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SOMEWHAT OT: Silver Age Sentinels
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<blockquote data-quote="Kichwas" data-source="post: 282966" data-attributes="member: 891"><p>7th Sea.</p><p></p><p>A disad (you can only have one) costs you 10 of your 100 points.</p><p></p><p>Everytime it comes up in play you get 1 XP (in a system where the average XP would otherwise be around 3 to 5 per session if I remember right).</p><p></p><p>*******************************</p><p></p><p>On all of those SaS house rules posted above... too much for my tastes, I'd rather use the system as is.</p><p></p><p>I prefer the normal way of handling damage, rolling 2d10 and using the chart to find the percentage.</p><p>1: the breakdowns are easier on the math.</p><p>2: it forces an average of 50%. I like averages.</p><p></p><p>I prefer the normal rules for defense rolls, where you simply have to make your roll. To disrupt this the attacker makes trick shots. The house rule here makes trick shots a little redundant, if you think about it, this house rule seems to imply that trick shots are always in use, but that the tricking part always succeeds.</p><p>Penetrating: 1 point to cut out 20 damage is by no means to expensive in my book. Given that a Force Field costs 4 points per 20 it stops, if anything penetrating is too cheap. I can see why in the larger picture of the system, but it's definately an area of the game I expect min/maxer to focus around.</p><p></p><p>Special Attacks: You're ruling the same way I would -under normal circumstances-. I like that the rule says that it is your main attack rather than your most expensive attack, as there may be cases were the two are not the same for legitimate rather than min/maxing reasons. The rule as written leaves it as a GM case by case judgement which I like, this lets the GM and player discuss it if the case is unusual without other people feeling that somebody's getting an exception.</p><p></p><p></p><p>Damage Difficulty Penalties: I may or may not use this optional rule. If I do I like the way it is in the book (again). I've been in enough fights to know that getting hurt -really- slows you down a lot. Truth be told, just being that physically active slows most people down a lot. In all my fights, it was a flurry of blows, maybe 20-40 in the first 3 seconds, then anywhere from 30 seconds to a few minutes of rest and positioning, followed by a flurry of blows. The exceptions are the grappled fights, where the time between actions more closely resembled that seen in GURPS, or the gun fights, where everything was rather quick, sudden, and then disengaged combined with GURPS like moments.</p><p></p><p>Advancement: The rules in the book are rather vague. I appreciate systems to codify it, but I myself will probably stick with the vagueness. It will allow me to advance the PCs in a Theatrix/Everway like manner: Given them XP for specific things when the story calls for those things to advance. This will allow me to have slow and gradual at one point, and then a sudden burst when they go through a comic-book style 'radiation accident' (to steal a phrase from Champions).</p><p></p><p>*******************************</p><p></p><p>To summarize my post on the Guardians of Order forum for why I think this is the ideal system for supers:</p><p></p><p>Time to play.</p><p></p><p>The average Champions combat takes 3 to 4 hours to resolve. Some people claim averages of 1 hour. For me that 3 to 4 only happens when I make the NPCs signifigantly weaker or stronger than the PCs such that it is not a fair fight. Otherwise I get an average of a full session to two full sessions of game time.</p><p></p><p>The average d20 combat seems to take 30 to 60 minutes. Much improved, but still lengthly.</p><p></p><p>I've never had a BESM fight take more than 30 minutes. The average was 10 to 15 minutes. The 30 minute case included some extreme roleplay: speaches, posing, costume descriptions, sound effects, and so on.</p><p></p><p>Anyone know big O math concepts?</p><p></p><p>tri-stat (BESM/SaS): n</p><p></p><p>d20: n * log2 n</p><p>GURPS: n * log2 n</p><p>Hero (non super): n * log2 n</p><p></p><p>Champions: n^3</p><p></p><p>where 'n' is the number of 'control points'. A 'control point' being each grouping of combatants that requires individual attention. So a group of thugs that all act together and roll dice together is one control point, a PC is one more control point, an NPC villain is another control point, a street crowd is most likely one more control point unless the GM breaks them down into individuals.</p><p></p><p>Where they are roughly similar, I've put them in order of which one is slightly faster first.</p><p>That's how I percieve them, and why I feel I will like SaS so much. I can't prove the above assumptions until I actually play it. The above assumptions are based on a read of it, and my experience playing other tri-stat games. So you could consider this like somebody judging how well Wheel of Time d20 will play based on their experience with Dungeons and Dragons. You can make a fairly good educated guess, but you can't hold it up to solid scientific proof. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Big O math is a system used in computer algorithm design to judge which solutions will work faster for what conditions. I assume it's used in other industries as well, but that's where I know it from.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 282966, member: 891"] 7th Sea. A disad (you can only have one) costs you 10 of your 100 points. Everytime it comes up in play you get 1 XP (in a system where the average XP would otherwise be around 3 to 5 per session if I remember right). ******************************* On all of those SaS house rules posted above... too much for my tastes, I'd rather use the system as is. I prefer the normal way of handling damage, rolling 2d10 and using the chart to find the percentage. 1: the breakdowns are easier on the math. 2: it forces an average of 50%. I like averages. I prefer the normal rules for defense rolls, where you simply have to make your roll. To disrupt this the attacker makes trick shots. The house rule here makes trick shots a little redundant, if you think about it, this house rule seems to imply that trick shots are always in use, but that the tricking part always succeeds. Penetrating: 1 point to cut out 20 damage is by no means to expensive in my book. Given that a Force Field costs 4 points per 20 it stops, if anything penetrating is too cheap. I can see why in the larger picture of the system, but it's definately an area of the game I expect min/maxer to focus around. Special Attacks: You're ruling the same way I would -under normal circumstances-. I like that the rule says that it is your main attack rather than your most expensive attack, as there may be cases were the two are not the same for legitimate rather than min/maxing reasons. The rule as written leaves it as a GM case by case judgement which I like, this lets the GM and player discuss it if the case is unusual without other people feeling that somebody's getting an exception. Damage Difficulty Penalties: I may or may not use this optional rule. If I do I like the way it is in the book (again). I've been in enough fights to know that getting hurt -really- slows you down a lot. Truth be told, just being that physically active slows most people down a lot. In all my fights, it was a flurry of blows, maybe 20-40 in the first 3 seconds, then anywhere from 30 seconds to a few minutes of rest and positioning, followed by a flurry of blows. The exceptions are the grappled fights, where the time between actions more closely resembled that seen in GURPS, or the gun fights, where everything was rather quick, sudden, and then disengaged combined with GURPS like moments. Advancement: The rules in the book are rather vague. I appreciate systems to codify it, but I myself will probably stick with the vagueness. It will allow me to advance the PCs in a Theatrix/Everway like manner: Given them XP for specific things when the story calls for those things to advance. This will allow me to have slow and gradual at one point, and then a sudden burst when they go through a comic-book style 'radiation accident' (to steal a phrase from Champions). ******************************* To summarize my post on the Guardians of Order forum for why I think this is the ideal system for supers: Time to play. The average Champions combat takes 3 to 4 hours to resolve. Some people claim averages of 1 hour. For me that 3 to 4 only happens when I make the NPCs signifigantly weaker or stronger than the PCs such that it is not a fair fight. Otherwise I get an average of a full session to two full sessions of game time. The average d20 combat seems to take 30 to 60 minutes. Much improved, but still lengthly. I've never had a BESM fight take more than 30 minutes. The average was 10 to 15 minutes. The 30 minute case included some extreme roleplay: speaches, posing, costume descriptions, sound effects, and so on. Anyone know big O math concepts? tri-stat (BESM/SaS): n d20: n * log2 n GURPS: n * log2 n Hero (non super): n * log2 n Champions: n^3 where 'n' is the number of 'control points'. A 'control point' being each grouping of combatants that requires individual attention. So a group of thugs that all act together and roll dice together is one control point, a PC is one more control point, an NPC villain is another control point, a street crowd is most likely one more control point unless the GM breaks them down into individuals. Where they are roughly similar, I've put them in order of which one is slightly faster first. That's how I percieve them, and why I feel I will like SaS so much. I can't prove the above assumptions until I actually play it. The above assumptions are based on a read of it, and my experience playing other tri-stat games. So you could consider this like somebody judging how well Wheel of Time d20 will play based on their experience with Dungeons and Dragons. You can make a fairly good educated guess, but you can't hold it up to solid scientific proof. :D Big O math is a system used in computer algorithm design to judge which solutions will work faster for what conditions. I assume it's used in other industries as well, but that's where I know it from. [/QUOTE]
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