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SOMEWHAT OT: Silver Age Sentinels
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<blockquote data-quote="Samurai" data-source="post: 282287" data-attributes="member: 3850"><p>Since you asked, I will post my SAS rules changes here... let me know what you think!</p><p></p><p>Silver Age Sentinels Changes</p><p> </p><p></p><p>Damage:</p><p> When rolling for damage, use a single 10-sided die. Some d10s are printed with 10, 20, 30, etc for use when rolling percentiles, and if you have one of these, it is ideal. If not, a normal d10 is fine as well, just multiply the result by 10. </p><p></p><p> The percent rolled on this die is the percentage of maximum damage that you inflicted. Example: If you have an attack with a max damage of 60, and the damage die came up 30% (a 3 if you used a regular d10), you inflicted a base of 18 points of damage (30% of 60). A Critical hit (Attack roll of a natural 2) means that you add 100% to the damage percent rolled, giving a total of 110% - 200% for the base damage. </p><p></p><p>Next, add the attack roll, instead of the full ACV as stated in the rules, to get the final damage. So if your attack roll was an 11, your final damage is 29 points. This represents the fact that the more wild the attack, the easier it is to dodge but the more damage it may do. A Critical hit by a normal, unarmed person with no base damage value does the full ACV + the attack roll of 2 in damage.</p><p></p><p>Defending:</p><p> A Defense roll must have a Margin of Success that is equal to or higher than the Attack roll MoS in order to dodge or block the attack completely. A Dodge that succeeds, but by a lower MoS than the attacker’s roll may reduce the damage somewhat, but not completely. The attacker rolls 2 dice for the damage and uses the lower percentage.</p><p></p><p>Example: Jade Naga tries to bite Caliburn. He rolls a 7, and with an ACV of 11, he hits! Caliburn tries to dodge the attack, and he must at least equal Naga’s attack MoS of 4 in order to dodge completely. He rolls a 10, giving him an MoS of 3, not quite enough! Two damage dice are now rolled because he only partially dodged, and they come up 90% and 70%. The lower value, 70%, is used. Since his full damage is 50, his base damage becomes 35, +7 for his attack roll, which comes to 42 damage total. Jade Naga sinks his fangs into Caliburn for 42 points of damage!</p><p></p><p>Penetrating Attacks:</p><p> I feel the 20 point reduction vs 1 defense is not significant enough to warrant its cost. Therefor, buying 1 level of Penetration requires the defender to roll a percentage, the same as an attack power. The defense acts as if it were at the percentage rolled vs this one attack. Each separate attack requires a new roll. Two levels of Penetration means the defender rolls 2 dice and uses the lower percent. Three levels reduce the defense to only 10% of its normal value automatically, no need to roll. Low Penetration works in reverse: 1 level provides 1d10x10% more protection than normal; 2 levels give a bonus of 2d10, keep the higher roll, x10%, and 3 levels automatically doubles any Armor or Force Field the target has.</p><p></p><p>Special Attacks:</p><p>Just to clarify, you must always pay the 4 points/ level cost for the most expensive attack. Each of your other less expensive Special Attacks costs only 1 point/ level.</p><p></p><p>Damage Difficulty Penalties:</p><p> While I like the idea of action penalties for wounds, the amounts suggested in the book seem a bit high. A –4 or –6 is a severe penalty for most characters, so in an effort to balance comic heroism and the pain of wounds, I propose the following chart instead:</p><p></p><p>100% - 76% = 0</p><p>75% - 51% = -1</p><p>50% - 26% = -2</p><p>25% - 0% = -4</p><p></p><p>Subplots:</p><p> Characters should be encouraged to create subplots for their characters. When a subplot is used during a play session <strong>in a significant way</strong> (up to the GM what this means) , the character will get a bonus Advancement point for that session. Subplots can include coping with Defects (Skeletons in the closet, Significant Others, etc), the characters job/daily life, power complications, rivalries with another hero, love life, and anything else that makes the character more rounded and interesting.</p><p></p><p>Advancement Points:</p><p> The pace of skill and CP awards seems sporadic and arbitrary. In an effort to give awards each session, as well as reward good play, the GM should award Advancement Points each session. A player gets 1-4 AP each session which may then be traded for CPs or skill points. It takes 10 AP to buy 1 CP, but APs may be traded for skill points on a 1:1 basis. Each session, the GM figures the amount of AP to be awarded and gives that amount to each character:</p><p></p><p>Player participates in the session actively: +1 AP</p><p>Player roleplays his character’s motive, personality, and characteristics/defects well: +1 AP</p><p>Player characters defeat the villains and/or succeed in their goals: +1 AP</p><p>Bonus: The Player was especially creative, exceptionally funny/witty, they beat insurmountable odds, or the GM feels they deserve a bonus for some other reason: +1 AP</p></blockquote><p></p>
[QUOTE="Samurai, post: 282287, member: 3850"] Since you asked, I will post my SAS rules changes here... let me know what you think! Silver Age Sentinels Changes Damage: When rolling for damage, use a single 10-sided die. Some d10s are printed with 10, 20, 30, etc for use when rolling percentiles, and if you have one of these, it is ideal. If not, a normal d10 is fine as well, just multiply the result by 10. The percent rolled on this die is the percentage of maximum damage that you inflicted. Example: If you have an attack with a max damage of 60, and the damage die came up 30% (a 3 if you used a regular d10), you inflicted a base of 18 points of damage (30% of 60). A Critical hit (Attack roll of a natural 2) means that you add 100% to the damage percent rolled, giving a total of 110% - 200% for the base damage. Next, add the attack roll, instead of the full ACV as stated in the rules, to get the final damage. So if your attack roll was an 11, your final damage is 29 points. This represents the fact that the more wild the attack, the easier it is to dodge but the more damage it may do. A Critical hit by a normal, unarmed person with no base damage value does the full ACV + the attack roll of 2 in damage. Defending: A Defense roll must have a Margin of Success that is equal to or higher than the Attack roll MoS in order to dodge or block the attack completely. A Dodge that succeeds, but by a lower MoS than the attacker’s roll may reduce the damage somewhat, but not completely. The attacker rolls 2 dice for the damage and uses the lower percentage. Example: Jade Naga tries to bite Caliburn. He rolls a 7, and with an ACV of 11, he hits! Caliburn tries to dodge the attack, and he must at least equal Naga’s attack MoS of 4 in order to dodge completely. He rolls a 10, giving him an MoS of 3, not quite enough! Two damage dice are now rolled because he only partially dodged, and they come up 90% and 70%. The lower value, 70%, is used. Since his full damage is 50, his base damage becomes 35, +7 for his attack roll, which comes to 42 damage total. Jade Naga sinks his fangs into Caliburn for 42 points of damage! Penetrating Attacks: I feel the 20 point reduction vs 1 defense is not significant enough to warrant its cost. Therefor, buying 1 level of Penetration requires the defender to roll a percentage, the same as an attack power. The defense acts as if it were at the percentage rolled vs this one attack. Each separate attack requires a new roll. Two levels of Penetration means the defender rolls 2 dice and uses the lower percent. Three levels reduce the defense to only 10% of its normal value automatically, no need to roll. Low Penetration works in reverse: 1 level provides 1d10x10% more protection than normal; 2 levels give a bonus of 2d10, keep the higher roll, x10%, and 3 levels automatically doubles any Armor or Force Field the target has. Special Attacks: Just to clarify, you must always pay the 4 points/ level cost for the most expensive attack. Each of your other less expensive Special Attacks costs only 1 point/ level. Damage Difficulty Penalties: While I like the idea of action penalties for wounds, the amounts suggested in the book seem a bit high. A –4 or –6 is a severe penalty for most characters, so in an effort to balance comic heroism and the pain of wounds, I propose the following chart instead: 100% - 76% = 0 75% - 51% = -1 50% - 26% = -2 25% - 0% = -4 Subplots: Characters should be encouraged to create subplots for their characters. When a subplot is used during a play session [B]in a significant way[/B] (up to the GM what this means) , the character will get a bonus Advancement point for that session. Subplots can include coping with Defects (Skeletons in the closet, Significant Others, etc), the characters job/daily life, power complications, rivalries with another hero, love life, and anything else that makes the character more rounded and interesting. Advancement Points: The pace of skill and CP awards seems sporadic and arbitrary. In an effort to give awards each session, as well as reward good play, the GM should award Advancement Points each session. A player gets 1-4 AP each session which may then be traded for CPs or skill points. It takes 10 AP to buy 1 CP, but APs may be traded for skill points on a 1:1 basis. Each session, the GM figures the amount of AP to be awarded and gives that amount to each character: Player participates in the session actively: +1 AP Player roleplays his character’s motive, personality, and characteristics/defects well: +1 AP Player characters defeat the villains and/or succeed in their goals: +1 AP Bonus: The Player was especially creative, exceptionally funny/witty, they beat insurmountable odds, or the GM feels they deserve a bonus for some other reason: +1 AP [/QUOTE]
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