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6e. What is a good ballpark value for the Limitation "Only To Avoid Becoming Stunned" to be applied to an extra purchase of CON? For example, an 18 CON character and low-ish defenses wants to be able to avoid becoming Stunned, so buys +5 CON; Only To Avoid Becoming Stunned(-?). In 6e, would it be a -3/4, -1/2, or -1? If this is already listed in a book, please give the reference to it. Thanks all!
Bob Dylan to the contrary, maybe it's just not true that "Everybody must get stunned!" I know at least one person around here doesn't use the stunning rule, and I wondered if there were others. I'd like to know what effects that has on the game play. Lucius Alexander Enquiring palindromedaries want to know
I have looked at the 6e VII book on Abort Action and I have a few scenarios that I need to ask about. Let us suppose the character in question ("David) is a SPD 3 character. Scenario 1: In phase 3 David decides to abort to a dodge because he doesn't want to get hit by the mace of death. In spite of dodging, David gets hit and is Stunned. What phase can David act? He aborted his phase 4 to dodge - so he can't act then but being stunned means he needs to use his next phase to recover from being stunned. Does that mean David can't act until phase 8? Scenario 2: In phase 8 David decides
You've all been there. Your hero has the defenses to take a punch from the big bad and stay on his/her feet but the dice and your CON conspire against you. You've been CON stunned. As a GM, especially since I tend to play with people unfamiliar to the game, I try my best to narrate the shenanigans and goings-on using as little game talk as possible. Some things are easier than others to do this with. One aspect of Hero System gaming that is easy to describe in game mechanical terms but not so easy in plain english is being stunned. Let's put on our GM caps (I know you have one) and di