The "I Didn't Comment in Another Thread" Thread

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EDIT - Of course the characters that I made had such a high DEX/Dodge that if you actually managed to tag them, they would turn into a fine red mist.
Ah yes, the classic Glass Ninja problem.

When attacking in OG TORG, once you had gotten your bonus number you would add that first to your relevant combat skill and compare it to your opponent's defense skill to see if you hit. If you did, you would add the same bonus number to your weapon's damage, compare it to your opponent's armor-adjusted Toughness, and read the results on a table to see how much actual damage you did. In theory, that means that a good hit means good damage, which sounds fine.

Until you have a ninja in the party, or something similar. "Contract Ninja" was one of the archetypes available in the TORG core rules, and they would start out with Dexterity 13 (which was the human maximum). If you also put 3 skill adds (again, the max starting value) in Dodge, you'd get a Dodge skill of 16.

On the other end of the spectrum, you have typical goons, like the Nile Empire Shocktroopers. These have human-average Dex of 8 and 1 add in Fire Combat, for a total of 9. So in order to hit the ninja, they need to roll a 20 for a +7. But if they roll that well, they'd add the same +7 to their weapon damage of 17ish, for a total of 24. Which would then be compared to the typical ninja Toughness of 8, which means that if the goons hit you're dead unless you spend a Possibility to negate the damage.

In Masterbook, which was basically the TORG engine modified to be a generic system, this was changed so attacks would instead use the attack's margin of success instead of the bonus number added to damage. But this meant that increasing your attack/defense skills effectively also increased damage dealt/decreased damage taken, and also meant you could never score a bad hit. In TORG Eternity, they're using yet another version: add 1d6 damage on a Good hit (margin 5+) and 2d6 on an Amazing hit (margin 10+) (with dice exploding on 6es).
 

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In OG TORG, your character had a number of "limit values" that determined how fast you could run, how far you could jump, how much you could lift, and so on. If you wanted to exceed those values, you'd make a check for the relevant skill, compare the total to the limit, and look up the result on a table. There were two of those tables: Speed Push and Power Push, with Speed Push being significantly more limited (IIRC, it maxed at +2 while Power either maxed at +5 or was open-ended – note that in the logarithm-based values system those would translate to x2.5 and x10 compared to your normal limit). You'd also take a big chunk of Shock damage because of fatigue. Most magic that would buff you would also use the Power Push table.

I don't think TORG Eternity has pushes in quite the same way, and supernatural methods of buffing just add a straight bonus nowadays.
Ah, of course. That's how our Nile Superhero supersuit character was able to lift a stake truck.
 

explode good day GIF by 1331Creative
Clorox + Drano = FUN (where by FUN I mean a LIFE-THREATENING CHEMICAL REACTION)

Edit: Wait I did not see that that's a microwave behind the explody. Oh well!
 
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Sounds like they might have used that as a replacement for Up/Stymied on the cards...? I really need to read the new rules.
Up is still a result you can get from cards. Favored is a lesser version, and often the result of a perk or situation. For example, a priest might have a perk that makes social skills Favored against followers of the same faith.

Stymied is just -2 to everything for one round (or -4 for Very Stymied), and is often the result of interaction attacks which are greatly simplified compared to OG TORG. On a success, you can make your target Stymied or Vulnerable (-2 to defenses). A Good success gives you either both or the -4 version of either, and an Outstanding success is a player's call (which can be enough to take out a mook).
 

Actually, I've argued that almost any incarnation of D&D is, in practice, more complex than a lot of systems people perceived as "more complex" because the D&D design space is so focused on exception based design. This is particularly bad for spellcasters, but once anything like feats get into play its to some extent true for everyone.

This isn't resolution complexity, but it still requires more and more cognitive overhead to remember what you can do over time.

(This in no way counters your general point, just to make it clear; I just think people understate D&D-sphere game complexity because the basic resolution is not where that complexity lays).
In Torg Eternity, it's attributes, skills, and perks (they call 'em perks but they're feats)! You even get spells by taking perks. (You don't get many spells.)

So many perks. 464 perks, to be specific. (Not counting published adventures, which I don't have.)

Oh it's fun ragging on a game I'm actively running right now. It does have its charms though.
 
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Sorry, I missed it.



I'm assuming some of this must be the most recent version because that whole Favored/Disfavored thing doesn't sound familiar (and to me, and yes I'm being sharp about "sticks of Advantage/Disadvantate").
Yeah the reboot Torg Eternity + all the sourcebooks is what I'm talking about.
 

OH NO! THEY DID IT EARLY! I CAN FEEL THE FEMA COOTIES ACTIVATING! ARGH! I KNEW I SHOULD HAVE MICROWAVED MY PHONE FOR LONGER!

EDIT: AND THEY'RE DOING IT AGAIN TO MAKE SURE THEY GET EVERYBODY! QUICK, WHERE'S MY COLLOIDAL SILVER AND HOMEOPATHIC PLUTONIUM?
East coast time, I take it? They didn't specify a freakin' time zone did they.
 


Ah, of course. That's how our Nile Superhero supersuit character was able to lift a stake truck.
In the first published adventure for OG TORG, the Destiny Map, one of the villains is a Cyberpapacy infiltrator equipped with cyberlegs. As I recall, these gave him a base Speed of 12, and with a good Running roll when fleeing the PCs he got up to 14 meaning he ran 600 meters away in a single 10-second round. Road-runner, eat your heart out!

(And even for a non-enhanced individual, you could often reach speed 12 for short periods, meaning 250 m in one round, or 100 m in 4 seconds).
 

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