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Post by vjcsmoke on Feb 9, 2009 14:58:42 GMT -5
I think the basic ruleset should allow for teammate combined attacks. The "Fastball special" is the prime example of this. That being said attacks probably shouldn't double in power outright, there should be some loss of efficiency in working with someone else so I propose a max of 150% increase.
Example: Colossus uses 8 stones of strength to hurl Wolverine who is putting out an 8 stone attack (5CC+3 from claws). A doubled attack would result in 16 stones of damage. Ouch! What if this combined attack resulted in only 12 stones of damage instead? I know this looks inefficient at first, but if they are dealing with a Sentinel or something else with really high defense, this might be the only way to hurt it.
Thoughts?
Additional note: The same could apply to a 'crossfire' from ranged attacks. For example if Cyclops and Iceman both level 8 stone blast attacks at the same enemy, you can treat it the same as the enemy receiving a 12 stone 'combined' attack.
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Post by Dionon on Feb 9, 2009 15:03:08 GMT -5
What about the way BESM d20 handles it? In a round about way of course...
It's kind of the same thing as you have there (nice thought btw) but it's a little more steep. Both beings make their attacks, and then each takes a -2 penalty... I'd say because D20 is based on 20s, and MURPG is based on 10... that should be lowered to -1..
So that same Fastball special would come out to be a 14 (each has 8 stones - 1 for penalty = 7 each)
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Post by WildKnight on Feb 9, 2009 15:03:27 GMT -5
Its alright... probably not "the best" solution to the issue, but certainly a very good one, and theres no sense in making greatness the enemy of goodness (and I don't have a better idea)
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Post by vjcsmoke on Feb 9, 2009 15:16:12 GMT -5
I'm certainly open to better suggestions. But I think this kind of combat action should be explained explicitly in the core mechanics. A lot of games are team based so I think any rules that touch on teamwork should also be explored and laid out clearly.
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Post by Dionon on Feb 9, 2009 15:19:06 GMT -5
So... are we going with 150% or are we going with each attacker having a -1 situational penalty....
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Post by takewithfood on Feb 9, 2009 15:22:07 GMT -5
I'm tempted to steal an idea from Hunter: the Vigil. Hunter is a game with a lot of emphasis on teamwork (it's about totally normal humans taking on vampires, werewolves, demons and ghosts, so every advantage you can muster is crucial to survival) and they have a pretty awesome mechanic for it.
Basically, in addition to receiving individual XP awards, the team gets its own share of XP. Team XP can be spent on special tactics, each of which has its own rules and mechanic.
It's possible that we can come up with a similar concept. I can see Fastball Special being a tactic.
~TWF
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Post by Dionon on Feb 9, 2009 15:28:28 GMT -5
Like having a "Team CAD" with actions on it or something?
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Post by WildKnight on Feb 9, 2009 15:40:10 GMT -5
I'm tempted to steal an idea from Hunter: the Vigil. Players just getting killed no matter what they do?
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Post by takewithfood on Feb 9, 2009 15:49:52 GMT -5
You kill your players? Wow, that is hardcore.
I guess sort of a team CAD, but it isn't as though it would have its own Strength or anything. GMs and players could work together and set up a Tactic. For example, the players of Colossus and Wolverine decide they want to practice the Fastball Special. Together with the GM they decide on a rule (let's say combine stones of Colossus' strength with Wolverine's close combat, at 75% total strength, round up, and Wolverine gets free movement within Range 3.) When the team has saved up, say, 10 LOEs, they spend them on Fastball Special. Presto, now they can use it.
When a GM starts a game where the characters are presumed to be working as a team already, as part of the game's background (such as an X-Men team), the GM can hand out some free team LOEs or something.
The problem with this is that its less fluid, making it awkward when such an idea comes up in the middle of a fight. I've never seen the original Fastball Special, but I always image that they did it spur of the moment, rather than having practiced it before in the Danger Room or some such.
I'm not really proposing the idea (kinda don't care for it myself in a game like MURPG) but I thought I'd toss it on the table to see what you guys can make of it. ^__^
~TWF
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Post by WildKnight on Feb 9, 2009 16:07:50 GMT -5
LOL I meant player-characters. My experiences with Hunter were... not great.
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Post by Neros on Feb 9, 2009 17:25:06 GMT -5
I like the -1 to the attempt idea.. You could even go further and say -2 if the characters don't have a speciality..
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Post by takewithfood on Feb 9, 2009 17:30:41 GMT -5
I like the -1 to the attempt idea.. You could even go further and say -2 if the characters don't have a speciality.. Yar, that's the simpler idea. Probably what I'd go with as a GM. ~TWF
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Post by Jet on Feb 9, 2009 17:47:43 GMT -5
-2 would be cool if its from two powerfull characters, but what about weaker ones that are actually the only ones who really NEED IT to fight? Like two mutants characters who have small attack output like 4 or 5? Then instead of two small attacks it would be one small attack (4+4-2*2=4)
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Post by WildKnight on Feb 9, 2009 17:50:41 GMT -5
Well, the thing is that those characters probably shouldn't be attempting combined attacks if they lack the proper specialties. People who don't know how to fight probably won't gain much from fighting in tandem (despite what you may have seen in video games).
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Post by Neros on Feb 9, 2009 17:51:33 GMT -5
Hehe.. True KISS But you are right playah... Working together with lower numbers would seem.. Ineffective.. Then drop that..
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