[SWSE] A New Fear (OOC)


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Oh yeah, sorry for not responding to the earlier message, but what the hell, dial it up to 11
Shiny. One of my goals is to break this system, and the next game would be a low powered rebellion era game, but that is a story for another time. Soon I will post the fiddly bits of gear and all that once the movie I'm watching is over round an hour from now.
 

Aaaaargh. I typed quite a long message about your characters last week or so, but my iPhone ate it. I'm going to retype it on my desktop here in a few.
 

Okay wow.

Some strange things have kept me from posting until this very point. In no order of importance a fire, the suicide of a friends ex husband(she is ok), lascivious women, and a nasty computer virus has struck my computer. Rather more interesting night than I generally like.

However I think I have some of the fires(literal and otherwise) under control and will be awake for a few more hours trying to get these thoughts on the intarwebs.
 

Oh my diety! It seems I can't deny Internet explorer access through a fire wall and any attempt to delete the program itself fails as it miraculously reappears seconds later. So, I'm just going to type my thoughts out on here and hope they don't get eaten.
 

Glass Cannons

I have come to the realization in the D&D superheroes game I run and now in this came that every single character is a glass canon. The wizard especially don't get me wrong, but even the high con warriors suffer from the very real possibility that they could die regularly from the damage they are capable of dishing out several times over. It only exacerbates the problem when you add damage multipliers, which we are about to do.

So to escape, or more likely just delay the inevitable I've come up with a way round. Every time you level add your whole con number to your hp instead of just the bonus, keeping everything else the same. This way even a lowly non combative level ten noble with a nine con would still have at least 135 hp at the max level. What do you think of this change? I think it will help make fights last a bit longer.

Death and dying- Your characters die if they reach half thier hp in the negatives. If damage from the attack brings a character into the negatives but doesn't exceed the characters damage threshold the character is conscious and can take a swift action once per round on their turn (such as tossing a lightsaber to an ally or using a second wind) if it's more than their damage threshold they are unconscious and cannot act. Either way they are dying and lose a single hp per round in the negatives until they die.

Severe injuries- If a character takes damage equal to their DT*2 the character is considered seriously injured. Their movement down the condition track is persistant until they recieve medical attention. If this damage is enough to bring the character into the negatives as well the damage is considered life threatening and is described as limb loss or the like, enough to kill and it's a decapitation or similar instant kill shot.

Critical Hits- Now a bit of a catch all for any attack that exceeds a targets damage threshold. This works just fine as it is, but I think it could be funnier. I would like to develope a called shot system that would go off every time a character got a critical. So say two Jedi are fighting and the first attack is a doozy, the attacker saw an opening and took ruthless advantage of it and taking a move action from the opponent. This could be described as a trip or disarm or the like and add an extra layer to intensity to the combat. Giving the audience the illusion that things are getting rough.

We have been using mst of these rules already, this is just the first time I've spelled them out completely. What are your thoughts? Next post will describe your week truly becoming Supercommandos, the Dyre Wolves.
 
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I have come to the realization in the D&D superheroes game I run and now in this came that every single character is a glass canon. The wizard especially don't get me wrong, but even the high con warriors suffer from the very real possibility that they could die regularly from the damage they are capable of dishing out several times over. It only exacerbates the problem when you add damage multipliers, which we are about to do.

So to escape, or more likely just delay the inevitable I've come up with a way round. Every time you level add your whole con number to your hp instead of just the bonus, keeping everything else the same. This way even a lowly non combative level ten noble with a nine con would still have at least 135 hp at the max level. What do you think of this change? I think it will help make fights last a bit longer.
more hit points are always useful

Death and dying- Your characters die if they reach half thier hp in the negatives. If damage from the attack brings a character into the negatives but doesn't exceed the characters damage threshold the character is conscious and can take a swift action once per round on their turn (such as tossing a lightsaber to an ally or using a second wind) if it's more than their damage threshold they are unconscious and cannot act. Either way they are dying and lose a single hp per round in the negatives until they die.
alright, alright.
Curious though (odds are it won't make a difference) but is it an automatic loss of 1 hp per round, or is there a stabilization roll type of thing?

Severe injuries- If a character takes damage equal to their DT*2 the character is considered seriously injured. Their movement down the condition track is persistant until they recieve medical attention. If this damage is enough to bring the character into the negatives as well the damage is considered life threatening and is described as limb loss or the like, enough to kill and it's a decapitation or similar instant kill shot.
I assume this is damage equal to DT*2 in a single attack? Not cumulative taken over an entire fight? Also, you previously have said that "only surgery and force magic can remove a persistent injury. What exactly constitutes "force magic"?

Critical Hits- Now a bit of a catch all for any attack that exceeds a targets damage threshold. This works just fine as it is, but I think it could be funnier. I would like to develope a called shot system that would go off every time a character got a critical. So say two Jedi are fighting and the first attack is a doozy, the attacker saw an opening and took ruthless advantage of it and taking a move action from the opponent. This could be described as a trip or disarm or the like and add an extra layer to intensity to the combat. Giving the audience the illusion that things are getting rough.
ummmm, are you saying that anytime an attack's damage exceeds the target's DT, it is one of these "called shot criticals" or that only natural 20's (and natural 19's in Nax's case) are one of those "called shot criticals"? Also, I think you are going to need to elaborate on the mechanics of the "called shot critical" a bit more before getting too much of a useful response (I say this because things like disarms are already in the system, and they already have specific consequences)
Also, real quick question because I'm a bit lazy, but when do our houseruled level bonuses to our defenses kick in? I ask because they aren't the typical +heroic level to the defenses and can't remember if you ever made a simple rule for them
 
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so if i understand the HP correct, i would have 30+con (1st) then 12+con for the next 3 levels THEN +20 for my hardened systems?

thats 166 HP for my 4th level dude. :p
 

ummmm, are you saying that anytime an attack's damage exceeds the target's DT, it is one of these "called shot criticals" or that only natural 20's (and natural 19's in Nax's case) are one of those "called shot criticals"? Also, I think you are going to need to elaborate on the mechanics of the "called shot critical" a bit more before getting too much of a useful response (I say this because things like disarms are already in the system, and they already have specific consequences)

i think it has to exceed the DT AND be a nat 20 (even for Nax) on a 19 he would still crit, but prolly not epic crit.

and as far as called-shot-crit i got the image of severed limbs and stuff that crippled them on a more serious level. :devil:
 

Curious though (odds are it won't make a difference) but is it an automatic loss of 1 hp per round, or is there a stabilization roll type of thing?
I couldn't think of one, and I think I like the way it could play out without one. Take for example Malcolm Reynolds of firefly fame from the episode out of gas, he is dying in the first scene and you see him using meds to buy him a little more time even though he knows he is dying and will continue to do so until he gets real medical attention. But if. You can think of one that fits our theme I would love to hear it.

I assume this is damage equal to DT*2 in a single attack? Not cumulative taken over an entire fight? Also, you previously have said that "only surgery and force magic can remove a persistent injury. What exactly constitutes "force magic"?
Yes. Magic like vital transfer with the condition track movement bit when you spnd a fp.

ummmm, are you saying that anytime an attack's damage exceeds the target's DT, it is one of these "called shot criticals" or that only natural 20's (and natural 19's in Nax's case) are one of those "called shot criticals"? Also, I think you are going to need to elaborate on the mechanics of the "called shot critical" a bit more before getting too much of a useful response (I say this because things like disarms are already in the system, and they already have specific consequences)
that makes sense. Like a critical critical. Good idea.
Also, real quick question because I'm a bit lazy, but when do our houseruled level bonuses to our defenses kick in? I ask because they aren't the typical +heroic level to the defenses and can't remember if you ever made a simple rule for them
;) I did it's on the house rules page. At level five you will attain another plus 3 you can divide how you see fit.

so if i understand the HP correct, i would have 30+con (1st) then 12+con for the next 3 levels THEN +20 for my hardened systems?
That sounds right to me, you could now concievably survive one or two of you own attacks.

i think it has to exceed the DT AND be a nat 20 (even for Nax) on a 19 he would still crit, but prolly not epic crit.

and as far as called-shot-crit i got the image of severed limbs and stuff that crippled them on a more serious level. :devil:
On the high critical range as it stood there wasn't much point in getting another high crit number. This way having an 15-20 means that you can guide the fight with your experiance denying your opponent the chance to retreat a quarter of the time.

That is also what I had been imagining. Now we have rules to reflect it I think.
 

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