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Post by Neros on Jun 9, 2009 1:31:44 GMT -5
Reflexive Dodge Not bad.. So if you want to swing around a flagpole like you just saw Daredevil do, you would gain a +2 sitmod? Woulden't this involve allot of noting so you know what you're character has seen?
Prescience More specifict, how are you gona handle the "I dodge you're pumpkin bomb, web it and swing it right back at you* scenario? Or *I leap our of range of the bomb before it goes off*? Reflexive dodge dosen't cover these things which closely happens to spiderman all the time..
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Post by Rinjo on Jun 9, 2009 2:57:26 GMT -5
I am having trouble with speed. If it governs your other actions... acrobatics, web slinging... why would I buy those other actions and not just speed? Dont 7 stones of acrobatics to defense = the same thing as 7 stones of speed to defense?
I am just not seeing the correlation in the comics at all. Spiderman cannot run as fast as he web swings, and Quicksilver cant perform acrobatics as a movement action at a fraction of his speed cost.
What am I missing?
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Post by takewithfood on Jun 9, 2009 10:12:54 GMT -5
Reflexive DodgeNot bad.. So if you want to swing around a flagpole like you just saw Daredevil do, you would gain a +2 sitmod? Woulden't this involve allot of noting so you know what you're character has seen? I think you mean Photographic Reflexes, not Reflexive Dodge. ^__^ But yeah, it could possibly be something like that. I think for now I might leave it off the list, though. I'd only be upsetting Taskmaster anyway. ^__^ Reflexive dodge does sort of handle the "I leap out of range of the bomb before it goes off" scenario, since your defensive stones apply against the attack. You wouldn't quite be able to sling a pumpkin bomb back at the Goblin, but sadly that's a sacrifice we have to make to keep 1.0 Prescience out of the game. It just doesn't work well, particularly in a play-by-post setting, where combat already takes forever waiting for everyone to reply; waiting for some people to reply twice is just too cumbersome. ~TWF
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Post by WildKnight on Jun 9, 2009 10:15:43 GMT -5
Besides, attacks are stones.
The special effects are flexible.
So I make an 8 stone Ranged Combat attack at Gobbie with my Web-Shooters. The GM can ALWAYS rule that, in light of the fact that the Goblin missed me entirely with his attack that panel (or threw multiple bombs and not all of his attack stones got through), my attack was due to me webbing one or two of his bombs and sending them right back.
Thats the beauty of NARRATIVE combat.
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Post by takewithfood on Jun 9, 2009 10:22:05 GMT -5
I am having trouble with speed. If it governs your other actions... acrobatics, web slinging... why would I buy those other actions and not just speed? Dont 7 stones of acrobatics to defense = the same thing as 7 stones of speed to defense? I am just not seeing the correlation in the comics at all. Spiderman cannot run as fast as he web swings, and Quicksilver cant perform acrobatics as a movement action at a fraction of his speed cost. What am I missing? I must have written something very confusing in my description of Movement Actions because very few people are getting it. If that's the case, I'm very sorry. lol It makes sense in my head, anyway. These 2.0 rules allow you to use Movement Actions (such as Acrobatics) for movement. That's really all they do. Here's a sample panel, using Daredevil as an example. He's already in the middle of a rooftop fight; Bullseye is throwing pointy things at him from an adjacent roof and Daredevil would really like that to stop: ======================== H: 3/3 E: 12/20 *recovered 4* Action One: 5 stones into Acrobatics: 1 stone shifted to movement to run across the rooftops, 2 stones to clear the jump between one roof to another, and 2 stones to combine with Close Combat Action Two: 4 stones of Close Combat (+2 combined with Acrobatics) to dropkick Bullseye. Defense: 1 (Reflexive Dodge) E: 3/20 ======================== All that's happened differently from 1.0 is that Daredevil's player has "shifted" one stone of Acrobatics into movement. In this respect, his Acrobatics functions as though it were his Speed. HOWEVER, his maximum velocity is still restricted by his Speed, NOT his Acrobatics AN. If he has a Speed of 3 and an Acrobatics AN of 4, he can only put a maximum of 3 stones into movement, not 4. Does that make sense? ~TWF
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Post by Rinjo on Jun 9, 2009 10:22:52 GMT -5
the way you wrote it, it says somethign to the effect of being goverend by their speed action.;
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Post by takewithfood on Jun 9, 2009 10:25:54 GMT -5
I don't think I used the word "govern" or "governed". I'm not really sure where you're getting that, actually.
Basically, you can run as part of Acrobatics. It is easy to imagine someone running and jumping over small obstacles at the same time. However, jumping while you run doesn't make you run faster. Thus, you can't run faster than your Speed.
Does that make sense yet?
~TWF
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Post by Rinjo on Jun 9, 2009 10:26:50 GMT -5
yes but web slinging does. If I can only swing as fast as I can run hy would I buy swinging?
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Post by takewithfood on Jun 9, 2009 10:29:55 GMT -5
The Movement Action text actually says that some Actions have specific rules for movement. You still use those rules.
For example, you still use the Flight row on the D&R chart when flying. And rutt your speed, you use your Flight AN. (Same with Web Slinging.)
But I had to write something, somewhere, to explain that now you can run with Acrobatics and Unstoppable. Some GMs may want to rule that Phase Shift is a Movement Action - all they have to do is say "in my game it's a Movement Action" and people will know what that means.
EDIT: This must be the part of the text that is unclear. I should be more specific, sorry. ^__^
~TWF
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Post by Rinjo on Jun 9, 2009 10:30:36 GMT -5
let me reread it... I am knee deep in a project...
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Post by takewithfood on Jun 9, 2009 10:38:07 GMT -5
I think where I've been confusing people is that I'm technically designating all Actions relating to getting you from A to B as "movement actions" without being explicit enough that if the text box for an Action says "you move this fast", then you move that fast.
It's really just Acrobatics and Unstoppable that currently follow the "Speed is the limit" rule because they're based on running. However, I felt that if I didn't call Flight a "movement action" then I'd have people asking me why it isn't a movement action. lol It is handy to have a list of Actions that can move you, though, especially for new players who aren't familiar with every Action out there.
~TWF
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Post by Neros on Jun 9, 2009 13:08:42 GMT -5
Reflexive dodge... Uhm.. Photographic reflexes Yea... Thats what i meant.. But how many of these +2's would a character start with?
Prescience I thought area attacks negated reflexive dodge and reflexive dodge was just that, a dodge.. In the old game, Spidey could throw a couple stones into acrobatics and leap out of range of the bombs blast and even take passengers along with him if needed..
Moment/Acrobatics Thats right.. So far, each movement action has stated what "row" they use to determine speed and what limits they have..
Leaping Just thought about something.. Jumping 3 miles is Difficulty 10... So to actually jump that far, you would need 20 stones.. Or am i wrong about that? But if so, the problems comes up with forexample The Hulk, who has leaped even further than 3 miles (like close to orbiting the planet), however, he would never be able to do that unless we give him some sort of special rule or alter the leaping rules..
Falling What thoughts have you done about falling? Have you thought about adding a max damage cap so that people like hulk actually can survivce the falls he have experienced?
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Post by takewithfood on Jun 9, 2009 13:42:44 GMT -5
Reflexive dodge... Uhm.. Photographic reflexesYea... Thats what i meant.. But how many of these +2's would a character start with? I don't have the heart to mess with Photographic Reflexes, to be honest. So I don't know. lol That's one of the troubles with it: It's silly to keep track of what a character has seen when they can easily go rent a dozen movies and pile up a list of experienced scenarios a mile long. In the end, you're left with a +2 to everything.. which sounds like a regular modifier with flavour to me. So for now, I'll scrap it. Might come back to it much later, after the rest of the game is running. Spidey has good senses (Animal Senses, really) and a high Initiative, as well as good Reflexive Dodge. Most of the time he's going to know when an attack is coming, and he's going to act first in a fight. If his Spidey Sense doesn't tingle (in other words, his Animal Senses aren't enough to detect an attack, say from a sniper sitting a mile away) then he's in trouble. If they DO tingle, but he doesn't react in time (attacker's initiative is faster), he's in trouble. If he acts first but can't physically get out of the area, he's still in trouble. Otherwise, Spidey has the upperhand. This is as good as I'm really willing to make the system. I know it isn't perfect, but it's simple. I haven't put up the Leaper Modifier yet. Also, most Hulk CADs will allow him to exceed 10 Strength, in theory. All he really needs is a little Acrobatics, and either some Rage or a small Leaper Modifier and he's airborne. This consumes energy like a mofo, but such is the way of things. Again, some Agility/Acrobatics helps lessen the fall. Also, he has toughness like mad and any hurt he actually takes won't last long thanks to his Healing Factor. In theory, though, the Leaper Modifier should also help with cushioning falling damage.. That's a solid point. ~TWF
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Post by Neros on Jun 9, 2009 14:05:04 GMT -5
Photographic ReflexesHmmm.. Its a really cool power, but its hard to place rules on.. PrescienceHmm.. I still can't see how normal reflexive dodge can work here (even along with animal senses) since what spiderman gets, is a warning of the diretion and the general level of danger.. But if you wish to try out an alternate way of handling it, then lets LeapingWell, he can exceed Strength, but to leap those 3 miles, he would have to pay 20 stones which he can't because he only has strength 10.. He could get some Acrobatics and he does gain extra strength, but he would still need some high actions (or leaper modfier), to reach the hights he has.. FailingHmm.. Well, 3 miles equals about 1540 feet.. Which is formed into and attack of 154 (1 stone of attack per 10')... Thats ALLOT of damage.. Even the Hulk can't handle that.. And comicwise, he has even falled farther... If the leaper modifier helps cushion falling damage, it would help abit.. But I dought it will be enough..
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Post by Stark on Jun 9, 2009 14:11:49 GMT -5
I know I said that elsewhere already, but there must be a damage cap for falling. Once you've fallen long enough to reach maximal velocity, no matter how many more miles you're going to fall, it won't hurt you more than what it already will. Make it 15 stones, 20 or I don't know how many, but there must be a "Max damage" to this. I think 15 is fair, especially when considering that once you've reached that falling speed, most actions won't help you even if you shift them to defense. For exemple, if you fall off a plane, a force field... or Toughness (and others of course, but I'm just giving examples here) could help you. But shifting stones from Acrobatics into defense will only result in breaking your legs before breaking anything else. EDIT: Sorry, I just realized this was a 2.0 thread. Seeing this, it's possible some of the things I just said make no sense, sorry for that. But I still think there must be a damage cap for falling, no matter the MURPG version one plays in.
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