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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Basic Mechanics  (Read 2304 times)
signoftheserpent
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« on: October 06, 2007, 01:37:14 AM »

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Ken
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« Reply #1 on: October 06, 2007, 06:00:53 AM »

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Ken

10-Cent Heroes; check out my blog:
http://ten-centheroes.blogspot.com

Sync; my techno-horror 2-pager
http://members.cox.net/laberday/sync.pdf
signoftheserpent
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« Reply #2 on: October 06, 2007, 06:21:24 AM »

Ken
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« Reply #3 on: October 06, 2007, 07:05:38 AM »

signoftheserpent
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« Reply #4 on: October 06, 2007, 07:11:28 AM »

When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number. the End modifier reduces the value of every result thus rolled by the target.
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Ken
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« Reply #5 on: October 06, 2007, 02:56:29 PM »

When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.

Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?

Ken
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Ken

10-Cent Heroes; check out my blog:
http://ten-centheroes.blogspot.com

Sync; my techno-horror 2-pager
http://members.cox.net/laberday/sync.pdf
Ken
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« Reply #6 on: October 06, 2007, 03:11:03 PM »

Hi- 

Jumping tracks here. So, is this kind of in the spirit of Heroes? Do characters usually sport just one ability, or can they possess several? Given you task resolution rules, is it safe to assume powers work along the same lines (skill + power level)? Do your powers stay on the low end of fantastic, or is there the possibility of having some epic high-level stuff?

Also, your health rules didn't mention death; is mortality subjective in this game?

Looking forward to hearing more.

Ken
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Ken

10-Cent Heroes; check out my blog:
http://ten-centheroes.blogspot.com

Sync; my techno-horror 2-pager
http://members.cox.net/laberday/sync.pdf
signoftheserpent
Member

Posts: 151


« Reply #7 on: October 06, 2007, 11:31:13 PM »

When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.

Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?

Ken

No. Such modifiers would affect the attack roll only. At thispoint the attack roll has been made, succesfully.
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signoftheserpent
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« Reply #8 on: October 06, 2007, 11:32:45 PM »

If you score a complete absence of successes on the health roll you are basically dying. You are unsconscious through wound injury and are basically in need of serious medical attention. How that resolves is as as yet undetermined. Outright kills are unreasonable to include.
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Ken
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« Reply #9 on: October 07, 2007, 03:41:39 AM »

When the attacker hits, the number of successes generated becomes the size of the dice pool the target rolls with the highest singe result therein becoming the target number.

Now, when you are making an attack roll, you base the dice pool on your skill rating, and the modifier on your stat; does the potency of the attack modify the dice pool when rolling for effect?

Ken

No. Such modifiers would affect the attack roll only. At thispoint the attack roll has been made, succesfully.

I guess I didn't separate my thoughts well enough; my question was:

After a successful attack has been scored (by throwing dice based on skill rating and modified by stat level), you have a damage pool equal to the successes of the attack roll. You roll those dice to determine the difficulty number that the target has to beat to keep from taking damage. Now, does the damage roll get a bonus based on the potency of the attack at hand?

I only ask that because in super games there are a multitude of attacks and sources of damage, and these attacks range from the nominal to the insanely epic. Really I'm just curious, but also trying to help, if you haven't included this in your system yet.

Outright kills are unreasonable to include.

Does that go for all characters; NPCs & PCs? I'm curious why a  straight-up kill doesn't have a place in your game. Is it more comic-booky than realistic? Again, just curious.

Ken
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Ken

10-Cent Heroes; check out my blog:
http://ten-centheroes.blogspot.com

Sync; my techno-horror 2-pager
http://members.cox.net/laberday/sync.pdf
signoftheserpent
Member

Posts: 151


« Reply #10 on: October 07, 2007, 03:50:17 AM »

It's possible the the dice pool used for the health check may be modified (icnreased or decreased) due to the nature of the attack/damage done. That has yet to be resolved.

Instant kills are not necessarily a bad thing against NPC's, but against player characters it's a bad idea. This doesn't preclude players placing themselves in situations where they would be killed. But in respect of the health check rule, there is no instant kill result simply because that should not be decided by a simple dice roll. It's entirely a different thing however if the player steps out of a plan at 15,000 feet or jumps under a bus or whatever.
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signoftheserpent
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« Reply #11 on: October 07, 2007, 09:38:39 AM »

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Callan S.
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« Reply #12 on: October 07, 2007, 12:50:06 PM »

Perhaps the character could have a 'change of heart' description on their sheet - some way in which his/her view of the world will change if they have a near death experience. The change of heart is quite a change in character perception. But at the same to preserve some sort of narrativist value, the player decides how it's played out (it's not a 'ha ha, you died, now the GM gets to play your character' mechanic). Of course if that player finds he can take suggestions on part of what the perception change might change character in character actions, he can ask for suggestions from others, but not by default a given.

Quote
there is no instant kill result simply because that should not be decided by a simple dice roll. It's entirely a different thing however if the player steps out of a plan at 15,000 feet or jumps under a bus or whatever.

No, it's not an entirely different thing - run it under the same rules as normal. What may be entirely different is the player - they may be trying to play some other game by doing this. You can't make game rules that tell them what game they should play. Don't make this precident for when you can GM fiat a death, make this precident for deciding who you will and wont invite to the game.
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Philosopher Gamer
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signoftheserpent
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Posts: 151


« Reply #13 on: October 07, 2007, 01:08:01 PM »

This won't change. If a gm wants to fiat something like a pc death then rules are unnecessary. However I simply do not believe that a dice roll alone should determine if a character immediately dies. Understand also that failing the health roll means you are in serious danger and you may well die. It just doesn't mean you aren't immediately killed. That I think is too powerful an effect. It has nothing to do with who plays the game and everything to do with providing a reasonable game experience. If this compromises some people's views of 'reality' or what should happen in a game or in a realistic game, then that's where we will have to agree to disagree.
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Ken
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« Reply #14 on: October 07, 2007, 04:21:59 PM »

and the skill check.

This won't change. If a gm wants to fiat something like a pc death then rules are unnecessary. However I simply do not believe that a dice roll alone should determine if a character immediately dies. Understand also that failing the health roll means you are in serious danger and you may well die. It just doesn't mean you aren't immediately killed. That I think is too powerful an effect. It has nothing to do with who plays the game and everything to do with providing a reasonable game experience. If this compromises some people's views of 'reality' or what should happen in a game or in a realistic game, then that's where we will have to agree to disagree.

I can get with that. Having a system where a character dies because it makes sense to all involved makes for a happier group overall, and can really deliver more impact on a game. For NPCs and such, I think (again) whatever makes the most sense given the circumstances is the way to go.

Still looking good. Keep it up.

Ken
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Ken

10-Cent Heroes; check out my blog:
http://ten-centheroes.blogspot.com

Sync; my techno-horror 2-pager
http://members.cox.net/laberday/sync.pdf
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