gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 13, 2018 16:29:42 GMT
holy crap! - hit with the nerfhammer.... What was nerfed?
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Post by brumguvnor on Nov 13, 2018 18:08:17 GMT
how much my powers cost?!
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 13, 2018 20:02:59 GMT
how much my powers cost?! I haven't changed it. It's always been like that. I still think it is OP though, so might have to nerf it more.
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Post by brumguvnor on Nov 14, 2018 8:49:09 GMT
what? - no - its hugely nerfed. Never before has a power been nerfed as much as this. This is the king of nerfs. These people - they're not sending their best nerfs over here. Build a wall to keep the nerfs out!
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Post by brumguvnor on Dec 5, 2018 8:38:51 GMT
all right then - here's another rules question...
You know how I cannot cast a spell for any power I have not seen yet? - well - I have seen telekinesis used and successfully cast it... - could I cast it as "flight" instead? - and have it limited to flight only, in essence using TK as the trapping behind being able to fly. Paying the usual point cost of course.
To me, being able to use PK (or psychokinesis) means that your own body is definitely one of the things that you can move with your mind - but I understand why most games limit PK to being used on other things and make flight a separate power.
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Post by zaphodbeebledoc on Dec 5, 2018 16:06:59 GMT
I'd say that's the difference between Magneto lifting a chuck of metal and staying still, and keeping the metal still and moving around... I would allow it, but maybe at a disadvantage the first couple of times...
Edit. In one of the movies he levitates metal, then stands on the levitating metal, so it's fudgable...
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Post by pericles on Dec 5, 2018 16:36:44 GMT
If we are following savage world rules you cannot replicate a specific power with a general power even when the general power is the trapping used to describe the specific.
I wholeheartedly disagree with the savage world way of thinking.
The application of a specific power should have an edge over the general power when the specific is applicable but should not hedge the general power making it unusable.
I think you should be able to use TK for flight.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 5, 2018 17:58:19 GMT
Ok. Short answer: no.
Longer answer: nooooooo.
Long answer: if you could fly with telekinesis there would be no point having a flight power. As with savage worlds, you buy the effect. Nevertheless you could try to, for example, telekinetically move your shoes or an object you are standing on. In both these cases you would be in danger of falling off, messing it up and generally looking like a dick. You would only be able to hover at best and you would have rubbish maneuverability.
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Post by pericles on Dec 5, 2018 18:26:15 GMT
Ok. ... for example, telekinetically move your shoes or an object you are standing on. In both these cases you would be in danger of falling off, messing it up and generally looking like a dick. You would only be able to hover at best and you would have rubbish maneuverability. Sounds like the Silver Surfer Idea is a go. Falling off would probably be down to skill.
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Post by pericles on Dec 5, 2018 18:36:08 GMT
I doubt anyone else has heard of the super hero called the Turtle.
The Turtle was a powerful TK but extremely shy and could not use his powers while people were watching him. Solution build your own tank and fly around in the tank. TK rules as per example taken to the extreme. No chance of falling off a surf board or similar either. Lacks style but you could always change the tank to a suit.
Now to anticipate Gilbo. Noooooooooooo.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Dec 6, 2018 17:58:36 GMT
Now to anticipate Gilbo. Noooooooooooo.
I wouldn't quite go that far. Nooooooooo.
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Post by brumguvnor on Dec 7, 2018 12:39:33 GMT
after last nights experimentation she is SO gonna experiment with "matter surfing" - lifting a platform of metal or stone with PK and then standing on it. Until she sees someone use the power of flight, it is the closest she will be able to get to it!
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jan 25, 2019 18:59:54 GMT
Slight rule change.
In the rules as written, mega dodge allows you to dodge slams. I think this is a bit too powerful, as if you have a high speed stat you would be un-hittable.
So the only way to dodge a slam is to get a slam on your dodge roll.
Perhaps super-dodge should allow you to roll two dice? And mega-dodge three dice? That would mean, as well as the benefit of being able to dodge more attacks in a round, you get more chance of a slam, which could dodge a slam.
You could get a similar (although not quite as good) effect by choosing super-speed.
Another change: Initiative (which I haven't used consistently) I think should be speed based only rather than smarts or speed.
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Post by pericles on Jan 27, 2019 9:25:50 GMT
Sharing some thoughts.
Dodging is already a contested action but the dodge is independent of the attack success. Changing the dodge success to be between the attack success and dodge stat or a slam will take away the huge advantage of a high dodge stat. For this mechanism to work properly the result of a roll with multiple dice would need to the highest rather than lowest roll below attribute.
To integrate the contested dodge with ordinary, super and mega dodges set ordinary, super and mega dodge as 1, 2, and 3 dodge dice respectively. The defendant can then choose how to spend the die. The interaction with super skill could be additive rather than multiplicative. The extra dice from the super or mega attribute would have to be spent separately on the allowed dodges.
Super dodge + super stat = 2 dodge dice that can be split over two dodges plus one extra stat dice which can be applied to one of the dodges.
Mega dodge + Mega stat totals 5 dice to be split between 3 dodges e.g. 2,2,1 or 3,1,1.
Five defence die against a single attack is overkill even though the window for a success has been substantially narrowed. Against a villain with super or mega attribute the range of a successful dodge roll could be just one or two numbers. Ñonetheless limiting dodges to a maximum of three dice may be wise.
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Post by pericles on Jan 29, 2019 22:09:44 GMT
Hi Everyone,
This partially rules mechanic and partially out of character scheming. I generated the attached Excel a long time ago (before we started playing Slam) to explore the Slam rule mechanic. All the interesting information is in the tab Summary.
Expected Damage is the damage you can expect to inflict each round with an ordinary, super or mega attribute with the stat listed on the left. Super and Mega attributes enable you to hit with lower attributes but do not substantially increase expected damage.
Probability Slam is the probability of a double or at least one one. Super and Mega attributes vastly increase the probability of a slam and vastly decrease the probability of a botch (not shown).
Sounds good until you consider dodges. For an ordinary dodge roll the probability of dodging is roll/10. When oponents have a high dodge stat it is easy for combat to enter a cycle of hit, dodge, hit, dodge, ... The cycle can be broken in two obvious ways (1) gang up on oponents to burn up thier dodges, (2) take a super of mega attribute to generate Slams and bypass dodge. Ganging up on oponents is more effective than trying to generate a Slam.
All else being equal in a one to one fight the character with the highest Slam rate will win. Josephine was created as a combat character taking advantage of Mega Attack for high damage, Super Attribute to generate Slams, Super dodge to cope with small gangs and a high Speed for dodge success.
Now for some other ways to get around dodge. The first is inspired by Gilbo and the graveyard scene. Minions can soften up your target by burning their dodges.
CONJURING (SPIRIT) Cost: 1-3 You can make objects or creatures appear from nowhere. 1 point: minor - you can conjure simple, inanimate objects, up to 1m3 2 points: major - you can conjure minions to fight for you 3 points: superior - you can conjure powerful minions (soldiers) to fight for you You can summon 1 creature or thing per use of this power. You can control a number of multiple creatures up to your smarts score. Summoned creatures remain for 10 minutes or until destroyed.
The most powerful way of bypasssing a dodge I have found is
CELL CONTROL (SPIRIT) Cost: 2-4 You can heal or harm living creatures. For 1 less point, you can choose to have one aspect of this power (heal OR harm) instead of both. 2 points: minor - you must touch the target (make a skill test if unwilling) to cause 1 death damage which ignores armour. Your touch heals 1 damage if you make a spirit test (once per person) 3 points: major - if you succeed on an opposed spirit test you can harm a creature for 1 death damage which ignores armour and cannot be dodged. Your touch heals 2 damage if you succeed on a spirit test (once per person) 4 points: superior - if you succeed on an opposed spirit test you can harm a creature for 2 death damage which ignores armour and cannot be dodged. Your touch heals 3 damage if you succeed on a spirit test (once per person). You can also restore life to a person who has died within the last minute by making a successful spirit test.
None of us have seen Cell Control used as an attack so we may not be aware it can be used as a baleful heal.
Finally Masood attacked Josephine using a ranged attack which bypassed armour and dodge and required a Spirit roll to resist. I cannot find the power.
See you Thursday
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