gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jan 30, 2019 1:18:47 GMT
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
Masood was using cell control. As he was a doctor I thought it was appropriate that his power was like a scalpel.
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Post by pericles on Mar 12, 2019 21:58:44 GMT
How long do the power points recieved from absorbing an energy attack last?
Could Yukio raise Absorb power so we can attack Yukio leaving Yukio super charged?
As power absorbed can exceed nomal maximums what is the maximum we can super charge Yukio to?
ABSORB / REFLECT (SPEED) Cost: 2 If you are the target of an energy attack, you have a chance to absorb or reflect that attack. You select which version of this power you have when you choose it. ABSORB: if you make a successful speed roll to avoid the attack you absorb it and gain 1 power point, which can exceed your normal maximum REFLECT: if you make a successful speed roll to avoid the attack you reflect it back at the attacker. You do not need to make an attack roll, but they have a chance to avoid it as normal
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Mar 12, 2019 22:23:49 GMT
How long do the power points received from absorbing an energy attack last?
Until they have been used. They are used first, like temporary hit points. Although, they would fade overnight. Could Yukio raise Absorb power so we can attack Yukio leaving Yukio super charged? I don't think anyone has seen absorb used, so you don't know it exists. Also, it would have to be an attack, so it would have a chance of damaging her.
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Post by pericles on Mar 13, 2019 7:10:52 GMT
I don't think anyone has seen absorb used, so you don't know it exists. Also, it would have to be an attack, so it would have a chance of damaging her.
Minor points. Any of us could take Absorb at any time. Given the Crystal plus banked XP now would be seem apropos. The real downside is what constitutes an energy attack. Energy control certainly, Elemental control maybe, Super/Mega attack probably not. Most Super and Mega attacks by NPCs seem to be physical in nature. Regarding the possibility of damage I can attack with a non-lethal stun attack (discovered after the hospital incident when I gained better control of my powers). At worst Yukio would lose an action. As the super-charge is most likely to occur out of combat the stun is not an impediment.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Mar 19, 2019 13:59:18 GMT
I'm thinking of trying out a revised combat mechanic, which I've been considering for a while and Dave has also suggested.
Currently you roll under strength or skill, then defender rolls under speed. Regardless of how good a hit it was (unless it was a slam), it can be dodged.
New system - subtract the roll from your stat. This is your attack score. Defender subtracts roll from their speed. If attack score exceeds defence, it hits.
Eg. Attacker str 8 v defender spd 6
Attacker rolls 5, scores 3. Defender needs to roll 3 or less to dodge (old system 6 or under would dodge)
Attacker rolls 2, scores 6. Defender needs a slam to dodge.
Obviously favours the attacker.
I think it would make combat faster and reduce the 'we have to use up the dodges before we cause any damage'.
Any thoughts?
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Post by brumguvnor on Mar 20, 2019 14:57:47 GMT
hmmm - usual pros and cons: makes it easier for us to hit bad guys but also easier for them to hit us...
But - there is something to be said for the "using up the dodges" method, in that it (sorta / kinda) simulates reality - in that, to hit someone with good dodge you need to surround them and pummel them en masse before one attack manages to get through.
Saying that - no problem from me if we go to this to playtest it.
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Post by dstubbs on Mar 22, 2019 10:51:59 GMT
I prefer the Attack Score approach; adds degrees of success and failure to combat, makes the rolls less Slam-or-nothing in feel.
I’d also like to see the approach applied to powers like mind control, which is far too binary in its effectiveness: either it fails totally or you just straight up possess an opponent for as long as you wish. We’ve seen both sides of this coin, having used it to brutal effect in the fight last week and in watching Mr Dead brutalise a bunch of innocent people last night. As a rule I am opposed to effects that take anyone out of the game because it kills their fun, but mind control by its nature is designed to do that soooo how about this as a proposal:
Mind control is now classed as an attack roll that follows all the normal attack action rolls. Your target may defend against this attack using their Smarts or Spirit scores. If the defender wins then the attack fails, no result. If the attacker wins then they deal “damage” to the defenders’ Smarts it Spirit, whichever was used to defend against the attack. The damage dealt is equal to the amazing by which the attacker won by. If this “damage” does not reduce the defender to 0 in the relevant ability score, then attacker may only choose to Weaken (-2 to all rolls) the defender, and must continue their mental assault next turn. If, however, the ability is reduced to 0 then a Mental KO has occurred, and the attacker gains full control of the defender for a numnber is rounds (or minutes if out of combat) equal to the difference between the attackers Mind control ability strength and the defenders Spirit or Smarts, whichever is higher. S
Complicated I know, but powers like mind control are potentially game-breaking in ways that aren’t always fun so I feel as though they need to be a high-risk/high-reward style of power.
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Post by brumguvnor on Mar 22, 2019 14:23:06 GMT
I think your point about it being a game-breaker is spot on - and as ever, my approach to these kind of proposals is: we can use it ourselves to devastating effect - but then again so can the bad guys - so any nerfing will tend to average out.
I'd suggest one small tweak though: follow the rules above when it is in life-or-death combat and you are trying to take over someones mind to use their powers - but if we are just trying to get someone to let us use their executive jet for free (as happened the other week - BEFORE we knew the bloody invisvan could fly!) - then keep it as it is at the moment?
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Post by dstubbs on Mar 22, 2019 14:52:11 GMT
I think it should be a GM-approval affair on non-named NPCs, but named people who may have important plot stuff should be a task that the Player has a chance to fail in, with the appropriate....repercussions
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Mar 22, 2019 17:11:10 GMT
I like these ideas.
When you try and mind control NPCs that will not be difficult, so one successful roll will do it.
With an opposed contest between two superhumans we will go with Dan's suggestions, with a couple of things added in: if the controller gets a slam, the control is established straight away; if the defender gets a slam, they cannot be mind controlled by that person for a day.
As I said, I am slightly nerfing the power so that at the top level you can attempt to dominate one person only. You could use a 'suggestion-like' power on two people, or a general feeling (like Enthrall in D&D) on a crowd.
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