xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
The problem with radically altering the way KO works in V&V is that it makes high HP heroes and villains that much harder to take down.
That's half of what I am aiming for.
xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
The KO chance makes it so ANY attack that does damage can be a threat. I look at KO as the attack just happening to hit a sensitive area/nerve cluster/whichever.
I can certainly see that argument, but, ultimately, this is a superhero game. I just can't recall reading any comic book story where a hero or villain who was really, really tough got knocked out by a lucky blow from a significantly less powerful opponent.
xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
Look at the mechanic in real life; you can have the toughest guy on the planet but if you happen to catch him on the chin *just* right he can still get taken out in one punch (ie. on a lucky hit even *I* could take out Mike Tyson in his prime).
But how many hit points does the toughest guy on the planet have in real life? 10? 20? Isn't it just as likely that your lucky hit was a high roll for damage, one that was high enough to break the 25% threshold in my house rules?
xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
If you really want to tweak the rule without ditching it completely you could always have big bricks of HP have a 50% less chance of being knocked out from most normal damage.
What qualifies as a "big brick of HP"? Which character would get the 50% reduction in the chance to be knocked out? Would a character with 100 h.p. get the reduction, but a character with 99 would not? That's the problem with applying that kind of flat reduction, determining the line of demarcation.
Also, a 50% reduction would mean that you would have to inflict 51 points of damage to get a 1% chance of a K.O. 51 points would usually be enough to get force a K.O. saving throw for most bricks (I used 1000 h.p. above as an extreme example, but most bricks, in my campaign world at least, would not have nearly that many h.p.; 1000 h.p. is flipping Galactus), which would mean they would probably have a higher chance of being K.O.'d under my proposed house rule than if I did the 50% reduction thing.
One of the previous house rules I considered was to reduce the percentage chance of being knocked out by the character's Endurance score. That would make most bricks harder to knock out, but not impossible. The problem is that it would also make most normals impossible to knock out (i.e.: a character with 10 END would have to take 11 points of damage to have a 1% chance to be knocked out, when 11 points of damage would most likely incapacitate them instantly). So I didn't go in that direction.
xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
I do understand the concern about the way the mechanic works, especially when talking about heroes/villains approaching/exceeding the 1000 hp mark but there has to be SOME kind of mechanic otherwise it just become a grind and makes the target all but impervious to attacks.
All but impervious to attacks that inflict h.p. damage. There are still any number of ways to take out such a character that don't inflict h.p. damage and therefore don't rely upon a lucky punch (e.g.: mind control, paralysis ray, telekinetically levitating the character where he can't do any harm, reversing his gravity with Gravity Control, banishing him somewhere with Dimensional Traveling, etc.).
Players
should be forced to think outside the box when fighting an "impervious" character (if you're playing a street level hero facing a Hulk-like mega slugger and your best plan for taking him down is to stand toe-to-toe hoping for a lucky punch, you deserve whatever happens to you).
Also, remember that making bricks less likely to go down was only half the reason I came up with this rule. The other was because normal humans with low HP score seem weirdly resistant to K.O. under the standard rules. A normal human male with 4 h.p. who takes 3 points of damage would only have a 3% chance of being knocked out, despite the fact that he just lost 75% of his total h.p. in one blow, while a 100 h.p. brick who lost 75% of his h.p. in one blow would have a 75% chance of being K.O.'d. Any blow that would cause enough damage to have a decent chance of inflicting a K.O. would instantly incapacitate the character, so the K.O. roll would never happen. That just seems wrong to me.
xhaosdaemon wrote on Jan 31
st, 2015 at 11:53am:
Maybe it is just me and not liking already high HP characters becoming MORE of a grind but that is my take on it; invulnerability/rolling into power will make it so those KO chances go down a lot already.
I understand the concern and appreciate the feedback (that's why I asked for it!).
Maybe one solution would be to have the threshold for when a K.O. saving throw is required be based upon the character's
current h.p. score, rather than full h.p. score, so that as a brick gets worn down he becomes more vulnerable to a lucky shot (e.g.: The Wrecker, already wobbly on his feet after being pummeled by Thor, finally goes down when Jane Foster konks him on the head with a wrench). The problem with that is that you would have to recalculate the threshold over and over in combat (where using the full h.p. score I would only have to calculate it at character creation and could record it on the character sheet).
Thanks again, all food for thought.