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AWAD Cadet
Joined: 16 Jan 2009 Posts: 14
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Posted: Wed Mar 18, 2009 11:32 am Post subject: Character Points as a Damage Level reducer |
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I was reading a few threads here and also seeing some in my group complain they should have taking a higher STR to survive more, and I for some of my medium to higher level baddies and came up with an idea. (sorry if presented before)
Instead of burning a character point to add to STR resistance, make it where it reduces the wound category. D6 Wild CP is a double edge sword; you may use one and go from Dead to Stun, or burn 3 of them and get only to Mortally Wounded.
Let them burn a CP to reduce the damage level by one to a minimum of Wounded. If only wounded and you really really need to avoid it, you can reduce that to Stun.
Gives the PC a more heroic feel, and me to keep some baddies alive when I have a bad set of rolls.
Just throwing some meat out there to see how it is digested.
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Wed Mar 18, 2009 12:02 pm Post subject: |
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If that's what works for you, go ahead, but I really don't like these house rules. They make CPs too powerful and the outcome of any combat to easily controlled by the players. With such rules, no one would die or even deal with severe injuries unless they really WANTED to. The fun thing about CPs is that even spending your precious points is no guarantee you will get any substantial aid. Frustration is an important part of the game, and we've had lots of fun seeing a player infuriatingly burn loads of CPs on useless 1s. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Wed Mar 18, 2009 5:43 pm Post subject: |
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Gry Sarth wrote: | Frustration is an important part of the game... |
I'm with Gry.
Like it says right in the core rule books, combat is dangerous, as well it should be. Running into battle should rarely be a goal for a character, the risk of death is very real, and the d6 system does a good job of conveying that. I'm not a big fan of rules that reduce the lethality of combat. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Mar 18, 2009 5:54 pm Post subject: |
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The best way to avoid dying in combat is to avoid combat. _________________ Blasted rules. Why can't they just be perfect? |
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Wed Mar 18, 2009 6:04 pm Post subject: |
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A compromise could be allowing players to roll willpower to play through the pain, and ignore the wound level for the remainder of combat, easy to ignore a stun, moderate for a wound, and difficult for twice wounded.
A wounded character still has the wound, getting wounded again would make you twice wounded and require a new willpower check. Fighting through the pain aggravates all wounds, and you suffer an additional wound level when failing a willpower check or combat ends.
The players get a chance to survive longer, but with consequences. _________________ This new hand, it's a fightin' hand! |
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Wu-Jon Cadet
Joined: 08 Mar 2009 Posts: 5
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Posted: Wed Mar 18, 2009 6:33 pm Post subject: |
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Gry Sarth wrote: | If that's what works for you, go ahead, but I really don't like these house rules. They make CPs too powerful and the outcome of any combat to easily controlled by the players. With such rules, no one would die or even deal with severe injuries unless they really WANTED to. The fun thing about CPs is that even spending your precious points is no guarantee you will get any substantial aid. Frustration is an important part of the game, and we've had lots of fun seeing a player infuriatingly burn loads of CPs on useless 1s. |
Well said. |
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Wed Mar 18, 2009 11:34 pm Post subject: |
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I agree that combat needs to be lethal to have any meaning in a game and i think you should concider that the power "reduce injury" already exists it's a force power and thus has to be earned. Implementing your CP system cheapens the force users ability to reduce injury from rare and fantastic to mundane and ho hum. |
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AWAD Cadet
Joined: 16 Jan 2009 Posts: 14
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Posted: Thu Mar 19, 2009 9:01 am Post subject: |
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WOW!!!! The piece of meat was shredded and rejected quickly.
Someone mentioned force powers and that is part of the problem. I have a Jedi in the group and he can cover himself pretty well, but not others. The combat stud with armor I can wound but really smacking him is hard. It is the pilot and tech guy that get the brunt of the @$$ whooping, read, both of them have been mortally wounded once and incapacitated a couple of times. So I see a little bit of the frustration and also the fact they are burning through more CP than the other 2. So they are asking if they should scrap their PC and take at least a 3D or better STR.
So I was just kicking a few things around to see how it works. Thanks for the feedback, gives me some ideas.
AWAD- One of the PC quotes is "O the Bacta tank again, combat must be over and we must be on our ship." |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Thu Mar 19, 2009 9:32 am Post subject: |
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Remember that when a Jedi uses Reduce Injury, they receive a permanent injury of some sort, making it pretty costly.
If you're finding that the players with low strength and no armour are really suffering in combat, remember that your adversaries might concentrate their attacks against the stronger combatants, rather than evenly among everyone. You could reduce the attacks coming their way.
Additionally if those unarmored, low strength characters are continually getting injured, they may consider changing their tactics. Low Strength, damage vulnerable characters are quite viable in combat, but they do require a different approach to how they go about it. Make use of cover/terrain, learn to avoid attacks, use different attacks that incapacitate multiple enemies rather than attacking a single attacker (ie. glop grenades and the like). _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Mar 19, 2009 11:50 am Post subject: |
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And have a higher dodge!! _________________ Confucious sayeth, don't wash cat while drunk! |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Mar 19, 2009 12:56 pm Post subject: |
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Ankhanu wrote: | Remember that when a Jedi uses Reduce Injury, they receive a permanent injury of some sort, making it pretty costly.
If you're finding that the players with low strength and no armour are really suffering in combat, remember that your adversaries might concentrate their attacks against the stronger combatants, rather than evenly among everyone. You could reduce the attacks coming their way.
Additionally if those unarmored, low strength characters are continually getting injured, they may consider changing their tactics. Low Strength, damage vulnerable characters are quite viable in combat, but they do require a different approach to how they go about it. Make use of cover/terrain, learn to avoid attacks, use different attacks that incapacitate multiple enemies rather than attacking a single attacker (ie. glop grenades and the like). |
I usually recommend my players have 3D str and armor to be able to survive an encounter with an imperial blaster rifle.
If the players have low strenght then they should have high dodge. if they have low dodge too, they shouldnt be in combat you can add more combat in the "chase" scenes where theplayers are in a skiff or ship. so their str isisnt directly affected when they are hit
Personally i agree though, no use of CP to reduce injury level. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Mar 19, 2009 3:47 pm Post subject: |
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Quote: | theplayers are in a skiff or ship. so their str isisnt directly affected when they are hit |
That depends if their ship/skiff etc gets hit and blown up or seriously damaged. _________________ Confucious sayeth, don't wash cat while drunk! |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Mar 19, 2009 4:27 pm Post subject: |
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lol, true.
But there is no setting where the PCs are fully safe from death.... at least any good ones _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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AslanC Cadet
Joined: 22 Mar 2009 Posts: 8
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Posted: Sun Mar 22, 2009 10:13 pm Post subject: |
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Can't they just add CP dice when they make their initial STR roll to resist damage? Or is that not allowed in the rules? I forget |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sun Mar 22, 2009 10:24 pm Post subject: |
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Yup. I think the OP is simply proposing a system that is less controlled by the whim of the dice... more consistent bang for the CP use. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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