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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: NOVEL RPG Ideas  (Read 537 times)
Eldrad
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Posts: 76


« on: May 14, 2009, 06:42:38 PM »

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redalastor
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Posts: 22


« Reply #1 on: May 14, 2009, 08:38:37 PM »

I don't quite like the idea of having tons of hitpoints on supers. Supers generally aren't tough bastards, they are people who avoid all hits. Why not drain a stat like luck instead? When you don't have any more luck, you get a fatal hit. Near misses would be flesh wounds.
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Noclue
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Posts: 304


« Reply #2 on: May 15, 2009, 12:02:39 AM »

Or how about hope. As long as the character has hope, they can find a way to continue fighting. But as soon as they despair, they start to lose. Then you could play all sorts of mind games (kill their wife and kids, or whatever) to make them vulnerable during a fight.
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James R.
redalastor
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Posts: 22


« Reply #3 on: May 15, 2009, 12:12:19 AM »

Or how about hope. As long as the character has hope, they can find a way to continue fighting. But as soon as they despair, they start to lose. Then you could play all sorts of mind games (kill their wife and kids, or whatever) to make them vulnerable during a fight.

Maybe reaffirming their core values could improve hope. That way, we'd get those typical speeches heroes have to make during fights Smiley
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Noclue
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Posts: 304


« Reply #4 on: May 15, 2009, 12:30:49 AM »

Yes! Spend a fate point and you can have et a soliloquy scene in order to refresh your hope pool.
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James R.
Vulpinoid
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Posts: 803

Kitsune Trickster


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« Reply #5 on: May 15, 2009, 01:07:09 AM »

I'd agree with a few of the sentiments here...

10 hit points is a nice manageable number. Scale it across all the levels.

Regular humans take regular damage, and do regular damage.
Teen Supers might do an extra two points of damage with each hit, but absorb an extra two points from each hit.
Street Level might do an extra four points of damage with each hit, but absorb an extra four points from each hit.
4 Colour might do an extra six points of damage with each hit, but absorb an extra six points from each hit.
Epic might do an extra eight points of damage with each hit, but absorb an extra eight points from each hit.

Working off the following

Quote
THE NOVEL RPG UNIVERSAL CHART

20   Perfection [DOUBLE MAXIMUM DAMAGE FOR WEAPON AND A SPECIAL EFFECT]
18-19   Extremely Good [MAXIMUM DAMAGE FOR WEAPON AND A SPECIAL EFFECT]
16-17   Very Good [MAXIMUM DAMAGE FOR WEAPON OR STANDARD DAMAGE PLUS A SPECIAL EFFECT]
13-15   Good [STANDARD DAMAGE FOR WEAPON]
9-12   Neutral [MINIMUM DAMAGE FOR WEAPON]
6-8   Bad [NO DAMAGE]
4-5   Very Bad [WEAPON BROKEN OR USER TAKES MINIMUM DAMAGE]
2-3   Extremely Bad [WEAPON BROKEN AND USER TAKES MINIMUM DAMAGE]
1   Disastrous [WEAPON BROKEN AND USER TAKES STANDARD DAMAGE]

Most weapons would be looking at a minimum damage of 1 to 3, a standard damage of 2 to 6 (roughly double the minimum), and a maximum damage of 4 to 12 (roughly double the standard).

This basic set up means that most weapons can kill with two or more really good hits, it also means that one level of super hero will easily beat a weaker level of super hero with two decent hits. When a vastly more powerful hero takes on a far weaker opponent they can probably wipe out their trget with a single strike.

Conversely, a regular human with a weapon will probably do negligible damage to a super hero when using the same type of weapon. The super hero is just that much better than them. They might need four or five decent hits to do any noticeable damage to a superior victim.

But everyone still uses that same 1 to 10 scale for their hit points.

Just an idea...

V
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A.K.A. Michael Wenman
Vulpinoid Studios The Eighth Sea now available for as a pdf for $1.
Eldrad
Member

Posts: 76


« Reply #6 on: May 15, 2009, 02:57:01 AM »

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