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What makes a successful superhero game?
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<blockquote data-quote="Eric V" data-source="post: 9735527" data-attributes="member: 6779717"><p>Ok, so in your scenario, DD always uses his club (because sure, why not?) but in the comics he doesn't (doesn't have to) and he still doesn't have any trouble with the thugs. But let's just assume club.</p><p></p><p>As Ray noted, DD still needs to hit each thug twice, unless they get slammed into a wall. I guess let's hope there's a wall there? Sure, why not.</p><p></p><p>The chance for DD to Slam a thug hard enough to hit them into a wall for that extra damage is 28%. Stun would be 12%.</p><p></p><p>I don't think Ray ignored the multiple attack rules. He just noted that they need to be hit twice each. DD will fail to make 2 attacks per round 30% of the time (which seems like way too often for a fighter of his caliber), and he will also miss one out of every four of those multiple attacks. When he does fail that Feat check for multiple attacks, his lone attack has a 35% miss chance.</p><p></p><p>I think if we just do the math we'll see Ray is closer to being right than wrong; maybe not quite 10 rounds, but certainly more than should happen if the game is trying to mimic the comics. That's thugs, the problem becomes so much worse when it's Hand Ninjas, as Ray points out.</p><p></p><p>How, in the MSH rules, would you use DD's powers to make the fight go faster, in a way that's consistent with how he fights in the comics? As well, Ray <em>did not</em> ignore karma...he just thinks it's lame that DD would have to use karma in that fight, and he's correct.</p><p></p><p>The "reverse problem" as you put it, is not so so much worse. It's so statistically unlikely as to basically be impossible.</p><p></p><p>Thug has a Dex of 2 and Superman a Dex of 15. He needs a 28 on 2d10 to hit him. Of course, if he hits him, it won't hurt, as the Thug has a Str of 2 and Superman's Body is 18. To one-shot Superman, the Thug can't just hit him, he has to roll high enough so that he does 18 points of damage. To score RAPs of 18, the Thug needs 23 Column Shifts, which is a result of 105 on a roll of 2d10 with the "keep and add" system that DCH uses. Completely impossible? No.</p><p></p><p>So statistically improbable that it's simply not a consideration? Yeah.</p><p></p><p>It is certainly <em>not </em>"so, so much worse..."</p><p></p><p>The math and mechanics in MSH does a very poor job recreating comics stories compared to the MEGS system. Doesn't mean people can't like it; my friends and I played the crap out of it when we were kids, and had a lot of laughs. As a comics emulator though...there are much better systems.</p></blockquote><p></p>
[QUOTE="Eric V, post: 9735527, member: 6779717"] Ok, so in your scenario, DD always uses his club (because sure, why not?) but in the comics he doesn't (doesn't have to) and he still doesn't have any trouble with the thugs. But let's just assume club. As Ray noted, DD still needs to hit each thug twice, unless they get slammed into a wall. I guess let's hope there's a wall there? Sure, why not. The chance for DD to Slam a thug hard enough to hit them into a wall for that extra damage is 28%. Stun would be 12%. I don't think Ray ignored the multiple attack rules. He just noted that they need to be hit twice each. DD will fail to make 2 attacks per round 30% of the time (which seems like way too often for a fighter of his caliber), and he will also miss one out of every four of those multiple attacks. When he does fail that Feat check for multiple attacks, his lone attack has a 35% miss chance. I think if we just do the math we'll see Ray is closer to being right than wrong; maybe not quite 10 rounds, but certainly more than should happen if the game is trying to mimic the comics. That's thugs, the problem becomes so much worse when it's Hand Ninjas, as Ray points out. How, in the MSH rules, would you use DD's powers to make the fight go faster, in a way that's consistent with how he fights in the comics? As well, Ray [I]did not[/I] ignore karma...he just thinks it's lame that DD would have to use karma in that fight, and he's correct. The "reverse problem" as you put it, is not so so much worse. It's so statistically unlikely as to basically be impossible. Thug has a Dex of 2 and Superman a Dex of 15. He needs a 28 on 2d10 to hit him. Of course, if he hits him, it won't hurt, as the Thug has a Str of 2 and Superman's Body is 18. To one-shot Superman, the Thug can't just hit him, he has to roll high enough so that he does 18 points of damage. To score RAPs of 18, the Thug needs 23 Column Shifts, which is a result of 105 on a roll of 2d10 with the "keep and add" system that DCH uses. Completely impossible? No. So statistically improbable that it's simply not a consideration? Yeah. It is certainly [I]not [/I]"so, so much worse..." The math and mechanics in MSH does a very poor job recreating comics stories compared to the MEGS system. Doesn't mean people can't like it; my friends and I played the crap out of it when we were kids, and had a lot of laughs. As a comics emulator though...there are much better systems. [/QUOTE]
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