Rofl. Good observation skills. The roll failed, but the logic you used to guess the situation made sense. And I think your Shotgun is broken as well, lol. I guess that's what you get for stealing a used weapon. You get what you pay for... er... or what you didn't pay for? ;D
Ummm, and I think I am going to use your idea so that burst fire will have an automatic/Semi-auto restriction to it. That way it kind of forces you to buy automatic weapons. I might put similar restrictions on other skills and weapons just to make the skill list more diverse. I don't want all the players picking the same skills and using the same weapons.
Also I don't think you subtracted your X2 SP for the test fight from your total counter. Did you use 3 points to =6, or did you use 6 points to = 12?
Last Edit: Aug 29, 2011 13:38:25 GMT -5 by FG Admin
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I'm beginning to believe I would have more luck throwing harsh word's at Geoff rather than shooting this blasted shotgun.
1 shot left, Three targets still with a pulse. Doesn't even include the man inside the truck.
Good thing there's a weapon (Geoff's SMG) lying on the ground nearby. Don't get any ideas. Damn thing probably won't shoot r after getting tagged with a bullet anyways. I figure 50/50 it's jammed.
Time to get creative.
EDIT: Bring back Dennis since his departure I have been getting his sucky rolls.
Last Edit: Aug 30, 2011 16:08:14 GMT -5 by Bernard
Ahaha. 49 isn't so bad, there is still a chance the shots might hit. Besides I might get a really low roll and you could end up killing Geoff. Boy would Carson not like that... And although your rolls are low, they still don't top Dennis' epic rolls. He was the master of bad luck dice rolls lol. Too bad he didn't get Lucky/jinx for his powers...
As for the test battle, does it still seem like it is still stretching on too long? I'm gonna start amping up my power output to strengthen up my attacks. Maybe for round two "Human VS Sensitive" I will bring some weapons along in the fight to deal out some extra damage...
Last Edit: Aug 30, 2011 17:40:52 GMT -5 by FG Admin
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This thought just came to me. Would it even out the damage for Sensitives if they could just combine their powers with all human weapons and abilities?
I already say you can do it but I've never tested it out yet. I think the powers would be even in the long run if they could. So all the skills get the +10 bonus at max level right? So lets use a few examples to see how it would play out in game. The character has fire powers and they roll a 15 on the dice log, they also have a HAA pistol, and the double shot skill.
Low roll Example: 15+15 (max Double shot) + 8 (HAA pistol) +20 (Flaming bullets) =58. Not much damage, but that is in the case of a low roll. Lets do the same example but for a high roll.
High roll Example: 85+15 (Max Double shot) + 8 (HAA pistol) +20 (Flaming bullets) =128. That would be an instant kill if they were fighting a human, and if they had a second ability they could do it one more time on the next round. Now lets factor in if we added the X2 SP modifier.
Mid roll X2 SP Example: 36+15 (Max Double shot) + 8 (HAA pistol) +40 (X2 SP Flaming bullets) =99. Not an instant kill, but they are pretty much dead. Buy a better gun, or throw in a team member and you would be doing some massive damage.
I think I need to clarify the skill system a bit better so that everything can be understood how the rolls and bonuses work. Some skills have a dice bonus attached to it but I don't think I explain that it combines with your total max skill bonus as well. I'm probably just going to have to rewrite the whole thing to simplify it all.
But if we DID use this system (especially the X2 SP counter), do you think that it would be enough to even the humans and sensitives out during combat?
Last Edit: Aug 30, 2011 17:40:05 GMT -5 by FG Admin
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Rofl, the sensitives power will never please you. We'll run a few more tests anyways just to make sure it works because I need to actually use the system before I can explain it to other people. I'm also going to be cutting down on more words for the rules, so I'll start working on an outline for that...
I'm not going to post today because my laptop is actually working the way it is suppose to, so I'll try to get a bit of work done instead. I'll try to get my posts in tomorrow afternoon.
Oh yeah, and I fixed the Terra roll. >.>
Last Edit: Aug 30, 2011 23:34:08 GMT -5 by FG Admin
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You will change your tune when your precious Glory gets Ginsued by some smartass sword wielding norm in a matter of minutes
The longer a fight draws out the more of an advantage the norms will possess. Sensitives will loose their almighty bonuses (unless they quick fix with a vial of serum) and their opponent will still be racking up a hefty +10 weapon bonus.
How many Sensitives will be able to Double Shot (despite how overpowered I believe Norms to be the second shot should get the weapon ATK Bonus along with the +5), Dual Wield, or Burst Fire their abilities without a weapon.
I think the need some kind of standing ATK bonus based on power level levels 1-5 (+5) levels 6-10 (+10) levels 11-15 (+15) levels 16-20 (+20)
Norms would acquire a similar bonus to the max of +10
EDIT: What if when you got your powers ir was at a specific lvl (ie random d20) indicating relative power. This power rating would be your permanent ATK Bonus which could be raised through RP rewards in a similar manner as prestige.? Likewise a Defensive power would give a permanent DEF bonus. The user would chose one or the other as his/her primary intent. example a lvl 10 pyrotechnic would have an ATK of +10 and a default of +5 (half his offensive capability) to DEF. It also saves on the constant book keeping of SP bonus and variable multipliers If a their ability (preference of playability) they play one power at whatever the random roll. If they choose random selection they have an opportunity to acquire a secondary ability.
If you pass your tutorial you can roll 2d20 selecting the most favorable result for power lvl.