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Re: Revised Supers! - Resistances Thread


Resistances were never meant to be "stats" like in some other games. The were supposed to be more "passive" than "active" in a kind of saving throw/hit point sort of way. (I really shouldn't have used Reaction for initiative).
Therefore, I think any rule where resistances are to be used "actively" should be looked at again, to see whether an Aptitude (or Power) can be used instead.
 
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Re: Revised Supers! - Resistances Thread


quote:

Simon W wrote:

Resistances were never meant to be "stats" like in some other games. The were supposed to be more "passive" than "active" in a kind of saving throw/hit point sort of way. (I really shouldn't have used Reaction for initiative).
Therefore, I think any rule where resistances are to be used "actively" should be looked at again, to see whether an Aptitude (or Power) can be used instead.
 



If that is the case, then Reaction really needs to have it's description revised, because besides initiative, it does read (to me) that it could be uses to roll for senses and such.

However, I thought the rules are implicit that as long as you can properly justify it to the Judge, they can allow you to use it. Wouldn't that also be the case with a Resistance, regardless of whether it's supposed to be passive? If not, that needs to be clarified in the text for Supers! revised.

I'll also stop suggesting it can be used as such, since it appears I was wrong after all


Last edited by urbwar, 9/3/2012, 10:53 am
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Re: Revised Supers! - Resistances Thread


quote:

urbwar wrote:
I'll also stop suggesting it can be used as such, since it appears I was wrong after all



You can never be wrong - you can just have your own interpretation.

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Re: Revised Supers! - Resistances Thread


Understood about using resistances as active stats. Will keep this in mind for future discussions.

I use resistances for tracking the characters well-being. I also use them for defense rolls when a character does not have a power with which to defend with.

What happens in the following situation?

A character is being attacked by multiple foes. He has used up all his powers for the turn and has already defended with his resistances. Then he is attacked again. How would he defend against it?

I would be tempted to allow a character to defend with a resistance multiple times in the same turn, but this would make resistances too effective (as well as stealing the thuder from the armour power).
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Re: Revised Supers! - Resistances Thread


quote:

Simon W wrote:

I really shouldn't have used Reaction for initiative



See here's where I agree with you 100% (as well as the Resistances are not active stats thing). I saw it that way at first glance, but I have a question then... how would you do initiative on second thought?



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Re: Revised Supers! - Resistances Thread


quote:

Darkpaladin67 wrote:

A character is being attacked by multiple foes. He has used up all his powers for the turn and has already defended with his resistances. Then he is attacked again. How would he defend against it?



For me there isn't a situation I can think of where a character would be attacked so much they would run out of Powers AND Resistances AND Aptitudes to defend with.

I mean that's a LOT of people attacking one guy no?

Side note, with Simon's excellent description of how to use Aptitudes for spot checks, I think we can close the door on the basics of Resistance and Aptitudes and look at Boosts and Comps on them.

Unless any one disagrees?



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Re: Revised Supers! - Resistances Thread


quote:

For me there isn't a situation I can think of where a character would be attacked so much they would run out of Powers AND Resistances AND Aptitudes to defend with.



Andrew, throw a small number of low-level villains with Mind Blast at a character and you'll very quickly run out of defenses (unless said character bumped up Mind Shield).

The simple answer though is you can always roll 1d to defend with, seems the reasonable way to handle it.
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Re: Revised Supers! - Resistances Thread


quote:

Darkpaladin67
What happens in the following situation?

A character is being attacked by multiple foes. He has used up all his powers for the turn and has already defended with his resistances. Then he is attacked again. How would he defend against it?



I agree with Andrew that this would be VERY rare. I mean, you can use even your 1D resistances to try and evade an attack, right?

Still, in the event that this DOES occur, we are obviously talking an almost assured knockout.

I can see the series of panels in my mind right now: the villain seen from behind and slightly in shadow, battered, bruised, costume in tatters, holding his side in pain, shoulders slouched, but lifting his gaze to see the inevitable coming at him. That inevitable might be a speedster coming at him full speed, or the cleated heal of a dark avenger swinging from a height to connect with the villain's face, or a two-fisted haymaker from a stony foe - the underlying sense of the panel, however, is that the villain simply has no more physical, mental or spiritual resolve left to avoid the outcome.

Systemwise, we end up with a situation where the die result = the number of dice of damage taken. That's not a problem, though. To me that just makes narrative sense. I actually want to see the battle that resulted in this end scene! :-)

All the best,

Dragonfly
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Re: Revised Supers! - Resistances Thread


quote:

Dustland wrote:

Andrew, throw a small number of low-level villains with Mind Blast at a character and you'll very quickly run out of defenses (unless said character bumped up Mind Shield).

The simple answer though is you can always roll 1d to defend with, seems the reasonable way to handle it.



This is true, but even then you have a few tricks up your sleave. Will, Composure, Presence, and Occultism, for instance, could be used to resist a Mental Blast, and ALL characters have those (even if at 1D). You'd need five "mental blasters" on one character for them to be totally defenseless, which is pretty rare in the source material.

Even then, many characters would have other forms of defense against this, whether they be mental powers of their own, some Super Senses, or even some unexpected options. If the Hulk were the one being attacked, for example, I might allow him to defend with Super Strength. Why? Because, conceptually speaking, his Super Strength is rage based. He'd be roaring at his assailant, trying to use his rage to overcome whatever effect is being used on him. (I wouldn't let most other characters with Super Strength use this defense, though).

Again, I mention these things not to silence creativity, but just to explore the options as fully as possible.

All the best,

Dragonfly
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Re: Revised Supers! - Resistances Thread


Hey Andrew,

When you say that a discussion is closed on a particular topic, are you saying that you'd rather we stop posting in that thread?

I'm concerned because these discussions were "closed" after only a couple of days. Although I'm on here as often as I can, there will be days when I won't be able to visit at all, and days (like today) when I'll have to catch-up on old discussions.

Also, there might be new people joining this community with good thoughts of their own.

Just something to consider.

All the best,

Dragonfly
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