Very Hot Topic (More than 25 Replies) Probability Control (Read 5060 times)
dsumner
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Probability Control
Jun 10th, 2009 at 9:22pm
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Here's my take on Probability Control.

Probability Control: The character has the ability to alter the outcome of certain events. Attacks as Transmutation. For every 2 Points of Power the character channels into this ability, he can alter a die roll by +1 or -1. R = Charisma.

Comments?
« Last Edit: Sep 12th, 2014 at 5:36pm by dsumner »  

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John
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Re: Probability Control
Reply #1 - Jun 10th, 2009 at 9:30pm
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Does it need to hit?  And if so what chart should it use?
  

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dsumner
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Re: Probability Control
Reply #2 - Jun 10th, 2009 at 9:41pm
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John wrote on Jun 10th, 2009 at 9:30pm:
Does it need to hit?  And if so what chart should it use?


No to hit roll, as you're just trying to modify a dice roll. Let's say The Rifleman and Shamrock are teammates. The Rifleman wants to to take a shot at the warhead of an incoming missile with his rifle. Normally he'd have a snowball's chance of making the shot, but goes for it anyway (hey, that's what heroes do). Shamrock squeezes her magical good luck charm (a Probability Control Device), and casts a wish (activates the device), expends 30 PR, adding a +15 to The Rifleman's to hit roll, allowing the Rifleman to make the shot, (and expends all of her remaining Power in the process). Does that clarify it enough?
« Last Edit: Jan 3rd, 2024 at 3:02am by dsumner »  

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Re: Probability Control
Reply #3 - Jun 10th, 2009 at 9:46pm
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Yes it does.   Still I think it should be an attack if the receipient doesn't wish his probablity to be altered.      No hit is needed if its wanted, but how about something like, say, transmutation?  Or disintergration if used as an attack?

  

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dsumner
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Re: Probability Control
Reply #4 - Jun 10th, 2009 at 9:55pm
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John wrote on Jun 10th, 2009 at 9:46pm:
Yes it does.   Still I think it should be an attack if the receipient doesn't wish his probablity to be altered.      No hit is needed if its wanted, but how about something like, say, transmutation?  Or disintergration if used as an attack?


Sounds reasonable and makes sense. I'd go with Transmutation on the attack tables. I've never actually used this, so I'm still pretty open to feed back on it.
« Last Edit: Jan 3rd, 2024 at 3:02am by dsumner »  

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Re: Probability Control
Reply #5 - Jun 10th, 2009 at 10:02pm
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And just to be a nitpicky pest, and what GM worth his salt is not? I would make the caster roll the dice even if the target WANTS the alteration and if the roll is a 20 he misses and the power is lost.    There must always be a chance of success, and there must always be a chance of failure.*




















* unless there isn't.....hehehe.
  

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dsumner
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Re: Probability Control
Reply #6 - Jun 10th, 2009 at 10:05pm
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A critical fumble works for me. Anyone else care to comment?
  

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Re: Probability Control
Reply #7 - Jun 11th, 2009 at 12:22am
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From the Deeps of Space has a cool villain with bad luck powers. When ever her enemies make any attack rolls or saving throws or what-not, they roll twice and the worse roll is the one that counts! That can by harsh, my brother! I think it costs 6 PR per and one action per turn. By don't quite me on this. As bad luck would have it, I seem to have misplaced that module. But still, I ain't makin' this up!

Organized Crimes has a fortune teller with probability control as a magic hex spell. PR = 3. It doesn't give any specifics about what exactly the results can be. Improvise, I guess.
« Last Edit: Jun 11th, 2009 at 12:22am by SuperFriend »  
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dsumner
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Re: Probability Control
Reply #8 - Jun 11th, 2009 at 1:39pm
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Deleted by me.
« Last Edit: Apr 4th, 2010 at 9:23pm by dsumner »  

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John
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Re: Probability Control
Reply #9 - Jun 11th, 2009 at 4:05pm
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I would multiple attack when using that power.  I would alter my attack with the probablity attack so it pretty much can't miss then alter my foe's score so he pretty much can't hit.


But I am petty that way.
  

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dsumner
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Re: Probability Control
Reply #10 - Jun 11th, 2009 at 4:17pm
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John wrote on Jun 11th, 2009 at 4:05pm:
I would multiple attack when using that power.  I would alter my attack with the probablity attack so it pretty much can't miss then alter my foe's score so he pretty much can't hit.


But I am petty that way.


Yeah, but you'd burn our of Power pretty quickly.
  

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Re: Probability Control
Reply #11 - Jun 11th, 2009 at 4:30pm
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I know  I was just being goofy.
  

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Re: Probability Control
Reply #12 - Jun 24th, 2009 at 4:24pm
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DSumner, I like that take.

I had a villain once that would make you  roll twice to hit him, and use the worse of the two rolls. And he could roll twice to hit you, and choose the better one. Never read Deeps of Space, oddly enough.

I also had a more environmental take on Probability Control, with Scarlet Witch over in 1980's Avengers
  
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Re: Probability Control
Reply #13 - Jun 28th, 2009 at 9:45pm
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Doctor Foom wrote on Jun 24th, 2009 at 4:24pm:
I had a villain once that would make you  roll twice to hit him, and use the worse of the two rolls. And he could roll twice to hit you, and choose the better one


I can't remember who, but someone posted a similar description for a "Luck" power, on the old boards. I liked the idea, and modified it for my own use. Basically the character would get to roll twice, and pick the roll the was the most beneficial to him.
  

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Re: Probability Control
Reply #14 - Jun 29th, 2009 at 11:16pm
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Nice power... well thought out... costly but that is good.
  
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Re: Probability Control
Reply #15 - Jun 30th, 2009 at 1:44pm
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Harkker wrote on Jun 29th, 2009 at 11:16pm:
Nice power... well thought out... costly but that is good.


I figure it should be costly, if not, it'd be used far to often. The way I've got it set up now, small changes aren't as taxing, but affecting major changes are going to exhaust the character.
  

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Lady Seven
Reply #16 - Sep 16th, 2009 at 4:54am
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I dug out my copy of the module From the Deeps of Space

Here is Lady Seven's probability altering spell:

Numerological Control: For a cost of 6 power points per turn, Lady Seven can change die rolls of her enemies in combat. Two rolls are made for each roll needed. The GM chooses (for Lady Seven) which roll is applied. Range = 25 inches [her Intelligence]. This spell only costs movement to activate (i.e. does not take a full phase and still costs power points) and lasts till the end of the turn.

The fortune teller from Organized Crimes has this opaquely detailed spell.

Hex Spell: With this spell Natasha can make the improbable probable. Attacks as Mind Control, 16" range, PR = 3 per use.

Elsewhere, the module says: Natasha will generally try to keep her distance in a fight, using her hex spell and 'evil eye' to cause the heroes misfortune. An example, might be causing a hero to be struck by the Chair-O-Plane. The possibilities of this power are unlimited.

The Chair-O-Plane is a ride at the circus where the module is set. The ride swings the occupant in circles while he or she sits in a seat resembling an airplane. If fighting within the swinging arc of the ride, a combatant could be struck. The ride attacks at 4th level and does 1d8 damage on a hit.
« Last Edit: Sep 16th, 2009 at 5:33am by SuperFriend »  
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Re: Probability Control
Reply #17 - Sep 16th, 2009 at 10:04pm
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So, any of you want to take a crack at playtesting testing this? I'd really like to know if you think it's to unbalancing, or if the PR cost should be higher.
  

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Re: Probability Control
Reply #18 - Apr 4th, 2010 at 9:24pm
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As we've gotten a lot of new posters, I'm bumping this back up, as I'd like to hear their input on this.
  

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Re: Probability Control
Reply #19 - Apr 6th, 2010 at 1:05pm
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I really like the idea of rolling twice and keeping the one you want (or forcing the worse of the two rolls); I'll try to use this at some point.
  
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Re: Probability Control
Reply #20 - Apr 6th, 2010 at 2:11pm
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This was my suggestion over on critical fumble:

Just tossing this out:

The character can modify a roll +/- up to the absolute value of their reaction modifier (since the absolute value will be the same no matter what). So a CHA 18 character can modify the numbers by up to +/-3 (or +/- 15 on %). For 1 PP per +/-, they can affect 1 person. By paying greater PP, they can affect more. 2 PP for 1 sq inch. 3 PP for 2 targets. 4 PP for 2 sq inches. This scales based on the max modifier as well. So a CHA 18 character can go up to 6 PP for 3 targets or 8 PP for 3 sq inches. This power can be maintained at a cost per turn equal to the initial cost. The character can maintain a number of effects up to their max modifier (so 3 different -1's for an 18 CHA character).

When targeting people, the modifier to the roll applies. When targeting a location, specific rolls cannot be modified by player will, but will cause different occurrences.

Assuming negative probability intent: Targeting a computer bank would give a % to short out similar to lightning control. Targeting an area of road would cause saves vs Agility to avoid accidents. Targeting a ladder would cause a save vs Agility to avoid falling.

Assuming positive probability intent: Targeting a computer bank would possibly cause the system to process more quickly and make non-deductive (computer logic), intuitive (non-computer logic) leaps that would provide accuracte results. Targeting a ladder would prevent someone from falling - even during something like an earthquake. Targeting a stretch of road where a child is about to get hit by a car would cause the car's brakes to catch better and stop more quickly preventing injury to the child.

Just playing with this idea. Thoughts?
  
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dsumner
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Re: Probability Control
Reply #21 - Apr 6th, 2010 at 2:21pm
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I'm figuring that my version, is just one of many. Characters like the Scarlett Witch, and Shamrock, are both capable of altering probability, but each goes about it differently.
  

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Re: Probability Control
Reply #22 - Apr 6th, 2010 at 2:54pm
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Imaginos wrote on Apr 6th, 2010 at 2:11pm:
This was my suggestion over on critical fumble:

[specifics snipped]

Just playing with this idea. Thoughts?


I like this idea, and think it would make for a very fun character to play!
  
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Re: Probability Control
Reply #23 - Apr 6th, 2010 at 4:58pm
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dsumner wrote on Apr 6th, 2010 at 2:21pm:
I'm figuring that my version, is just one of many. Characters like the Scarlett Witch, and Shamrock, are both capable of altering probability, but each goes about it differently. 


In spite of how its officially described, I never liked linking Wanda's power to probability because she makes things happen that under normal conditions there really is no probability of it happening.

It's almost like saying Nightcrawler has probability control because he increases the probability that he will teleport somewhere else.

« Last Edit: Apr 6th, 2010 at 4:59pm by 8675309 Jenni »  
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Re: Probability Control
Reply #24 - Aug 13th, 2017 at 7:43pm
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Bumping this up.
  

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Re: Probability Control
Reply #25 - Jan 3rd, 2024 at 3:04am
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Bumping this up as it might see use in the game I'm running.
  

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