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What makes a successful superhero game?
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<blockquote data-quote="overgeeked" data-source="post: 9735476" data-attributes="member: 86653"><p>All due respect to Ray, but he's ignoring <em>a lot</em> of MSH and there's <em>a similar but far worse problem</em> in DCH. </p><p></p><p>MSH. Daredevil has F In (40), S Gd (10); Billy Club does Ex (20) damage and he has +2CS to hit with it, or F Mn (75). Advanced MSH, Judge's Book, p27.</p><p></p><p>Thug has F Gd (1) and Ty (6) other physical stats and 28 health. Advanced MSH, Judge's Book, p62.</p><p></p><p>So DD has a 20% chance to miss, 30% to hit, 35% to slam, and 15% to stun.</p><p></p><p>The thug has E Ty (6), which gives him an 80% to be stunned or slammed, if he is slammed, it's lights out as any slam would be into a wall or other surface which would zero out the thug's health.</p><p></p><p>The key thing he skipped is the multiple attacks rules. DD has a 70% to make two attacks in a round (green In (40) check), with a -1CS to each, so only Am (50) to hit with the billy club. If his attempt to make two attacks fails, he's at -3CS...which drops his to hit chance by 15%.</p><p></p><p>In all, it's far fewer than 12 rounds for DD to take out 5 thugs in a stand-up fight <em>without using any tactics, any powers, or any karma</em>.</p><p></p><p>DCH. DC Heroes uses 2d10 with exploding dice on any doubles except 1s. Double 1s is an auto fail. So every swing there's a 9% chance of exploding dice. The dice can infinitely explode. Sure, there's diminishing chances of doubles as you keep rolling. </p><p></p><p>This gives us the reverse problem. Which is so, so much worse...</p><p></p><p>A street thug can KO Superman with one luck shot. </p><p></p><p>Yes, I'm fully aware that ignores hero points and a large amount of the actual mechanics of the game. </p><p></p><p>That's intentional. I'm giving an equal an opposite counter to Ray's DD vs 5 thugs problem...which ignores karma and a large amount of the actual mechanics of the game.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9735476, member: 86653"] All due respect to Ray, but he's ignoring [I]a lot[/I] of MSH and there's [I]a similar but far worse problem[/I] in DCH. MSH. Daredevil has F In (40), S Gd (10); Billy Club does Ex (20) damage and he has +2CS to hit with it, or F Mn (75). Advanced MSH, Judge's Book, p27. Thug has F Gd (1) and Ty (6) other physical stats and 28 health. Advanced MSH, Judge's Book, p62. So DD has a 20% chance to miss, 30% to hit, 35% to slam, and 15% to stun. The thug has E Ty (6), which gives him an 80% to be stunned or slammed, if he is slammed, it's lights out as any slam would be into a wall or other surface which would zero out the thug's health. The key thing he skipped is the multiple attacks rules. DD has a 70% to make two attacks in a round (green In (40) check), with a -1CS to each, so only Am (50) to hit with the billy club. If his attempt to make two attacks fails, he's at -3CS...which drops his to hit chance by 15%. In all, it's far fewer than 12 rounds for DD to take out 5 thugs in a stand-up fight [I]without using any tactics, any powers, or any karma[/I]. DCH. DC Heroes uses 2d10 with exploding dice on any doubles except 1s. Double 1s is an auto fail. So every swing there's a 9% chance of exploding dice. The dice can infinitely explode. Sure, there's diminishing chances of doubles as you keep rolling. This gives us the reverse problem. Which is so, so much worse... A street thug can KO Superman with one luck shot. Yes, I'm fully aware that ignores hero points and a large amount of the actual mechanics of the game. That's intentional. I'm giving an equal an opposite counter to Ray's DD vs 5 thugs problem...which ignores karma and a large amount of the actual mechanics of the game. [/QUOTE]
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