GWB83
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Re: Revised Supers! - Power Boosts & Complications
quote: Simon W wrote:
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.
The simplest answer is usually the best one! And it is just a minor tweak to the existing rue - nobody will have to re-write characters to account for the change.
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www.whimstorm.com
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9/5/2012, 5:57 pm
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AndrewCollas
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Re: Revised Supers! - Power Boosts & Complications
Ohhhh I like that... I like that a lot!
But then I also like Pips and 1's on the Wild Die, so obviously no one should heed me 
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"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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9/5/2012, 6:03 pm
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Darkpaladin67
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Re: Revised Supers! - Power Boosts & Complications
OK, let me do some quick math here:
4D + 2 AP: Average damage is 3.5 + 3.5 + 7 + 7 = 21 against armoured opponents
or 14 damage against unarmoured
equivalent without AP is
6D which averages to 3.5 + 3.5 + 3.5 + 3.5 + 3.5 + 3.5 = 21 vs everyone.
You break even at best for taking the advantage, and against non armoured you are worse off. As written, I will think I will skip ever taking this as an advantage.
Other options:
The amount of dice is doubled against armoured defense, but that might be too powerful.
Or armour is halved vs AP attacks.
Or all the dice are treated as 6's
quote: Simon W wrote:
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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9/5/2012, 9:09 pm
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Simon W
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Re: Revised Supers! - Power Boosts & Complications
Ok, if 7 isn't good enough, what about 8 (or even 9)?
So Jouster, in the example above gets a guaranteed 16 + 2D (minimum 18, average 13, high 28)
or
Jouster gets 18 + 2D (minimum 20, average 25, high 30)
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9/5/2012, 9:23 pm
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Darkpaladin67
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Re: Revised Supers! - Power Boosts & Complications
I don't know. Just increasing the number to an arbitrary value doesn't seem like the answer to me. It doesn't 'feel' right. I liked using a '6' because it is the max roll on a die thus making it easy, unfortunately the math doesn't back that option up.
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9/5/2012, 9:30 pm
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Dustland
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Re: Revised Supers! - Power Boosts & Complications
Maybe there shouldn't be Armor Penetrating. Really, a boost that seeks to negate a single power? And then another boost to negate the negating boost?
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9/5/2012, 9:33 pm
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AndrewCollas
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Re: Revised Supers! - Power Boosts & Complications
So the issue is that is cost 1D and then only gives you 6 in a particular situation, unlike Tough Defense which gives you the 6 all the time... right?
So what if AP removes 1D or Armour for every 1D of AP you have? So a guy attacking with AP 2 vs a 5D armor, the armor guy only gets 3D to roll vs that attack?
--- =-=-=-=-=-=-=
"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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9/5/2012, 9:36 pm
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Darkpaladin67
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Re: Revised Supers! - Power Boosts & Complications
That too is an option.
In defense of it, it does add some flavor to characters, allowing them to customize their attacks slightly and allows them options around those turtles that rely on heavy for their defense.
However, there are other options like webbing, paralysis, mental attacks, etc that can also deal with such characters, and it would make things simpler.
Thoughts everyone?
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9/5/2012, 9:38 pm
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Darkpaladin67
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Re: Revised Supers! - Power Boosts & Complications
Unfortunately that doesn't work either. For every die that you reduce your opponents armor, you also reduce your own die pool (for the cost of the AP boost). It is a break even.
Yet another option is that the die code is reduced by the cost of the boost against normal attacks, but it get the full dice pool against armour... and it reduces the opponents armour power level so he rolls less dice.
Therefore a 4D +2 AP does 6D vs armor and the armour defends at -2 dice. And he would do 4D vs. everyone else.
quote: AndrewCollas wrote:
So the issue is that is cost 1D and then only gives you 6 in a particular situation, unlike Tough Defense which gives you the 6 all the time... right?
So what if AP removes 1D or Armour for every 1D of AP you have? So a guy attacking with AP 2 vs a 5D armor, the armor guy only gets 3D to roll vs that attack?
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9/5/2012, 10:17 pm
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Dustland
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Re: Revised Supers! - Power Boosts & Complications
Since there was nothing mentioned about my original proposal, I'll ask again: what's wrong with an "Extra Effect vs..." boost that for 1d, you get to roll an extra 2d vs that target type.
That way you can have AP (Extra Effect vs Armor), you can have someone who's Electrical attacks are particulalry good vs electronics, Water defenses that are particularly good vs fire, etc
I don't particularly care for "my power reduces the dice you get to use" because you can negate someone's option of using the power entirely. I prefer to increase the advantaged power, not decrease the disadvantaged power.
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9/5/2012, 10:22 pm
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