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


quote:

Darkpaladin67 wrote:

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.



I totally agree on that

quote:

Darkpaladin67 wrote:
The current rules for attacking mooks act as a group effect already. (number of successes taking down that many mooks).



Hrm, my mistake then. Of course, Area is then worded incorrectly, and should state it allows you to target an additional group of mooks, since you can target one all ready without it.
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I love the dice pool mooks idea. Bookmarking that for later.

Another method is to have the mooks downed by a single hit. This would coincide with the dice pool method.

Got a bunch of 3d mooks... all their traits are 3d but they're still mooks and taken outvof the fight in a single hit.

Regards
Walt

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9/6/2012, 6:22 am Link to this post Email kroh   PM kroh Yahoo Blog
 
GWB83 Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


Another Mook thought: Treat them as henchmen with a toughness rating from 1 to 3. When a hero attacks a group of mooks, each increment of the toughness rating knocks out a mook.

On offense, mooks are incredibly inept and therefore have an attack value of one per mook. If it is a group of well-armed soldiers, you could increase their attack value by a point or two.

Upside: Mook groups get wiped-out fast and the hero can jump into the middle of them and take out several in the first round.

Downside: The Judge has to be aware of more numbers.

Example: Gemini is surrounded by 10 thugs from a street gang. They are clearly tougher than regular bystanders, so let's give them toughness of 2 each. Since they are armed with knives, chains, and baseball bats, we'll also give them an attack value of 2 each.

Reactions: Gang 20 (10x2), Gemini 14
Gang attack: 20 vs 18 Athletics - In an incredible display jumping and somersaulting (and a lucky roll) Gemini takes 1 point of Composure damage, when a switchblade cut off some of her hair.
Gemini attack: Swords 18 vs 2 each. In a whirlwind of flashing blades, 9 thugs go down! Holy crap.

Well... now there's one left. I'm guessing he runs.

So, this example turned out to be too brief, but hopefully you get the idea.



Last edited by GWB83, 9/6/2012, 2:27 pm


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


HOLY CRAP I just saw that play out in my head. Way to write a description.

Regards,
Walt

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


Ha! I think you read it before I finished editing it! I had to adjust one of the rolls for her Normal disad. So she did lose a point of Composure while defending. But the rest played out the same. I think I'll run it again and see what happens.

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


Sweet! Thank you for posting it

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


Rematch: Gemini vs the Street Gang

Same scenario… 10 thugs (attack and toughness values of 2 each)

Reactions: Gang 20, Gemini 11
Gang attack: 20 vs Swords 15 - the thugs crowd-in around her and she is forced to use her blades to deflect the attacks! She thinks, "I can't hold them off for long"! (1d Will damage)
Gemini attack: Presence 10 vs 2 each - She says, "All you boys against one woman… You should be ASHAMED of YOURSELVES!" Five of the thugs pause and begin to argue with each other.

Reactions: Gemini 15 vs 10 (five remaining)
Gemini attack: Swords 8 vs 2 each - It's not her best work, but she battles her way out of the corner with well-placed strokes and four of the five gangsters fall!
Gang attack: Presence 1d = 5 vs 2 each… In an effort to rally his arguing gang mates he yells, "Come on you $*%&%!! She's gonna git away!" Two of the thugs re-enter the fray.

Reactions: Gemini 12, Gang 6 (3 remaining)
Gemini: Swords 14 vs 2 each - "So that's the way you want to do this?" she asks, before ripping through them like a steel tornado.

------------------------------------------

So, there we have a more interesting example.


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


This was the approach we took in my first group when we realized the current Mook sysem wasn't working for us.

Basically, you do a point of damage for every point you exceed their rating by (ie Attack 14 vs Mooks 10 does 4 points of damage/4 Mooks disabled).

It certainly speeded up play, but it still didn't address any of the other issues I've mentioned such as Mooks attacking Mooks.

I'm not opposed to this method, I just think the Dice Pool method works better on most fronts and is more in line with the core rules (ie rolling two dice pools against one another).

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


Seems like a good way to do it and it allows us on the Judges side of the table to roll the bones against our buddies.

Did you try the exceed the rating damage system against the mooks because the dice pool thing was no longer working for you or are you just tinkering around to see what you can come up with ( Like a mad scienTEEST)?

Regards,
Walt

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


quote:

Did you try the exceed the rating damage system against the mooks because the dice pool thing was no longer working for you or are you just tinkering around to see what you can come up with ( Like a mad scienTEEST)?



Not sure what exactly you're asking there sir! If you're refering to the Mooks having 5d vs the highest die pool for the hero being 4d, it wasn't really intentional, I just picked a character that was roughly 20d to use in the test at she happened to not have a higher power.

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