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How do your PCs survive NPCs who Quad FPs?
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Bren
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PostPosted: Mon Mar 19, 2012 11:40 pm    Post subject: How do your PCs survive NPCs who Quad FPs? Reply with quote

This question is directed to those of you that allow characters to spend a FP normally, then call on the Dark Side to get an additional FP, and then combine the FP to give x4 skills and attributes or so-called "quadding."

How do your PCs survive encounters with NPC Dark Siders?

To see why I am asking, here is an example:

Darth Exemplus
DEX 3D lightsaber 8D
STR 3D
Control 6D, Sense 6D, Alter 6D
These stats seem appropriate for a reasonably tough Dark Jedi that I might expect experienced PCs (with similar skill levels) to face. But obviously Darth Exemplus is no where near Darth Vader's power.

(1) According to the RAW, using Lightsaber Combat gives Darth Exemplus a lightsaber attack and parry of 11D = 8D+6D-3D for four actions (attack, parry, control, & sense) and damage of 8D=5D+6D-3D.

(2) Using a FP with LSC he has attack and parry of 25D=16D+12D-3D and does 14D=5D+12D-3D damage. His STR for soak rolls is 6D.

(3) Using a FP and calling on the Dark Side using his 12D control and assuming a low-average roll of 3 per die we expect Darth E to be able to roll a 36 which would allow him to make a Call on the Dark side roll even if he was not trying to do harm or cause pain to others and even if this is the 6th time he has called on the dark side in this adventure. (It gets easier the first five times and if he is trying to do harm or cause pain.) So clearly succeeding in a few Calls is highly likely for Darth E.

Now using 2 FPs with LSC Darth E has attack and parry of 52D = 32D+24D-4D and he does 25D=5D+24D-4D of damage. His STR for soak rolls is 12D. (Here I assumed that Calling on the Dark Side counts as an additional action. It's not clear to me from the description that this is actually the case.)

The minimum roll for Darth E's attack and parry is 50 the expected roll is 182. The minimum damage is 23 points, the expected damage is 87 points.

How does any player survive an encounter (much less win an encounter) with Darth Exemplus when Darth E uses a FP and successfully calls on the dark side?

Bonus Question: How would Luke Skywalker (with his stats as in RotJ) survive or defeat Darth Exemplus?
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garhkal
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PostPosted: Tue Mar 20, 2012 12:45 am    Post subject: Reply with quote

Bren wrote:
I am curious how GM's that use quadding avoid killing off their PCs when they face a Dark Sider who calls on the Dark Side.


I will transfer this to the survive a quad thread...
Ok we will use one of the game sessions i was the DM for as a basis.
NOTE this is what happened.
Baddie (we'll call general smack'em up. He is listed as 9d LS, 7d+2 c, 7d+1 s 7d A..
All pcs on the table were in the same 8d/7d region for their force (3 pcs) and 4 others (non force users) were there as well.. HE has 10 stormies with him at 7d+2 blaster/7d+1 dodge.

3 rouds into combat, the Dark sider is wounded once, 2 pcs are wounded twice, 1 incap and all stormies dead or incap.
So its 6 against one.
Next round everyone force points.. 2 shoot him with blasters (1 dodge), 1 with a magna caster (1 new dodge by our rules), 1 brawls him (1 parry) while the 2 remaining jedi LS combat (1 additional parry). So before he even gets to attack, he is at;
-1d wound penalty and 6 actions (LS combat and the parries/dodges).. So is at -6d. He is majorly peeved and scared (so wants to hurt as many as possible and run), so decides to use a force power that causes pain and injury (flames of hate).. 2 force skills are used to use the force power on 1 person.. So to even use it on just the 2 jedi themselves, he is at -3d MORE for using it twice...
With MAPS, EVEN being on a FP he is at a measly 4d to damage the party, which is also force pointed (so are at double soak).. To even stand a chance, he must quad. Or against 3 people with 2d to damage. So lets say he wants to hit everyone.

7d doubles to 14d, which doubles again to 28d..
-1d wound
-0d (first action) blaster dodge
-1d magna caster dodge
-1d LS parry
-1d brawl parry
-2d LS combat up
-2d first target for flames of anger
-2d 2nd target for flames of anger
-2d 3rd target for flames of anger
-2d 4th target for flames of anger
-2d 5th target for flames of anger
-2d 6th target for flames of anger
So is at (assuming he takes NO damage himself),
-18d of his 28 d (for alter itself).. Force pointed our jedi master PCs (7 doubled to 14d.. 2 actions LS combat up, 1 attack, 1 declared parry and -1d further for wounds)
So even after he has quadded he is at 10d versus 10d soak against the jedi masters, 7d ave for the rest (average result would be incap)..
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Bren
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PostPosted: Tue Mar 20, 2012 1:58 am    Post subject: Reply with quote

Two questions immediately occur to me from this example.

(1) Why did the Dark Sider wait three rounds to call on the Dark Side? It doesn't cost him anything to do it - since he has no real chance of failure when using a FP. And calling each round only increases the difficulty from easy the first round to easy +6 the third round. So why wait until he is wounded and all the stormtroopers are dead before calling on the dark side?

(2) Why did the villain try to use Flames of Anger against all six targets when finally calling on the Dark Side? That seems like a very high risk, suboptimal plan based on what he knows i.e. that the six attackers have wounded him and wiped out his elite stormtroopers in only two rounds - therefore they are pretty skilled and two of them have lightsabers and so must be skilled in the Force.

Rationally he should have just used his lightsaber to attack the three people close to him. That would give him better parries/dodges against the attacks against him since the overall MAPs are lower. (And really he only needs to dodge the magnacaster since he can parry blasters, lightsabers, and hands or feet with his lightsaber).

That would give him a lightsaber attack (and parry) of (9D+ 7D+2)x4=64D+8 less MAPs and a damage roll for each attack of 5D+(7D+1)x4=33D+4 less MAPs. The MAPs would be -9D based on (wounded, dodge, dodge, parry, parry, control, sense, attack, attack, attack). So he would have attacks on the three closest PCs of 55D+8 against each of them. Their paltry FPed parry will not stop the power of the Dark Side (average roll of 200) so all three are hit for 24D+4 damage each (average roll of 88 points) and even a FP'd Wookiee max STR roll of 72 is no match for the power of the Dark Side. This attack should have obliterated the three PCs next to him in a single round.

Now next round he can call on the dark side again taking the +3 to the easy difficulty for calling a second time and quads again. I think we can guess how that is likely to go...not well for the PCs.

This is the problem I have with Quadding. Unless the villain uses suboptimal tactics he will annihilate the PCs.
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PostPosted: Tue Mar 20, 2012 12:03 pm    Post subject: Reply with quote

Bren wrote:
How do your PCs survive NPCs who Quad FPs?
They don't.

I haven't run any DS NPCs, partially because they would kill either my player's character or important recurring NPCs. That, and it's just not the kind of game I want to run.

That said, when I was running a PC who was fighting a more powerful opponent, I would use multiple attacks, burn about a dozen CPs, and try and overwhelm them with MAPs.
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atgxtg
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PostPosted: Tue Mar 20, 2012 1:47 pm    Post subject: Reply with quote

In other words, the GM nerfed the Darksider so he would be ineffective.

First, the Darksider fights six opponents at once all by his lonesome, then he waits until he is injured before calling on the darkside, and when he finally does call on the Dark Side, he goes for a long shot.

It looks to me like the Darksider is not just overconfident, but stupid. He is acting like he is supposed to lose, and isn't even making an effort.

Now if the bad guy had brought along some flunkies, then concentrated on the Jedi PC, quadded up and just killed or incapacitated one or two PCs in the first round, using Lightsaber Combat....
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garhkal
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PostPosted: Tue Mar 20, 2012 3:33 pm    Post subject: Reply with quote

Bren wrote:
(1) Why did the Dark Sider wait three rounds to call on the Dark Side? It doesn't cost him anything to do it - since he has no real chance of failure when using a FP. And calling each round only increases the difficulty from easy the first round to easy +6 the third round. So why wait until he is wounded and all the stormtroopers are dead before calling on the dark side?


Usually when playing major NPCs i wait for them to get injured or gang piled on before Dark side calling (or FPs) come into play. Being both hit, and he was one i was looking at for plot reasons (future module to feature him again as an ongoing antagonist) i looked at the quadding.

Bren wrote:
(2) Why did the villain try to use Flames of Anger against all six targets when finally calling on the Dark Side? That seems like a very high risk, suboptimal plan based on what he knows i.e. that the six attackers have wounded him and wiped out his elite stormtroopers in only two rounds - therefore they are pretty skilled and two of them have lightsabers and so must be skilled in the Force.


A) so MAPS would drain him down enough to not be an auto kill on anyone, even the two techies on their FP had 6d+2 and 6d soak against his 10d.. so averaged top end incap/low mortally wounded.
B) since with the power taking even just a wound leaves you writhing in pain for 2 rounds before you can act again.

Bren wrote:
Rationally he should have just used his lightsaber to attack the three people close to him. That would give him better parries/dodges against the attacks against him since the overall MAPs are lower. (And really he only needs to dodge the magnacaster since he can parry blasters, lightsabers, and hands or feet with his lightsaber).


Rationally yes, but if i had just doubled up, (as the pcs were also doubled up) his chances would NOT have been any better of surviving, let alone proving he is a major baddie by being challenging.
Especially when you add in that he has now 4 more people on him.
And if i had just done that while quadding, it would be a guaranteed KILL on anyone he attacked.
NOT what i was going for with him/the situation.

atgxtg wrote:
In other words, the GM nerfed the Darksider so he would be ineffective.


yes... so as to not be an auto kill on them.
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Bren
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PostPosted: Tue Mar 20, 2012 4:09 pm    Post subject: Reply with quote

garhkal wrote:
yes... so as to not be an auto kill on them.
garhkal, thanks for sharing and for being very clear about the rationale behind your NPC tactics. I think some GMs would have difficulty under pressure in judging the threshold for MAPs and quadding so as to make the attack a threat without ending up with a TPK, but it seems like you have a handle on that.
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PostPosted: Tue Mar 20, 2012 5:51 pm    Post subject: Reply with quote

Considering I would never have the situation you presented occur in my games, Bren, I can't answer. A dark sider can't get quadded in my games, so I don't have to worry about it.

As for the people who do get quadded, since they're lashing out and they're players, they generally massacre a bunch of people and get another DSP added on to the one they got for calling on the Dark Side. Then they roll once to see if they have fallen to the Dark Side for the first DSP they got (for calling on the dark side) and then roll again to see if they fall to the dark side for all of the killing they did in the fit of anger or aggressiveness.

I suppose I might let a major NPC do this if they weren't a dark sider and there might be a PC or two in the way that might have a beast of time getting out unscathed. But I haven't done that yet in a game so I haven't had to deal with it. Only time I've ever had anyone call on the dark side and get quadded was a PC. He avoided falling to the dark side, barely.

The one time I had Vader against a bunch of PCs, he didn't even need to call on the dark side. He was so powerful just as he was with normal FP expenditure from what he had. He never ran out of FPs so he didn't need to call on the dark side to get more. (see the other thread if you're confused on what I mean by the last sentence.)
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Esoomian
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PostPosted: Tue Mar 20, 2012 6:21 pm    Post subject: Reply with quote

So does anyone other than Garhkal use quadding for NPCs?
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Raven Redstar
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PostPosted: Tue Mar 20, 2012 6:33 pm    Post subject: Reply with quote

I don't. My NPCs are hard enough as is. Most of the time they are the "behind the scenes type."
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PostPosted: Tue Mar 20, 2012 7:10 pm    Post subject: Reply with quote

Esoomian wrote:
So does anyone other than Garhkal use quadding for NPCs?


I don't. Nor do I see a reason to. Why bother quadding up if you are going to nerf the guy anyway? TO me it is like the GM making a problem just so he can solve it. I7d be more inclined to have the darskider call on the darkside instead of spending his own FPs. After all, dark side characters don't earn FPs as easily as other characters.
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PostPosted: Wed Mar 21, 2012 11:40 am    Post subject: Reply with quote

What I am seeing so far is the following three 'rules' regarding Calling on the Dark Side and quadding.

(1) garhkal allows PC and NPCs, including Dark Siders, to Call on the Dark Side to quad, but as the GM he does not usually use Call on the Dark Side as an initial tactic and when used he has the NPC use the power in a dramatic, but less than optimal manner so as not to automatically kill the PCs - though there is still some danger and with bad rolls the NPC may still kill PCs.

(2) Grimace only allows characters who have not yet turned to the Dark Side (which essentially means only PCs) to Call on the Dark Side and quad. He uses quadding as a means of tempting those characters to the Dark Side, but once the character turns (which is likely to happen very quickly if they make a habit of quadding) they lose the ability to quad when calling on the Dark Side. So for most NPCs, Calling on the Dark Side is only a way to get extra or "free" FPs to use immediately.

(3) Several people have said they treat Calling on the Dark Side the same for those who have turned and for those who have not yet turned, but that they do not allow quadding by either. Calling on the Dark Side is thus a dramatic event but mechanically it's only use is to provide extra or "free" FPs for immediate use.

garhkal and Grimace have I correctly presented how you use Calling on the Dark Side and quadding?

Everyone, have I missed anything? Anyone else using a version of 'rule' (1) or (2)? Anyone do anything differently than one of these 'rules'?
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PostPosted: Wed Mar 21, 2012 2:48 pm    Post subject: Reply with quote

I find FP:s / DSP:s problematic enough on their own, so would never combine them..
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Bren
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PostPosted: Wed Mar 21, 2012 4:14 pm    Post subject: Reply with quote

ZzaphodD wrote:
I find FP:s / DSP:s problematic enough on their own, so would never combine them..
ZzaphoD, by combining FP and DSP do you mean quadding (as described above) or something else?
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garhkal
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PostPosted: Wed Mar 21, 2012 4:27 pm    Post subject: Reply with quote

Bren wrote:
garhkal wrote:
yes... so as to not be an auto kill on them.
garhkal, thanks for sharing and for being very clear about the rationale behind your NPC tactics. I think some GMs would have difficulty under pressure in judging the threshold for MAPs and quadding so as to make the attack a threat without ending up with a TPK, but it seems like you have a handle on that.


Well, as a GM (NON CONVENTION GAMING) i have had a grand total of 4 NPCs (1 force user, 3 non) quad up.. I actually calculated it up wha they would all do when they did so, to keep it challenging (likely that injuries WOULD be taken) but not automatically that anyone would die.
At Conventions, i am now up to twice it has been done (the above, and one other.. The write up for that NPC flatly stated that they would only quad when facing 5 or more to one odds AND had already been injured prior in 3 or less to one odds... and only to gain the upper hand long enough to RUN!)..

Bren wrote:
What I am seeing so far is the following three 'rules' regarding Calling on the Dark Side and quadding.

(1) garhkal allows PC and NPCs, including Dark Siders, to Call on the Dark Side to quad, but as the GM he does not usually use Call on the Dark Side as an initial tactic and when used he has the NPC use the power in a dramatic, but less than optimal manner so as not to automatically kill the PCs - though there is still some danger and with bad rolls the NPC may still kill PCs.


Dat about sums me up nicely.. BUT i also look at why they are quadding and what the NPC's write up has.
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