Hmm, well muscle man got a low roll with his shove, and then you got two high rolls that followed. We'll see if the grunt will get a low roll for his defensive turn to see if my theory is right.
Critical hits would be awesome, but Human's would have a huge advantage with their double damage. Bernard would also kill the big brute in about two turns if that were the case. Talk about not drawing attention lol. So we won't be using critical hits to avoid unintentional deaths.
EDIT: I also had to change the bad guy ranking system to adjust to the new HP system. Since humans now only have 80 HP, a rank 1 baddie (weakest rank) only has about 40 HP with no armor or weapons.
I had this strange thought on my way home What if a critical hit allowed for an immediate submission roll at +5 regardless of HP remaining? Thus it is possible to knock somebody out for a few turns on any given hit and not necessarily killing him. to make it more realistic the defender can have a modifier in his favor depending on how high they are above the normal submission mark.
I actually like that idea! It would be like a James Bond instant knockout Judo chop. So new rules are: Critical hits is when a player rolls a perfect 30 on the dice log. This attack will add a +5 bonus to your next submission skill regardless of their HP. So instead of having it do the X2 damage you just pretty much get an instant knockout. Anything else to add to it?
Would it make sense for the player to go ahead and roll for their submission skill (two attacks) on the same turn as their critical? It would make it easier to remember.
But if you can use it regardless of HP, would it make certain "Boss" types too easy? Or maybe the RP just shouldn't have "Boss" baddies... Hmm... *taps chin*
LOL. Poor guy might have to go to Hydra and have his "billiard bag" as you call it, rejuvenated back to full health. ;D
Aye, we'll continue to test this system out and see how it works for the long run. So yes, criticals are now in effect. I guess this bonus will make the RP's combat more realistic instead of being like a video game. The thug went down quick and easy.
Last Edit: Feb 8, 2012 13:29:33 GMT -5 by FG Admin
I skipped the defense roll since he was subdued. So Bernard's critical hit worked as a Counter attack. I was thinking about this and I'm trying to decide if you should get a defense roll or not. When subduing without an attack roll, the opponent doesn't get a defense roll, they just get subdued. So this slightly complicates things.
Because what if the opponent's defense roll is a critical success? Does that mean they have a chance to cancel the subdue? To simplify it, I think it is best that they don't get a defense roll so the Subdue+critical hit (if successful) just does full damage and works as an instant win attack. Does that make sense?
Last Edit: Feb 8, 2012 18:53:58 GMT -5 by Deleted
If you have any questions you can Email me at: fgheroes@yahoo.com
Edit: You may want to take another look at weapon bonus now that we have gone to a d30 system. Player can stack multiple items getting a piety hefty defensive bonus that may well enable them to stand up to a rocket launcher. I think something that extreme should fall to the battlesuits. Vests, helmets and the likes should give a cumulative of +5 maybe +10 for advanced equip.
total elite defensive package would give a bonus of +2ATK and +12 def
Note I know what you were trying to do but most weapons should give ATK only with heavy weapons giving a penalty to DEF and swords clubs only giving +1 or+2 def bonuses in melee.
as it stands now my TSG-14 gives an ATK of +6 and a DEF of +8 (20-25% of a d30 roll)
O__________________O *Goes to look at weapon and armor stats*
Okay lets see... Rocket launcher gives 50 ATK and -50 DEF (Can't block). Lets do a test with max rolls only. That would give 80 ATK with a D30 roll. It would kill a human instantly if they didn't defend themselves. What is our best armor stats...
Elite combat suit is +20 DEF, Elite Combat vest is +20 DEF, Advanced helmet gives +10, Advance gloves give +5 DEF, and Elite boots give +5 for a total of 60 +D30 roll= 90.
Hmm... Def armor stats gives you 10 more points. I didn't count skills, but still DEF gives you a bigger boost. So I might enhance all the stats and bring them higher so that you rely more on equipment instead of your rolls... Or adjust them and lower the stats. I had said I might do that in the past but I didn't change it.
We are superheroes so it would make sense that we could survive attacks like a rocket launcher, but still... Hmm, I'll think it over and brain storm which one works best. I'll work on fixing the stats as soon as I get something.