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<blockquote data-quote="Petrosian" data-source="post: 564931" data-attributes="member: 1149"><p>Going for some level of +10 on your damage save certainly seems like a wonderful idea.</p><p></p><p>However, there are other options. Going for a really high evade score so that you are not hit as often seems also to be a good idea.</p><p></p><p>If you match up evenly on defense vs offense, then a hit will do nothing 30%, hit 25%, stun 255, and KO 20%.</p><p></p><p>If you match up at say 5 to the bad, these numbers shift to nothing 5%, hit 25%, stun 25% and Ko 45%.</p><p></p><p>these are all after you have been hit.</p><p></p><p>if the lesser guy has a 255v chance of being hit, compared to a 50% chance for the first guy then the overall results of a SHOT becomes...</p><p></p><p>Tough guy... nothing/miss = 65%, hit=12.5%, stun=12.5%, Ko=10% </p><p></p><p>Dodgey guy nothing/miss=76.25%, hit=6.25%, stun=6.25%, KO=11.25%</p><p></p><p>Dodgey guy has a higher chance of taking nothing from a shot and only a slightly higher chance of a KO, after all the misses play into it.</p><p></p><p>The assumption is that if one guy spends his points on the WALL for defense (high damage save, force field, protection) the other guy will spend his on avoidance.</p><p></p><p>"Hit less often but when hit more damage" is a long standing balance aspect. it looks to me like they have achieved it fairly closely.</p><p></p><p>Now if the non-10 defense guy spent his points on non-defense, then yes he should be more vulnerable, though he should gain benefits from that other thing he purchased.</p><p></p><p>I expect that most player characters will indeed tend to have maxed defenses more often than not, simply because it is affordable. However, it looks to me like there are so many different types of attacks that go right past the damage save that a guy who cuts his force field a little light in order to get amazing save will or fort or ref or all three will see it worth his while.</p><p></p><p></p><p>About the only difference i would have made is to have there be an additional category for damage (or perhaps add this to "hit" would be better) that cost you a half-action. After a while, i might put that in as a house rule for hits.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 564931, member: 1149"] Going for some level of +10 on your damage save certainly seems like a wonderful idea. However, there are other options. Going for a really high evade score so that you are not hit as often seems also to be a good idea. If you match up evenly on defense vs offense, then a hit will do nothing 30%, hit 25%, stun 255, and KO 20%. If you match up at say 5 to the bad, these numbers shift to nothing 5%, hit 25%, stun 25% and Ko 45%. these are all after you have been hit. if the lesser guy has a 255v chance of being hit, compared to a 50% chance for the first guy then the overall results of a SHOT becomes... Tough guy... nothing/miss = 65%, hit=12.5%, stun=12.5%, Ko=10% Dodgey guy nothing/miss=76.25%, hit=6.25%, stun=6.25%, KO=11.25% Dodgey guy has a higher chance of taking nothing from a shot and only a slightly higher chance of a KO, after all the misses play into it. The assumption is that if one guy spends his points on the WALL for defense (high damage save, force field, protection) the other guy will spend his on avoidance. "Hit less often but when hit more damage" is a long standing balance aspect. it looks to me like they have achieved it fairly closely. Now if the non-10 defense guy spent his points on non-defense, then yes he should be more vulnerable, though he should gain benefits from that other thing he purchased. I expect that most player characters will indeed tend to have maxed defenses more often than not, simply because it is affordable. However, it looks to me like there are so many different types of attacks that go right past the damage save that a guy who cuts his force field a little light in order to get amazing save will or fort or ref or all three will see it worth his while. About the only difference i would have made is to have there be an additional category for damage (or perhaps add this to "hit" would be better) that cost you a half-action. After a while, i might put that in as a house rule for hits. [/QUOTE]
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