Alpha One |
Yeah, college is bit more life-consuming than anticipated. I'll try to check in for updates more often.
GM_ZenFox42 |
MORE HOUSE RULES
I just went back and looked at my list, and noticed I hadn't included my very first, most #1 rule - Critical Failures : "When a character rolls double 1’s on a Trait roll, he can’t spend a Benny—he’s stuck with the critical failure."
That's not up for debate, I *like* critical failures - I think they add spice to the game. ;)
Another rule I'm toying with is Extra Effort (like, you know, when the superhero is temporarily immobilized, but then strains and/or flexes his muscles and breaks free) : you can spend a Bennie to add a d6 to an already existing Trait roll (not Damage), but then you *can't* spend another Bennie to re-roll (or add another d6). And if you spend a Bennie to re-roll, you can't then spend another to add a d6. They are mutually exclusive options.
Thoughts?
Jack of Clubs. |
I like the crit fail roll. I usually soften the blow by giving the player a benny when they crit fail.
It does not work for PbP, but face to face it is fun to give the player a choice of spending a benny to reroll a double 1 or gaining a benny if they eat the failure.
Won't work here but sometimes the looks on the poor players faces as they try to balance greed vs pain......... good times.
No opinion on Extra Effort. Looks legit.
Alpha One |
I still don't have good handle on the system (because I've been slacking) so no real opinions here. I will agree that I like failure as an element of the story and game.
*Nature |
I am posting this to all my games (apologies if you see this multiple times):
I am going to be out of town for an work conference that I was asked to go on last minute. I will be out of town through Friday (the 27th). There will be internet a the hotel, but the schedule will be really hectic and I won't have a lot of time to post.
Please bot me if I am in your game, and if you are in my game, please note that I will probably not be making an update until Saturday at the earliest.
Apologies and thank you for your patience.
Enkїdu |
Anyone else having trouble with the website? I'm getting signed out every few minutes, my Focus screen often doesn't work (it is showing every thread I've ever looked at, I think; my Campaign screen is glitches in the same way...) In other words, it is annoying and making my games rather hard to follow.
Enkїdu |
Having the same problem.
The site has also been down off and on over the past 3•4 days. So hopefully it is being worked on?Just took a look at the website feedback forum. This is being worked on as we type.
Good to know.
-- Dark Angel -- |
I've had nothing but problems. It hasn't been alerting me to new messages and it "forgets" my name and logs me out, such that I have to log in again each day.
Doctor Toxic |
Doc Tox - upon reading the rules, it sounds like you can't take Ranged Touch Attack with Ensnare, because RTA "can be applied to any power that requires a Touch Attack", while Ensnare is strictly a Fighting roll (nowhere is "Touch Attack" mentioned). <...time passes...> Ok, but under Projectile, Ensnare is included in the list of "Touch Attack Powers" - so now I've posted a question to the SW forums for an answer. For now, I'll let you do it - but be warned, a change may be coming...
I hope it gets accepted because a superhero game that does not allow you to make something like Spiderman is pretty silly.
Jack of Clubs. |
Zen. Ensnare is called out as a touch attack here....
Projectile (+1)
This Modifier can be used with any Touch Attack power, such as copycat, decay, ensnare, fear, infection, paralysis, or poison.
Admittedly this is more Rule as Intended rather than strict Rule as Written evidence but I would certainly let Ranged Touch apply to Ensnare.
Jack of Clubs. |
One of those questions I've been meaning to ask is whether anyone else in the group has Atlantean blood? Knowing who I can communicate with telepathically would be handy.
Not me! Jack is pure strain human.
Jack of Clubs. |
...But how do you know where Monolith is?
It should be pretty obvious....or am I missing something?
...the entire building collapses in upon the both of you.
and
... growing larger and larger until he's 10 feet tall...
So a 10' tall (naked?) rock man standing in the open rubble of a former building.
I think we have a good guess as to where Mr. Mono is.
GM_ZenFox42 |
Enkidu - what Zadmar said was that he *meant* to say that you entangle on a raise instead of causing any damage [from the natural attack that could invoke an entangle] at all, then inflict Str+d6 on the same round AND every round after that.
And, for some reason, I compared your Fighting attack to Monolith's *Toughness* (that's what I get for trying to parse posts right after I wake up), so you *did* Entangle him, but now the plot has moved on so far that I think I'll give you the Entangle automatically on your next action. Sound good?
GM_ZenFox42 |
Jack - my attack was a Withdraw attack against Doc, at -2 due to his +2 Defend.
By RAW, there's no way to repair ablative armor in NE - the description says "When it reaches Armor +0, the armor is destroyed".
I did, however, find a houserule : you need a Repair(armor type) skill in order to even try. Make a Repair check - on a Success you repair a point of armor, for each Raise you repair an additional point. On a failure the work was a bust but you can reattempt, however on a natural 1 (regardless of wild die) the armor is destroyed. Each attempt is 10 minutes worth of work.
Sound good? You can retro-fit your Repair skill to specialize in your armor type.
And now I'm curious, why didn't you let your armor take the Wound for you, instead of spending a Bennie?
Jack of Clubs. |
Bennies are easier to recover. Esp as I did then not know if Ablat could be repaired. It is rather expensive to replace.
Should look into just getting the Armor power and replace it.
RE: withdraw. Doc had 2 monks on him is something preventing the second one getting an attack?
Re:Repair so this would be a case of skill specialization? SWD pg 95.
Jack would roll Repair (armor) when working with armor and Repair (armor) -2 for all other repair uses?
GM_ZenFox42 |
The thing about using the Armor power is, you can't have it be Heavy Armor right now (which your physical armor is).
The other monk is in another "group", he'll attack when his group is up.
Regarding skill specialization - yes. But you could spend one advance on boosting your Repair(armor) up to d6, and take Repair(general) at d4 (if you think you're going to be using general Repair a lot).
Jack of Clubs. |
The other monk is in another "group", he'll attack when his group is up.
I thought the free attacks one draws from leaving HTH happened out of turn sequence and had no effect on anyone's normal action? Are these not extra attacks?
SWD pg 76. What am I missing?
I am asking because I see the Extraction edge(s) in Jack's future so I want to understand how this works
GM_ZenFox42 |
I just now realized when posting in Gameplay to Alpha One, and before I came here, that I handled the Withdraw attack against Doc incorrectly. You're right, the attack does happen the moment the character declares they're Withdrawing. That's so if the character ends up Shaken, they lose all remaining non-Free actions they were *going* to take (unless they spend a Benny immediately).
-- Dark Angel -- |
With the imminent approach of Christmas, I am going to be out-of-touch from the 20th-27th. My brother-in-law is treating my wife and me to a trip to Disney World so that she can see the Christmas decor before her vision is completely lost. To that end, I will be unable to post during that time. If I am in your game, please bot me as necessary. If you are in my game, I will try to find the time before Wednesday to make a brief post, but the game will be suspended until Dec. 28th. Merry Christmas, Happy Holidays, and a very Happy New Year to all!
Jack of Clubs. |
musings on upcoming superpowers
So I have been listening to a podcast ...
~powers
~~Wall crawler.
~~Leaping 1pt.
Cost (wall 1+leap 1)-device[hard to remove]1= 1pt
and watching cartoons...
~powers
~~Swinging, Strong line 1500 pound weight.
Cost(swing 2+ strong 1-device[hand held]=1pt
along with far too many kung fu movies...
~Power
~~Damage Field: type matter, biological (punches, kicks, elbows, knees, headbutt etc.) 2d6.
Trapping. I am looking at this as a kind of super-counterstrike edge so it will need some tweaking to work as envisioned. First off the benefits I am looking for:
1)Selective for free.
2)Damage that scales with strength.
Price I am offering in exchange:
1)Have to roll to hit targets (which means I need to see them as well and most normal fighting mods would apply)
2)Targets must FAIL to hit Jack with an attack. (So Jack is exploiting the momentary opening created by the missed attack to land a sucker-punch)
Conceivable issues:
1)Might play too well with the Imp.Combat Sense (no gang-up) and Imp. Counterattack (Free attack vs 1 foe that misses per round) edges Jack will be taking. This mix will allow Jack to jump into crowds of mooks with relative impunity.
2)Might overlap with the Jinx power that already punishes folks who roll badly against our boy.
3) Means more work for you as it will be faster if you were to roll the damage field counterattacks as the baddies wiff their attacks
Cost would likely be less that 5 pts depending on how you price out benefit #1.
What do you think?
GM_ZenFox42 |
Jack - Static shoes, no problem. Grapple gun, no problem.
Counter-punch/Intercepting fist : the price you are offering in exchange *is* exactly the Improved Counterattack Edge.
Some counter-questions : I *think* the Selective is for "the guy who's trying to hit me", yes?
And what do you mean by damage that scales with Strength? Whose Strength? Your attacker's? That sounds like a positive modifier to me.
Also, you would *not* be including your STR in that attack's damage, right?
I'd like to counter with including the Selective and "scales with Strength" (if I allow that at all, still thinking about it) positive modifiers, to be countered with -2 points for Contingent (on a successful Counterattack).
So, you'd have to use one Advancement to take at least Counterattack, and spend 3 PP (plus the possible "scales with Strength" mod) to get one level of Damage Field. You could continue to build it up from there.
Counter-thoughts?
Jack of Clubs. |
Counter-punch/Intercepting fist : the price you are offering in exchange *is* exactly the Improved Counterattack Edge.
Close to it. The improvement over Imp. Counterattack would be this power could hit more than one person a turn.
Some counter-questions : I *think* the Selective is for "the guy who's trying to hit me", yes?
Yup. It changes the power from zaps anyone standing next to me to if a person attacks me AND misses then Jack may choose to make a free attack on them.
And what do you mean by damage that scales with Strength? Whose Strength? Your attacker's? That sounds like a positive modifier to me.Also, you would *not* be including your STR in that attack's damage, right?
I am still pondering this one. The idea was to have the counter do the same damage as a normal punch from Jack INSTEAD of whatever damage the damage field power dictates. Currently Jack does a d10 with a punch which but that will increase as his STR goes up and/or I get things like the bruiser/brawler/martial artist edges. The basic idea is to simplify bookkeeping (no need to remember different damage values) and avoid the odd case where the counterattacks damage is better than the normal attack. This would be the case had Jack th power right now as 2d6 is a bit better than 1d10.
I'd like to counter with including the Selective and "scales with Strength" (if I allow that at all, still thinking about it) positive modifiers, to be countered with -2 points for Contingent (on a successful Counterattack).So, you'd have to use one Advancement to take at least Counterattack, and spend 3 PP (plus the possible "scales with Strength" mod) to get one level of Damage Field. You could continue to build it up from there.
Counter-thoughts?
Not sure what you mean here. I see that contingent is the right limit. So something like:
Contingent, Target must attack and miss Jack.Limitation, Jack must roll to hit targets. Limited to basic attacks as in the counterattack edge.
The language referencing the Counterattack edge is to prevent complications with other attack-triggered but not damage related edges like sweep and frenzy.
The overall desire is to create something as much like the Imp. Counterattack edge as possible while still allowing for countering more than one target a turn.
GM_ZenFox42 |
So, let's look at this another way - you're basically asking for Improved Counterattack, with the ability to hit multiple opponents per round, using your own normal damage.
That could be considered as two levels of Super Edge (Counterattack and Improved), with a positive modifier to hit multiple opponents.
So, 4 points of Super Edge, and 1 or 2 points for multiple opponents (I'm waffling on that, depending on how often that would happen).
What about that?
Jack of Clubs. |
Exactly!
I say call it 5pts with the caveat that the cost is not final and will depend on how this impacts play.
I am recommending 5pts as this is about as useful as a vanilla selective damage field which runs 5pts.
Could also be done as 2 non-super edges (counter and Imp.) and a super bump of the final 1 or 2 pts. (call it Imp. Imp. Counterattack ;7)
Jack of Clubs. |
I can see that. I am just keeping an eye on what tools Jack will have after the nullifier beam hits. :7)
I will most likely do Counterattack as a normal edge then use super edge for Imp and ImpImp.
But all this is a bit down the road.
Jack of Clubs. |
Gaming? .... yeah I can see that, sorry. It wasn't intentional, just stupidity and posting while distracted.
I was really just throwing ideas around. Looking at other ways to do the same(ish)thing.
More than happy to do the all in one package.
Alpha One |
To all my games, I am going to be leaving tomorrow for a humanitarian trip to help those in need. I will only have access to my smartphone at the time, so I will not be able to post during this time. I estimate my return to the boards in the first week of January.
If I'm a player and you find this absence unfavorable, I understand if you remove me from the game.
If I'm the GM, and you'd rather leave the game if it stalls for this long, I understand your withdrawal.
In either case, message me and we'll get things sorted out.
But I do wish everyone Merry Christmas and Happy Holidays!
GM_ZenFox42 |
Jack - I finally took a good long look at your "billy club with a Stun charge".
Since it's "two weapons in one", I'm going rule that if you are *hitting* them, the Fighting Raise would add damage (and always Stunning if you get past their Parry). But if you're just *touching* them, there's no damage at all (as for the plain-old Stun Wand in NE), and hence a Raise on the Fighting roll does nothing.
Also, now I'm just curious, if you thought your attacks were doing damage, where were the base STR+d4 rolls? All I saw were the potential Fighting Raise damage rolls.
Jack of Clubs. |
I was doing touch attacks so no STR or weapon damage. That seems pretty solid. What I was not sure about was if the raise on the to hit roll still added the d6. SWD pg 67 makes no mention of touch attacks and the touch attack section does not mention damage at all. So I was in a quandry.
What I did then was to look at trappings. The stun club is a comic variant of a real world taser. I know from the news that tasers can kill esp if the victim is tased in a vital area. Could a raise on the to hit roll translate as a vital area hit?
I figured this was enough of a grey area to at least make the rolls to speed things along in case you ruled that the raise did add damage. Not that the damage totals did anything in this case but hey Jack could have aced.
Thanks for the ruling, grey area all cleared up.
-- Dark Angel -- |
I'm back and will be spending today and tomorrow catching up. If you ever get the opportunity to do the Ultimate Disney Christmas Package, take it! For roughly $800/person, we stayed at a moderate resort (Coronado Springs), attended Mickey's Very Merry Christmas Party, got extra hours in the parks, attended an exclusive Christmas dance party, had an exclusive holiday buffet with live entertainment (and the food was fabulous), and received a special gift in our room on Christmas day that contained a picture frame, serving tray, chocolates, cookies, and much more! All-in-all, a wonderful vacation at an excellent price! BONUS: Because our resort was undergoing construction, we also received three exclusive Disney trading pins featuring Donald and his amigos with construction tools!
I was able to do most everything I wanted to do, with the single exception of Avatar Flight of Passage (my shins were too big), but my wife and brother-in-law did experience it and they thought it was a lot of fun! If you don't know, Mickey's Very Merry Christmas Party is an exclusive event with limited attendance where you spend the entire evening in the Magic Kingdom, riding rides, seeing shows, and getting free treats!
Anyway, back to your regularly scheduled adventure...
Alpha One |
Just across the border. Was part of a Casas por Cristo orgnization (houses for Christ). While I'm not zealous on the religious angle, it was good to be able to help some folks have a place to stay.
Also, got paid in fist bumps by the five-year-old son.