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M&M: Bad First Session/All Or None
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<blockquote data-quote="d4" data-source="post: 1753030" data-attributes="member: 12699"><p>and he shouldn't. it appears Minotaur had incredibly excellent luck in rolling the dice and Cyclone had about average luck.</p><p></p><p>a Point Blank Shot attack from Rave is +11; a DC 26 damage save.</p><p></p><p>your Minotaur has a total damage save of +15; he needs to roll an 11 or better to be unaffected -- he's got a 50% chance of taking a hit or worse.</p><p></p><p>Cyclone has Armor +10 and a +2 damage save. the armor immediately reduces the damage save to DC 16; he needs to roll a 14 or better to be unaffected -- he's got a 65% chance of taking a hit or worse.</p><p></p><p>note that Cyclone's chances of taking a hit is 15% higher than Minotaur's -- exactly what you would expect since Minotaur's total damage save is +3 higher than Cyclone's. (each +1 on the d20 = 5%. )</p><p></p><p>if Minotaur had been rolling with the same average luck that Cyclone was, he should've failed 5 out of 10 damage saves, with at least 3 of those being a "stunned" result or worse.</p><p></p><p>note that for attacks greater than the opponent's level of Protection/Armor, there is <em>no difference</em> between Protection and Amazing Save (Damage). against a +11 attack, someone with Protection +10 and a +5 damage save has exactly the same chances of taking a hit or worse as someone with a +15 damage save. (they both have a 50% chance of the attack having no effect, a 20% chance of taking a stun hit, a 25% chance of being stunned, and a 5% chance of being KOed. so the difference in effects you are seeing are solely due to Cyclone having a Con of 14 and Minotaur a Con of 20; it's not due to Protection/Armor vs Amazing Save (Damage), like it appears you are arguing.)</p><p></p><p>and this isn't taking into account Hero Points. HP can be used to reroll a die roll (like a failed damage save) -- guaranteeing a minimum of 10 on the die. a 12 for Cyclone would only fail the save by 4, which is just a normal stun hit (-1 to future damage saves); he's not stunned or disabled by it. or, an HP can be used to increase your Defense by +5 for a round, making you harder to hit, or you can expend an HP to eliminate 5 stun hits, or to shake off the stunned condition, or get an immediate extra chance to recover from disabled or unconscious status. using Hero Points for these kinds of things dramatically changes the odds of being knocked out in combat.</p></blockquote><p></p>
[QUOTE="d4, post: 1753030, member: 12699"] and he shouldn't. it appears Minotaur had incredibly excellent luck in rolling the dice and Cyclone had about average luck. a Point Blank Shot attack from Rave is +11; a DC 26 damage save. your Minotaur has a total damage save of +15; he needs to roll an 11 or better to be unaffected -- he's got a 50% chance of taking a hit or worse. Cyclone has Armor +10 and a +2 damage save. the armor immediately reduces the damage save to DC 16; he needs to roll a 14 or better to be unaffected -- he's got a 65% chance of taking a hit or worse. note that Cyclone's chances of taking a hit is 15% higher than Minotaur's -- exactly what you would expect since Minotaur's total damage save is +3 higher than Cyclone's. (each +1 on the d20 = 5%. ) if Minotaur had been rolling with the same average luck that Cyclone was, he should've failed 5 out of 10 damage saves, with at least 3 of those being a "stunned" result or worse. note that for attacks greater than the opponent's level of Protection/Armor, there is [i]no difference[/i] between Protection and Amazing Save (Damage). against a +11 attack, someone with Protection +10 and a +5 damage save has exactly the same chances of taking a hit or worse as someone with a +15 damage save. (they both have a 50% chance of the attack having no effect, a 20% chance of taking a stun hit, a 25% chance of being stunned, and a 5% chance of being KOed. so the difference in effects you are seeing are solely due to Cyclone having a Con of 14 and Minotaur a Con of 20; it's not due to Protection/Armor vs Amazing Save (Damage), like it appears you are arguing.) and this isn't taking into account Hero Points. HP can be used to reroll a die roll (like a failed damage save) -- guaranteeing a minimum of 10 on the die. a 12 for Cyclone would only fail the save by 4, which is just a normal stun hit (-1 to future damage saves); he's not stunned or disabled by it. or, an HP can be used to increase your Defense by +5 for a round, making you harder to hit, or you can expend an HP to eliminate 5 stun hits, or to shake off the stunned condition, or get an immediate extra chance to recover from disabled or unconscious status. using Hero Points for these kinds of things dramatically changes the odds of being knocked out in combat. [/QUOTE]
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