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Post by logan9a on Mar 21, 2017 15:38:20 GMT
Due to the extreme lethality potential (as well as total party wipe out potential) I'm contemplating special rules that don't necessarily follow KISS on this.
Such as:
It's something I would like on the damage track for sure. Rather than something like d6 per unit of say plastic explosives (as the average damage from a lot of d6's would be automatic death - or even the minimum damage) if it was on the damage track it might be survivable.
Contemplating Jamas' suggestion of a flat 'half' damage if the player has a dodge left (ie hasn't acted yet) - to reflect getting behind something or in some way getting out of the explosive path. People on the edge could likewise dodge to go from half to no damage. That does seem easier. However, it might be good if everyone were to roll their own damage. Would it slow things down too much? Also, would it be OK to let the players POZ the damage roll rather than the attack roll?
Example - if someone is tossing a grenade into a window (into a room containing poz rated individuals) they aren't really doing a direct attack on the individuals - they are just trying to get the grenade into the window. The window does not resist.
Then, if the grenade (randomly picking a number at the upper end of the damage track) did 2d12, everyone rolls their own damage and can poz the rolls or dice. {Example: Ted rolls a 1 and a 12. He keeps the one, spends a poz and rerolls one of the dice hoping for lower.} (We did have the poz and reroll some of the damage dice before - this is not new). Note that in this example, someone on the edge (the half damage area) would be rolling 1d12.
These rules would cover everything that is AoE - from grenades, fireballs, bombs going off, etc.
Thoughts?
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matchstickman
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Post by matchstickman on Mar 21, 2017 17:48:41 GMT
This seems like exactly the same as before... with one exception Contemplating Jamas' suggestion of a flat 'half' damage if the player has a dodge left (ie hasn't acted yet) That seems like a huge departure for initiative, how are you doing that exactly? How can someone not have acted if you're using the "cards as initiative" system from before?
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Post by logan9a on Mar 21, 2017 19:12:25 GMT
This seems like exactly the same as before... with one exception Contemplating Jamas' suggestion of a flat 'half' damage if the player has a dodge left (ie hasn't acted yet) That seems like a huge departure for initiative, how are you doing that exactly? How can someone not have acted if you're using the "cards as initiative" system from before? I can think of only two times when it would be helpful for the players: If the players are second in the round If the player has held his/her action Other than that, it would work like this: Heroes first, villains second. Hero: I shoot through the window. Villain: I trigger the bomb, throw the grenade, make something go boom - pick one. Hero: Do I get a save? GM: You already acted this round. Hero: Well, shit. So other than that...
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matchstickman
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Post by matchstickman on Mar 21, 2017 19:22:34 GMT
So what you're saying is that it doesn't fit with the current system and you're going to think of something else?
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Post by bentpaperclip on Mar 21, 2017 19:22:54 GMT
Then, if the grenade (randomly picking a number at the upper end of the damage track) did 2d12, everyone rolls their own damage and can poz the rolls or dice. {Example: Ted rolls a 1 and a 12. He keeps the one, spends a poz and rerolls one of the dice hoping for lower.} (We did have the poz and reroll some of the damage dice before - this is not new). Note that in this example, someone on the edge (the half damage area) would be rolling 1d12. Halving damage doesn't really work that way very well on a damage track. For example, what is half of d10+d12? I think damage reduction should either: 1. Be expressed in Shifts. 2. Half of the total rolled on the dice (i.e. still roll 2d12 but halve the total value rolled) 3. Decide when "halving" which die to drop (the bigger or lower die - in my example, would the d10 or d12 go away? Also, how would this work if someone was only rolling one die? How do you halve a d6?
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thad
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Post by thad on Mar 22, 2017 2:21:16 GMT
If the players are second in the round If the player has held his/her action Other than that, it would work like this: Heroes first, villains second. Hero: I shoot through the window. Villain: I trigger the bomb, throw the grenade, make something go boom - pick one. Hero: Do I get a save? GM: You already acted this round. Hero: Well, shit. Unless I'm going to take the villain out in one go, that makes me always want to hold my action to go after the villain...
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Post by logan9a on Mar 22, 2017 9:52:47 GMT
Then, if the grenade (randomly picking a number at the upper end of the damage track) did 2d12, everyone rolls their own damage and can poz the rolls or dice. {Example: Ted rolls a 1 and a 12. He keeps the one, spends a poz and rerolls one of the dice hoping for lower.} (We did have the poz and reroll some of the damage dice before - this is not new). Note that in this example, someone on the edge (the half damage area) would be rolling 1d12. Halving damage doesn't really work that way very well on a damage track. For example, what is half of d10+d12? I think damage reduction should either: 1. Be expressed in Shifts. 2. Half of the total rolled on the dice (i.e. still roll 2d12 but halve the total value rolled) 3. Decide when "halving" which die to drop (the bigger or lower die - in my example, would the d10 or d12 go away? Also, how would this work if someone was only rolling one die? How do you halve a d6? #2 sounds easiest.
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Post by logan9a on Mar 22, 2017 9:53:54 GMT
If the players are second in the round If the player has held his/her action Other than that, it would work like this: Heroes first, villains second. Hero: I shoot through the window. Villain: I trigger the bomb, throw the grenade, make something go boom - pick one. Hero: Do I get a save? GM: You already acted this round. Hero: Well, shit. Unless I'm going to take the villain out in one go, that makes me always want to hold my action to go after the villain... It kind of worked that way before - I just avoided AOE when I could. It will be a bigger thing this game I suspect. If anyone has different and hopefully better ideas, I'm interested!
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matchstickman
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Post by matchstickman on Mar 22, 2017 18:26:16 GMT
Allow everybody to roll "Dodge" at -30, roll at full if you haven't acted and state you are jumping out of the way/were ready for this/or can play a Haste etc. Take half damage if successful. Simple?
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Post by logan9a on Mar 22, 2017 19:03:49 GMT
Allow everybody to roll "Dodge" at -30, roll at full if you haven't acted and state you are jumping out of the way/were ready for this/or can play a Haste etc. Take half damage if successful. Simple? Digging it - does anyone else have thoughts on this?
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laughinggoon
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Post by laughinggoon on Mar 24, 2017 4:43:11 GMT
Would also prevent the inaction action.
"The boss waits in catlike anticipation of your attack."
"I'll show him! I wait for HIS attack!"
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matchstickman
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Post by matchstickman on Mar 25, 2017 23:32:03 GMT
What is half of an odd number? Round up (and have the players hate you for that extra point of damage) or round down (and have players taking nothing when they roll a 1 on a d12)?
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Post by logan9a on Mar 26, 2017 0:40:44 GMT
I'd round in favor of the players for this.
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