Byrons_Ghost
First Post
ogre said:I concur with the whole 'hostage taking' problems with d20. This also touches with the 'knock a person out' when a rogue wants to disable guards or whatever. I like the 'terminal situation' concept, as then it would apply only during certain situations and not every combat. That was always the problem with 'knockout' rules, you can't be allowed to use them whenever. Sneak attack addressed this somewhat, but is still inadiquate.
I had pondered a rule where if someone has a gun drawn on you and you're not armed they would have a huge adavanatge over you. With HP as they are, PCs (or NPCs for that matter) could just act, take the hit and proceed from there without risk of serious injury. I would prefer there was something to make PCs stop and unable to act in a situation like this, which is pretty much the same thing as a hostage situation.
What about a ranged coup de gras?
The only thing I'd like that would make a PC of any level ignore a threat like mentioned above should be, armor that can simply negate the attack or a specific mutation power that offers super quickness or something else relevant.
Anyone know if True20 is open content? And if so, where do I find it?
Somewhat of a tangent, but I noticed last night that Mutants & Masterminds 2e has a "Covering" action which is essentially readying a ranged attack against a target, thus keeping them covered. The action is initiated by making a standard ranged attack roll, and then you're essentially delaying it until they make a move.
I don't have the book ATM so I don't remember if there were any other bonuses. At the very least I know you got an Intimidate boost.
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