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Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


I thought about that, but I really don't like characters that can't be damaged (One of the few problems I had with FASERIP and the early version of MnM).

I do like that a character can be worn down if enough fire power is applied and of course it ties in with how armour currently works. And like the current use of armor, if it gets worn down too much, a hero could switch to another power for defense.

Of course, there is the Invulnerability power if you want a character truly immune to your choice of kinetic or energy attack.

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Re: Revised Supers! - Power Boosts & Complications


Off and on I've thought Supers could use an "Extra Effect vs..." Boost. For 1d, you gain a +2d when using the specific power vs the specific target type.

You could then trash Armor Piercing and just roll the effect into the "Extra Effect vs..." Boost.

You could even do something cool like have a character with true mastery of the martial arts take the boost to their Fighting Aptitude and have the target be Fighting (my Kung Fu is better than yours type thing!)
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Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


You have to be very careful with boost powers. In MnM, the early edition of the game had no limitations on stacking powers. I had a character that had Super Strength +10, Density Increase +10, and a boost of +10. As the rules were written, each power was permittable under the limit. But they stacked to a mighty +30, far beyond the intent of the game.

9/4/2012, 9:14 pm Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
GWB83 Profile
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Re: Revised Supers! - Power Boosts & Complications


quote:

Darkpaladin67 wrote

For your consideration here is what our house rule does...

ARMOUR PIERCING
Armour piercing is a boost that costs 1D. If you are using someone who has Armour as a defence, they cannot use the Armour power to defend against your attack. They may still defend against the attack using fortitude, reflexes or some other power.

IMPERVIOUS DEFENCE
This boost costs 1D and can be applied to any defence power. The boost allows you to ignore any attack that is of less dice than your defense. If an attack does not do damage,it is still considered a use of the defensive power and as such, the power cannot be used again this turn. (Or in the case of Armour, is reduced by 1D).

TOUGH DEFENCE
You can apply this boost to the Armour power. It is a 1D boost. If you have touch defense, you can still use your Armour Power against Armour Piercing attacks.




Maybe I don't have enough experience with this game to get this, but this approach doesn't feel right to me. For a 1d boost you can completely bypass armor as a defense? That pretty much guarantees that everyone with armor will spend the extra point to make it Tough Defense.

Impervious is a bit more interesting, but seems under-priced for the benefit you get.


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Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


Impervious is only really powerful if you are going toe to toe with one foe whose attack doesn't overwhelm your defenses. It starts to get worn down against multiple opponents and is ineffectual against a character that has a big boom.

As far as AP vs Tough. Would you rather have a 2D/1D defense against everything. Or have a 3D/2D/1D defense against everything except the rare armour peircing. (Remembering that you have other ways to avoid damage aside from your armour.) Just one die doesn't seem like much, but it does add up especially for starting characters (20D)

However, if you have a better option I would like to hear it! I am always looking for a better way to do things.
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Re: Revised Supers! - Power Boosts & Complications


From a balance and cost perspective, it seems like each die invested in Armor Piercing, should reduce the any target's armor roll by 1 die.

Each die invested in Tough Defense could negate one die of Armor Piercing and allow you to reroll any die results of 1 against any attack.



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Re: Revised Supers! - Power Boosts & Complications


quote:

Each die invested in Tough Defense could negate one die of Armor Piercing and allow you to reroll any die results of 1 against any attack.



Seems really complicated when held up against existing rules.
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Re: Revised Supers! - Power Boosts & Complications


quote:

Dustland wrote:

quote:

...and allow you to reroll any die results of 1 against any attack.



Seems really complicated when held up against existing rules.



Yeah, I'm actually not a fan of re-rolls as it disrupts the flow of the action. I was just thinking that Tough Defense would need something extra - in addition to countering armor-piercing attacks.

The existing rules for AP and Tough Def have a pretty cool "feel" about them, since it is nice to know your boost grants you an automatic 6. I like that too and I think it works pretty well in a case where there is a campaign cap on dice pools.

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Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


Unfortunately this isn't really an advantage. Negating a dice of defense yields almost the same exact results as simply buying another die of offence.

quote:

GWB83 wrote:

From a balance and cost perspective, it seems like each die invested in Armor Piercing, should reduce the any target's armor roll by 1 die.





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Re: Revised Supers! - Power Boosts & Complications


I always liked the simplicity of the rule but never really looked at the maths all that closely because it "felt" about right. Yes you lose a bit to gain a guaranteed higher-than-average number.

Maybe the simple answer is that for every 1D Boost, you receive a guaranteed 7 (rather than 6) for one of your D.

So, for e.g., Jouster has Armour 4D(Tough Defence 2D). So his Armour gives him 14 + 2D6.

This goes for Armour Piercing too.
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