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Re: Revised Supers! - NPCs (Including Mooks+) Thread


Are you talking about the Area effect rules in the RAW or the optional ones I proposed earlier?
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

Under your way of handling mooks, it invalidates part of the Area boost, since that covers handling groups of mooks as an option for area.



Not at all! You can have multiple groups of mooks, just like you do now. The only difference is that they are measured in dice, not static numbers.

Sorry if my post implied that, wasn't what I was aiming for, I was just going for a simple example. The Mooks 5d could've been Mooks 3d + Mooks 2d, or 5 Mooks 1d. Might be interesting to see how that would affect the outcome of the fight actually...
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I am starting to like the dicepool option of mooks more and more. Another related question, how can you modify mooks to reflect their training/equipment?

In the summoning power, spend an extra die to give them a power boost. (for example, if the mooks are equiped with armor piercing lasers.)

Is there a maximum size for the dice pool? If someone summond 3d6 worth of minions and rolls really well, do they get a dice pool of 18?
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

Darkpaladin67 wrote:

Are you talking about the Area effect rules in the RAW or the optional ones I proposed earlier?



RAW
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

how can you modify mooks to reflect their training/equipment?


For the most part I don't bother; if I want the mooks to be tougher I just add a die or two and simply say it's because of superior training/equipment.
I did introduce the concept of Qualities in a now shelved project (Supers! at War) in which Mooks/Henchmen could have a single Aptitude or Power to better illustrate some exceptional ability. I don't advocate doing this all the time, just for truely memorable/exotic/unique Mooks or Henchmen.

quote:

Is there a maximum size for the dice pool? If someone summond 3d6 worth of minions and rolls really well, do they get a dice pool of 18?


Good question! For Summoning, your dice in the power = the dice pool of the Mooks, so if you had Summoning 5d, you could summon 5d worth of Mooks, split up however you want (5-1d Mooks, 1-5d Mook, 2-2d Mooks and 1-1d Mook, etc)

quote:

In the summoning power, spend an extra die to give them a power boost.


Since 1d Power = 1d Mook, you could simply allocate one or more dice as a Quality for a group of Mooks. So for example you could use Summoning 5d to summon Mooks 4d (Split Attack 1d) to reflect a Mook squad of machine gunners.
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I like it!
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

Dustland wrote:

Not at all! You can have multiple groups of mooks, just like you do now. The only difference is that they are measured in dice, not static numbers.




actually it does, but not in a bad way. Each 1d of area allows you to affect another villain or a group of mooks. With your method, a character can all ready affect a group of mooks, so 1D in area would allow them to affect two groups, meaning they can attempt to take out more of them at one time.

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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

actually it does, but not in a bad way. Each 1d of area allows you to affect another villain or a group of mooks. With your method, a character can all ready affect a group of mooks, so 1D in area would allow them to affect two groups, meaning they can attempt to take out more of them at one time.



Can't you effect two or more groups of Mooks with AoE as written in the book? I've always ran it that way at least.
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

Dustland wrote:

Can't you effect two or more groups of Mooks with AoE as written in the book? I've always ran it that way at least.



!d of area affects one group of mooks. As you're running it, you could affect a group without area at the base, and 1 more with 1D of area. When Glare did his light attack in the pbp against the copperheads, you stated it affected the group, but he doesn't have area. Had he 1D in area, he could have affected 2 groups your way, when by the RAW, he should only affect one. That makes area more useful, which would mean the description of it would need some tweaking if mook rules were done the way you are doing them. Again, not a band thing, but it would mean a slight revision of the description of area.
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


One of the problems I have with the current area of effect rules is its selective targeting. As currently written, I throw a grenade into a crowd and only the bad guys get hurt.

However, I should be discussing this in the boosts thread.

The current rules for attacking mooks act as a group effect already. (number of successes taking down that many mooks).
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