7 BODY x3 STUN, raw damage of 7 BODY, 21 STUN. Joules takes 4 BODY, 14 STUN (-4 BODY 8 STUN left). Phase 5: Joules shoots Cop2: OCV 2 against DCV 3. Rolls 12, needed 10-, misses. 6 cops left (KO,24,24,24,24,24,24). Phase 8: Joules shoots Cop2: OCV 2 against DCV 3. Rolls 10, needed 10-, hits. 5 cops left (KO,KO,24,24,24,24,24). Cop3 braces and shoots Joules, OCV 6 against DCV 9. Rolls 10, needed 8-, misses. Cop4 braces and shoots Joules, OCV 6 against DCV 9. Rolls 11, needed 8-, misses. Cop5 braces and shoots Joules, OCV 6 against DCV 9. Rolls 11, needed 8-, misses. Cop6 braces and shoots Joules, OCV 6 against DCV 9. Rolls 7, needed 8-, hits. d6-1 KA rolls 5 BODY x3 STUN, raw damage of 5 BODY, 15 STUN. Joules takes 2 BODY, 8 STUN (-2 BODY 0 STUN left). Joules is KO'd. Cop7 braces and shoots Joules, OCV 6 against DCV 0. Rolls 10, needed 17-. d6-1 KA rolls 6 BODY x2 STUN with additional x2 STUN for KO'd target, raw damage of 6 BODY, 24 STUN. Joules takes 6 BODY, 20 STUN (-8 BODY -20 STUN left). At end of Segment, Electrical Levitation turns off due to KO. Joules falls 17m, takes 8d6 normal. 8d6 normal rolls 8 BODY 29 STUN, doubled to 58 STUN. Joules takes 4 BODY 54 STUN. (-8 BODY -74 STUN left). End of fight. That went better, but still not a victory. Conclusion: Joules BADLY needs more defense. Even half a dozen extra points would have made a huge difference. Edit: Oh, and I'm probably running Minimum Damage From Injuries wrong and Joules should be taking a few more STUN per hit. There's just enough ambiguity for me to shrug and assume the best-case for Joules.
  12. I'm working on a power (likely a cluster of Powers mechanically) and finding building it interesting-yet-difficult enough to merit brainstorming. Deriving (very loosely, in the inspired-by-but-probably-totally-wrong-but-please-correct-me-anyways-it'll-be-interesting sense) from Chinese thought RE the afterlife and immortality: The character is immortal because when they die they go to Hell, pass through bureaucracy, and are found so meritorious they are returned to life. In practical terms, this means: A- The character takes a while (anywhere from hours to weeks) before they go from dead to perfectly healthy, but they heal completely and instantly when they revive. B- Being sent back to life is done properly. They will not be revived into a situation where death is certain, but neither will Hell permit their revival to be unduly delayed. Some mechanism for this needs to exist, but the details aren't hugely important. C- Hell's officials can be bribed, either to expedite the revival or to delay it. Funerary offerings can convey valuables to the (temporarily) deceased. Anyone who can go to Hell or summon its inhabitants can also engage in bribery. So how would you build this construct?
  13. @Duke Bushido@Tryskhell How do you deal with the issue of Unusual Group senses penetrating any Invisibility that doesn't explicitly cover them in particular?
  14. With any range modifiers is 7 or less, below average-campaign-standard DCV of 8. And she's slow so can't maintain spacing so can't rely on any particular distance. The idea of "Fragile character uses range as defense" does not work with your implementation.
  15. Why would it matter? Is having five floors instead of six critical to the narrative and/or point balance of your campaign?
  16. My POV: How do the characteristic caps hinder the character compared to a character with the same statline but no caps? If the answer is "They don't", they're not worth anything.
  17. I think it'd be fine to just declare "This is how these Charges work". No other Modifiers needed. On one hand, a normal Charge lasts for an entire Phase so if the user gets hit more than once in a Phase his use-Charges are disadvantageous. On the other hand, a normal Charge lasts for an entire Phase even if you don't get hit so if the user doesn't get hit in a phase his use-Charges are advantageous. I'd guesstimate that to be a wash. EDIT: And you'd want to define how it functioned on attacks you didn't know were coming. Does it default to ON (whoops, street thug with a popgun just ate a charge) or to OFF (whoops, Baron Backstab just did badnasty things to you and you didn't get full DEF)?
  18. The teal deer is that the code Simon didn't write that enabled print to PDF is broken and he's not fixing what he didn't write. So all versions from that point on won't have the functionality, but prior versions remain unchanged.
  19. Because Fantasy isn't Capes. Some Fantasy is Cape-esque. I'd be amazed if somebody was offended by oversized pigstickers in high-level D&D, or Shadowrun, or Exalted. Somebody with a sword the size of a surfboard? They fit in! But other Fantasy is "realistic". Low-level D&D, Honor+Intrigue, you get the point. Having a sword of unusual size defies genre conventions and "realism" expectations.
  20. Existing versions didn't suddenly lose PDF functionality. The files should be backwards compatible for a period of time, and you can always not update. It's only new purchasers who are out of luck.
  21. Why does "Note: Focus can be removed with [desired action] if helpless." not work?
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