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[icons] Unconventional Heroes. [OOC]
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<blockquote data-quote="Relique du Madde" data-source="post: 5231755" data-attributes="member: 42169"><p>Since Bold or Stupid described the rolling mechanic, I'll answer the other questions.</p><p></p><p></p><p>See below.</p><p></p><p>Yes everyone gets one action/attack a round.</p><p></p><p></p><p></p><p>This is where things get iffy. RAW badguys/npcs don't do attack rolls (they are assumed to hit automatically), instead players do Dodge/Evade rolls to avoid the attacks.</p><p></p><p>Mechanically speaking, what I posted in terms of the badguys actions was a slight inversion since I tested to see if the badguy hit rather if the PC dodged the attack. The only difference is that this method makes combat grittier (since badguy could get varying degrees of success). </p><p></p><p>When we start I'll use RAW. meaning I'll make your roll to see if you avoid enemy attacks. </p><p></p><p>Blocking, however is a declared action (since you are bracing for an attack) based on STR. What it does is reduce the amount of damage that you would receive from a bashing, blast, or rush attack if you don't have invulnerability. If you also have invulnerability you can block shooting or slash attacks, however you use the lesser of strength or invulnerability for this test.</p><p></p><p></p><p></p><p></p><p>The "target number" is a number based on an opponent's abilities, powers level, or an arbitrary difficulty. In case of combat it's Prowess (melee) or Coordination (range). When you make a roll your essentially trying to end up with a result a result that is over zero. </p><p></p><p>So, in essence each rolls look like this:</p><p></p><p>[Effort] - Difficulty +/- Modifier = Result</p><p>[(1d6 - 1d6 Roll Result) + (Attribute/Power Level + Specialty)] - (Target's Level/Difficulty) +/- Modifier = Result</p><p></p><p></p><p>Lets assume an "average" ability (3) with no specialty, and a "below average"" target level/difficulty (2) with no modifiers</p><p>[ (5 - 2) + (3 +0) ] - 2</p><p>[ 3 + 3 ] - 2</p><p>[ 6 ] - 2</p><p>4</p><p></p><p>I now check a result table to see what kind of result you got.</p><p></p><p>Effect Outcome</p><p>0 > Failure. The effort fails to achieve the desired effect.</p><p>0-2 Moderate success. The effort succeeds by a small margin.</p><p>3-4 Major success. The effort succeeds enough to be noticeably well done.</p><p>5+ Massive success. Not only is the effort noticeably successful, it has additional secondary benefits.</p><p></p><p>Result = Major Success</p><p></p><p></p><p></p><p>Sure.</p><p></p><p></p><p></p><p>Anyways, I'm interpreting this as the classic "opponent can't do anything except use mental powers" type of paralysis opposed to the "opponent can't move but could still attack" type of paralysis.</p><p></p><p></p><p>Yeah, that's it. In icons things pretty much come down to: "You can/can't do stuff , you get penalties when you try to do stuff, and you can/can't do stuff and your strength is draining.</p><p></p><p></p><p></p><p>It depends on the power. Some cases the powers level is used for the roll, others its an aility. Others you roll using one ability (to see if it hits), then you roll/subtract your power from something to determine the effect.</p><p></p><p>For instance, most attack abilities use your ability to hit, then the power's level when determining it's effect.</p></blockquote><p></p>
[QUOTE="Relique du Madde, post: 5231755, member: 42169"] Since Bold or Stupid described the rolling mechanic, I'll answer the other questions. See below. Yes everyone gets one action/attack a round. This is where things get iffy. RAW badguys/npcs don't do attack rolls (they are assumed to hit automatically), instead players do Dodge/Evade rolls to avoid the attacks. Mechanically speaking, what I posted in terms of the badguys actions was a slight inversion since I tested to see if the badguy hit rather if the PC dodged the attack. The only difference is that this method makes combat grittier (since badguy could get varying degrees of success). When we start I'll use RAW. meaning I'll make your roll to see if you avoid enemy attacks. Blocking, however is a declared action (since you are bracing for an attack) based on STR. What it does is reduce the amount of damage that you would receive from a bashing, blast, or rush attack if you don't have invulnerability. If you also have invulnerability you can block shooting or slash attacks, however you use the lesser of strength or invulnerability for this test. The "target number" is a number based on an opponent's abilities, powers level, or an arbitrary difficulty. In case of combat it's Prowess (melee) or Coordination (range). When you make a roll your essentially trying to end up with a result a result that is over zero. So, in essence each rolls look like this: [Effort] - Difficulty +/- Modifier = Result [(1d6 - 1d6 Roll Result) + (Attribute/Power Level + Specialty)] - (Target's Level/Difficulty) +/- Modifier = Result Lets assume an "average" ability (3) with no specialty, and a "below average"" target level/difficulty (2) with no modifiers [ (5 - 2) + (3 +0) ] - 2 [ 3 + 3 ] - 2 [ 6 ] - 2 4 I now check a result table to see what kind of result you got. Effect Outcome 0 > Failure. The effort fails to achieve the desired effect. 0-2 Moderate success. The effort succeeds by a small margin. 3-4 Major success. The effort succeeds enough to be noticeably well done. 5+ Massive success. Not only is the effort noticeably successful, it has additional secondary benefits. Result = Major Success Sure. Anyways, I'm interpreting this as the classic "opponent can't do anything except use mental powers" type of paralysis opposed to the "opponent can't move but could still attack" type of paralysis. Yeah, that's it. In icons things pretty much come down to: "You can/can't do stuff , you get penalties when you try to do stuff, and you can/can't do stuff and your strength is draining. It depends on the power. Some cases the powers level is used for the roll, others its an aility. Others you roll using one ability (to see if it hits), then you roll/subtract your power from something to determine the effect. For instance, most attack abilities use your ability to hit, then the power's level when determining it's effect. [/QUOTE]
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