Very Hot Topic (More than 25 Replies) What Rules Confuse You? (Read 20973 times)
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What Rules Confuse You?
Jul 9th, 2015 at 9:51am
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Since this is the area where we can  "post our house rules or to talk about rules in general", I figured I would ask a pretty basic question, that will no doubt lead to some rather "interesting" discussions (but discussion that will be informative just the same).

Basically, I know how I see the rules, but I'm curious to see how everyone else sees the rules.

So... What rules in V&V 2.0 do you find confusing?
  

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Majestic
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Re: What Rules Confuse You?
Reply #1 - Jul 9th, 2015 at 2:18pm
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Automatic weapon fire.  I mean, I know how I/we interpret them, but I believe they're very confusing, and I have seen over the years how there are multiple interpretations (that all make sense given the vagueness of the RAW).
  
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Re: What Rules Confuse You?
Reply #2 - Jul 9th, 2015 at 5:57pm
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Falling.
  

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Re: What Rules Confuse You?
Reply #3 - Jul 9th, 2015 at 6:46pm
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Grappling. 
  
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Re: What Rules Confuse You?
Reply #4 - Jul 9th, 2015 at 7:35pm
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Blowing shit up.
  

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Re: What Rules Confuse You?
Reply #5 - Jul 9th, 2015 at 7:55pm
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Paul wrote on Jul 9th, 2015 at 7:35pm:
Blowing shit up.

Explosives? Or some specific version of blowing stuff up?
  

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Re: What Rules Confuse You?
Reply #6 - Jul 9th, 2015 at 9:01pm
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Range modifiers for accuracy seem to scale out of control.
  

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Re: What Rules Confuse You?
Reply #7 - Jul 10th, 2015 at 6:46am
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@ AlabasterKnight Are you saying the ranges are too great and the to hit mods to low, or that the to-hit mods should be larger smaller?

Edited:
That's what I meant to post...
« Last Edit: Jul 11th, 2015 at 7:43am by Ironnerd »  

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Re: What Rules Confuse You?
Reply #8 - Jul 10th, 2015 at 7:11am
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Ironnerd wrote on Jul 9th, 2015 at 7:55pm:
Paul wrote on Jul 9th, 2015 at 7:35pm:
Blowing shit up.

Explosives? Or some specific version of blowing stuff up?


I mean even if I'm using a sword, I want to blow shit up!

Smiley

Sorry my post was just matching my avatar signature, it wasn't a serious point of confusion.

Tongue
  

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Re: What Rules Confuse You?
Reply #9 - Jul 10th, 2015 at 3:37pm
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Range in our games never seems to come up, as 99.9% of attacks happen within 30" of each other.  I can't even remember the time somebody had a -1 from range.
  
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Re: What Rules Confuse You?
Reply #10 - Jul 10th, 2015 at 6:30pm
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Ironnerd wrote on Jul 10th, 2015 at 6:46am:
Are you saying the ranges are too great and the to hit mods to low, or that the to-hit mods should be larger?


I'm saying that the range increments by the rules build exponentially and suffer less and less of a penalty given greater and greater ranges.
Physically, in real world terms, the reverse actually happens.
Modifying penalties should actually arrive more frequently at shorter and shorter increments until a ranged attack is not possible due to diminished perception. Use of a device/scope should extend the rate of fall off, but not undo the pattern.
House ruled this.
« Last Edit: Jul 10th, 2015 at 6:31pm by AlabasterKnight »  

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Re: What Rules Confuse You?
Reply #11 - Jul 10th, 2015 at 10:06pm
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Gravity Control.

RAMBLE
  
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Re: What Rules Confuse You?
Reply #12 - Jul 10th, 2015 at 10:08pm
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Ironnerd wrote on Jul 9th, 2015 at 9:51am:
Since this is the area where we can  "post our house rules or to talk about rules in general", I figured I would ask a pretty basic question, that will no doubt lead to some rather "interesting" discussions (but discussion that will be informative just the same).

Basically, I know how I see the rules, but I'm curious to see how everyone else sees the rules.

So... What rules in V&V 2.0 do you find confusing?


By the way, thanks for posting this question, Ironnerd.

RAMBLE
  
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Re: What Rules Confuse You?
Reply #13 - Jul 10th, 2015 at 11:07pm
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@ AlabasterKnight
I kinda figured that was your issue with range. You do make an excellent point though. The difference happens because I play V&V to escape reality, so it's "unrealness" has never been much of an issue to me - I revel in it. I've always thought of V&V as a rather cinematic game anyway and not so much as a simulation of an alternate reality - so, for me, the R.A.W. works quite well. You play a much more imaginative and detail oriented game than I do, and I can see where you may find some rules limiting.

What house rule would you propose to address the range issue? There must be something churning about in that fertile mind of yours.

@everyone else
I'm not ignoring you, I'm taking notes Smiley I want to get as many points of confusion as I can before I begin to pontificate.

I do not, however, want this to be "John sez do it this way" - because that's not what this is. I will give you my weird view of the rules, but I would actually prefer to see everyone else's interpretations of the rules or their questions about the rules as written.
  

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Re: What Rules Confuse You?
Reply #14 - Jul 10th, 2015 at 11:41pm
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AlabasterKnight wrote on Jul 10th, 2015 at 6:30pm:
Ironnerd wrote on Jul 10th, 2015 at 6:46am:
Are you saying the ranges are too great and the to hit mods to low, or that the to-hit mods should be larger?


I'm saying that the range increments by the rules build exponentially and suffer less and less of a penalty given greater and greater ranges.
Physically, in real world terms, the reverse actually happens.
Modifying penalties should actually arrive more frequently at shorter and shorter increments until a ranged attack is not possible due to diminished perception. Use of a device/scope should extend the rate of fall off, but not undo the pattern.
House ruled this.


OMG yes, the table makes no sense.  I know they're just trying to keep one table, but holy cow it's ridiculous.  A flat -1 per X" would have solved it.   According to the chart you can shoot at someone from the 900 miles away and it's only a -15.
  
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Re: What Rules Confuse You?
Reply #15 - Jul 12th, 2015 at 9:34am
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Okay, but to be fair, your character would also need an Agility of 98,304 to fire a rifle at a target 900 miles away (which would give him all kinds of other insane bonuses...), but like I said above, it's never been a really big issue to me.

Other systems handle range differently (obviously). I kinda like the system from Mekton Z+.

Range is the basic, unmodified range. So for a rifle it's Ax10, ±0 to hit
Short range is 1/2(Ax10), +1 to hit
Long Range is (Ax10)+1 to 2x(Ax10), -4 to hit
Extreme Range is (2x(ax10)+1 to 3x(Ax10), -8 to hit. Beyond Extreme Range, the attack cannot be made.

Just my 2˘, I think this may be a topic unto itself.

Edited:
Added image file of a modified range modifier table. Total house rule thing, mostly just playing with numbers and thinking in text.
« Last Edit: Jul 13th, 2015 at 2:21pm by Ironnerd »  

House_Rule_Hit_Mod.jpg ( 35 KB | 5 Downloads )
House_Rule_Hit_Mod.jpg

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Re: What Rules Confuse You?
Reply #16 - Jul 12th, 2015 at 3:18pm
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John wrote on Jul 9th, 2015 at 5:57pm:
Falling.


Yeah.. there is a lot in that small section. Could have used some examples.

  • At the end of the first turn in which a character falls, he will be falling at 100” per turn. At the end of the second turn, he’ll be falling at 200” per turn, and so on until he reaches terminal velocity of 1000” per turn.
  • Damage from falling equals  (100 x turns fallen) x √(characters basic hits)
  • When the falling character strikes a wooden beam (for example), and the beam’s structural points are less than the character’s basic hits, the beam gives way, and the character continues on. The beam, however, acts as a “cushion” reducing the amount of damage the character takes when he finally hits the ground (or some object with a structural rating greater than his basic hits).
  • If the distance fallen in inches is equal to or less than the character's Agility score, then he may roll a save on 1d20 vs Agility. If successful, subtract the character's Agility score from the total damage.

That seem about right?

Edited:
Added the zip file. See the "Falling" tab.
« Last Edit: Jul 12th, 2015 at 3:22pm by Ironnerd »  

Combat_Tablesb.zip ( 26 KB | 7 Downloads )

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Re: What Rules Confuse You?
Reply #17 - Jul 13th, 2015 at 3:54pm
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Ironnerd wrote on Jul 12th, 2015 at 3:18pm:
Damage from falling equals  (100 x turns fallen) x √(characters basic hits)


This formula is not accurate.  It's the number of inches fallen that turn (which I think by default would add 100 per turn fallen, but it doesn't say that) times the square root of the object's Basic Hits.

Fortunately, the vast majority of falls happen in a single turn (based on the way combat and ranges work in the game), so that initial number is usually much less than 100.

So if a character (that weighs 200 lbs.) falls for 8" (the height of a typical street light, which is pretty high up there) they would take

8 x 2 = 16 points of damage.
  
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Re: What Rules Confuse You?
Reply #18 - Jul 13th, 2015 at 5:00pm
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hmmm...

Exactly why I thought I should start this thread...

You are correct, it's inches fallen in that turn. But your character can fall up to 100" in the first turn if nothing stops he/she/it. He can fall a maximum of 200" during the second turn. And so on.

So if your 200 lb character falls for three turns, and on the forth turn he falls 5", he takes 82 x 5 = 40 10 points of damage?
Would the velocity damage bonus apply? After all, running into something at 200"/turn is the same as something hitting your character at 200"/turn. I've gone both ways on this rule - depends on my mood and the group. In college I totally applied the velocity damage bonus Smiley

Oh, be sure to roll a save vs Agility in your example (unless that character has a really low agility), so he has a chance to subtract his Agility score from the 16 points of damage taken.

Thanks, Majestic.

Edited:
DOH!!! Freaking square root! How could I forget that?
« Last Edit: Jul 14th, 2015 at 6:22am by Ironnerd »  

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Re: What Rules Confuse You?
Reply #19 - Jul 13th, 2015 at 9:09pm
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Ironnerd wrote on Jul 13th, 2015 at 5:00pm:
hmmm...

Exactly why I thought I should start this thread...

You are correct, it's inches fallen in that turn. But your character can fall up to 100" in the first turn if nothing stops he/she/it. He can fall a maximum of 200" during the second turn. And so on.

So if your 200 lb character falls for three turns, and on the forth turn he falls 5", he takes 8 x 5 = 40 points of damage?



If your 200lb character fell for three turns, that'd be 100"+200"+300" = 600".  Then 5" more = 605"
605 x sqrt of 4 basic hits (2) = 1200 points of damage.  But you fell 3025 feet, so what do you expect.
  
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Re: What Rules Confuse You?
Reply #20 - Jul 13th, 2015 at 9:44pm
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Ironnerd wrote on Jul 10th, 2015 at 11:07pm:
@everyone else
I do not, however, want this to be "John sez do it this way" - because that's not what this is.


I would just like to point out that I never told anyone to do anything my way on these boards.
  

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Re: What Rules Confuse You?
Reply #21 - Jul 13th, 2015 at 10:47pm
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John wrote on Jul 13th, 2015 at 9:44pm:
Ironnerd wrote on Jul 10th, 2015 at 11:07pm:
@everyone else
I do not, however, want this to be "John sez do it this way" - because that's not what this is.


I would just like to point out that I never told anyone to do anything my way on these boards.


Ironnerd made the fatal mistake of referring to himself by his real name instead of his forum name.  His name is John as well.  Tsk tsk.
  
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Re: What Rules Confuse You?
Reply #22 - Jul 13th, 2015 at 10:47pm
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All hail the master cylinder!!

Wink

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Re: What Rules Confuse You?
Reply #23 - Jul 14th, 2015 at 12:42am
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John wrote on Jul 13th, 2015 at 9:44pm:
Ironnerd wrote on Jul 10th, 2015 at 11:07pm:
@everyone else
I do not, however, want this to be "John sez do it this way" - because that's not what this is.


I would just like to point out that I never told anyone to do anything my way on these boards.


I think you told me to go fuck myself on numerous occasions.  Just sayin'
Roll Eyes
  

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Re: What Rules Confuse You?
Reply #24 - Jul 14th, 2015 at 6:49am
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Phrennzy wrote on Jul 13th, 2015 at 9:09pm:
If your 200lb character fell for three turns, that'd be 100"+200"+300" = 600".  Then 5" more = 605"
605 x sqrt of 4 basic hits (2) = 1200 points of damage.  But you fell 3025 feet, so what do you expect.


Yargh!!! I have no idea what happened in my post, but my math was just really bad! I went back and corrected it.  Tongue

@Phrennzy: I think that is a pretty common way to interpret the rule.

@ALL:The rule states:
Normal damage taken by a falling object equals the number of inches it fell this turn times the square root of the object's Basic Hits (one per fifty pounds or part thereof).
That may cause some confusion, since it looks like the character could fall for 10 turns, and on the 11th turn could fall only 2" and take only 2" worth of fall damage. But the rule continues...
After the first turn of fall, velocity on impact is automatically 200 inches on the second turn, 300 inches on the third, etc. up to a maximum velocity of 1000 inches per turn.

So...[now that I'm knee deep in it]
On the fourth turn spent falling, the character's velocity is automatically 400"/turn. If he falls another 50" in the 4th turn, he will still be falling at 400"/turn since after the first turn, falling rates are automatic (even though in this example, the character actually fell 650 inches total, he still hits the ground at a speed of 400"/turn or 91 mph). 200 lb @ 400"/turn would come out to 800 damage.

Edited:
Format error... made it look like the whole post was for Phrennzy
« Last Edit: Jul 14th, 2015 at 2:59pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #25 - Jul 14th, 2015 at 12:27pm
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Paul wrote on Jul 14th, 2015 at 12:42am:
John wrote on Jul 13th, 2015 at 9:44pm:
Ironnerd wrote on Jul 10th, 2015 at 11:07pm:
@everyone else
I do not, however, want this to be "John sez do it this way" - because that's not what this is.


I would just like to point out that I never told anyone to do anything my way on these boards.


I think you told me to go fuck myself on numerous occasions.  Just sayin'
Roll Eyes
.  True, but I never told you HOW to fuck yourself.
  

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Re: What Rules Confuse You?
Reply #26 - Jul 14th, 2015 at 3:48pm
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John wrote on Jul 14th, 2015 at 12:27pm:
Paul wrote on Jul 14th, 2015 at 12:42am:
John wrote on Jul 13th, 2015 at 9:44pm:
Ironnerd wrote on Jul 10th, 2015 at 11:07pm:
@everyone else
I do not, however, want this to be "John sez do it this way" - because that's not what this is.


I would just like to point out that I never told anyone to do anything my way on these boards.


I think you told me to go fuck myself on numerous occasions.  Just sayin'
Roll Eyes
.  True, but I never told you HOW to fuck yourself.


One time, back in the day you did. I don't remember exactly how you said it but it had something to do with a Helm of Brilliance and a Dwarf.


  

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Re: What Rules Confuse You?
Reply #27 - Jul 14th, 2015 at 4:50pm
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Ironnerd wrote on Jul 14th, 2015 at 6:49am:
@Phrennzy: I think that is a pretty common way to interpret the rule.


Ah, and totally wrong.  I shouldn't be adding the velocities up.
  
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Re: What Rules Confuse You?
Reply #28 - Jul 14th, 2015 at 5:04pm
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That's just how I see the rule...

I suspect someone will tell me I've made an error - which is why I started this in the first place, to learn stuff.

Edited:
Additional wordage

This is not a right or wrong conversation. It's important to me as a guy who writes these adventures to know how people see the rules so I can be more clear when I write a V&V book (adventure or sourcebook). I read the V&V rules all the time, but I'm also the only V&V GM in my area, so I look for input from you'se guys.
« Last Edit: Jul 14th, 2015 at 6:01pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #29 - Jul 14th, 2015 at 8:49pm
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Leaping was always a pain.
  
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Re: What Rules Confuse You?
Reply #30 - Jul 14th, 2015 at 8:53pm
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Imaginos wrote on Jul 14th, 2015 at 8:49pm:
Leaping was always a pain.


How so? How do you handle leaping?


Edited:
Forgot to mention...

I kinda cheat on this. The character sheets I use do the "Leap" calculations automatically. Of course they go to heck if the charcter is carrying something heavy.
« Last Edit: Jul 14th, 2015 at 9:04pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #31 - Jul 15th, 2015 at 10:59am
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John wrote on Jul 14th, 2015 at 12:27pm:
True, but I never told you HOW to fuck yourself.

Sometimes I wish this forum had the like button. That was lol funny Tongue
« Last Edit: Jul 15th, 2015 at 11:00am by AlabasterKnight »  

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Re: What Rules Confuse You?
Reply #32 - Jul 15th, 2015 at 2:46pm
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Ironnerd wrote on Jul 14th, 2015 at 6:49am:
On the fourth turn spent falling, the character's velocity is automatically 400"/turn. If he falls another 50" in the 4th turn, he will still be falling at 400"/turn since after the first turn, falling rates are automatic (even though in this example, the character actually fell 650 inches total, he still hits the ground at a speed of 400"/turn or 91 mph). 200 lb @ 400"/turn would come out to 800 damage.


Interesting, as that's not how I'd interpret the falling rules.  Mind you, I don't think I've ever seen somebody go past the first turn, as the vast majority of instances have the person falling for less than a turn (they usually hit the ground on the same turn they fell).  But based on the numbers you've used above, I think they mean:

Square root of the object's Basic Hits (so 2) times the number of inches fallen this turn (50) for a total of 100.  Then you'd add in the velocity (which at 400" per turn would be +2d10, for an average of 11 more points).

So the way I read it, the person would take (approximately, depending on dice rolls) about 111 points of damage.
« Last Edit: Jul 15th, 2015 at 2:47pm by Majestic »  
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Re: What Rules Confuse You?
Reply #33 - Jul 15th, 2015 at 3:33pm
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Majestic wrote on Jul 15th, 2015 at 2:46pm:
Ironnerd wrote on Jul 14th, 2015 at 6:49am:
On the fourth turn spent falling, the character's velocity is automatically 400"/turn. If he falls another 50" in the 4th turn, he will still be falling at 400"/turn since after the first turn, falling rates are automatic (even though in this example, the character actually fell 650 inches total, he still hits the ground at a speed of 400"/turn or 91 mph). 200 lb @ 400"/turn would come out to 800 damage.


Interesting, as that's not how I'd interpret the falling rules.  Mind you, I don't think I've ever seen somebody go past the first turn, as the vast majority of instances have the person falling for less than a turn (they usually hit the ground on the same turn they fell).  But based on the numbers you've used above, I think they mean:

Square root of the object's Basic Hits (so 2) times the number of inches fallen this turn (50) for a total of 100.  Then you'd add in the velocity (which at 400" per turn would be +2d10, for an average of 11 more points).

So the way I read it, the person would take (approximately, depending on dice rolls) about 111 points of damage.

At first I read that and though "HUH?". But now I see where you are going... And it actually makes sense as well.

Normal damage taken by a falling object equals the number of inches it fell this turn times the square root of the object’s Basic Hits...
  • Says nothing about velocity, just inches fallen.


After the first turn of fall, velocity on impact is automatically 200 inches on the second turn, 300 inches on the third, etc. up to a maximum velocity of 1000 inches per turn.
  • Now we add the term "velocity", which does bring to mind the "Velocity Damage Bonus" table on page 26 of the rule book.


Very interesting (totally loving this conversation so far)

Nicely played, Majestic... Nicely played.  Cool

Edited:
Addendum
I don't know if I've ever seen anyone fall for more than a turn either...


-Ironnerd
« Last Edit: Jul 15th, 2015 at 3:35pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #34 - Jul 15th, 2015 at 9:25pm
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Ironnerd wrote on Jul 14th, 2015 at 8:53pm:
Imaginos wrote on Jul 14th, 2015 at 8:49pm:
Leaping was always a pain.


How so? How do you handle leaping?


I think V&V got quite a few things 'right', but this is one it missed.

If someone rolls speed bonus and wants that to be a type of leap, they can do it. Otherwise, eyeball it during play and just decide if I think the character might be strong enough to make the jump.
  
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Re: What Rules Confuse You?
Reply #35 - Jul 15th, 2015 at 10:09pm
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Hmmm...

I run Leaps like this:

Jump rate is carry capy (less carried items)÷100 inches per phase.
Jump duration is Carry Capy (less carried weight)÷characters weight.

So a V&V character weighing 200 lbs and having all basic characteristics being 15 can jump 5"/phase, and can remain in the air for 2 phases with a running start of at least 1". So with a running start he can jump 10 inches. From a standing start he can jump 5 inches. He can also jump due up 3" (1/2 his standing jump distance rounded).
He must then make a save vs Agility on 1d20 to land in the right spot.
On the way back to the ground (if he did not land on a ledge or grab something when he jumped up) he his velocity per turn would be 15 x his  jumping rate, or per phase (or 75"/turn in this case, resulting in 1d8 damage).

I would also say that if the total distance jumped is equal to or less than the character's Agility, then he can make the save vs agility to avoid his AGL in damage from the 1d8 roll.

A semi-complex rule, but one that works. Works even better with a spreadsheet Smiley

The responses to this should be interesting...
« Last Edit: Jul 16th, 2015 at 3:26pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #36 - Jul 16th, 2015 at 5:04pm
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Ironnerd wrote on Jul 15th, 2015 at 3:33pm:
Very interesting (totally loving this conversation so far)Nicely played, Majestic... Nicely played. 


Thank you, sir.  I am enjoying this conversation, too.  I by no means think that any of us are doing things "right" or "wrong", it really comes down to interpretations on (sometimes vaguely written) rules.
  
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Re: What Rules Confuse You?
Reply #37 - Jul 16th, 2015 at 5:28pm
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Ironnerd wrote on Jul 15th, 2015 at 10:09pm:
Hmmm...

I run Leaps like this:

Jump rate is carry capy (less carried items)÷100 inches per phase.
Jump duration is Carry Capy (less carried weight)÷characters weight.

So a V&V character weighing 200 lbs and having all basic characteristics being 15 can jump 5"/phase, and can remain in the air for 2 phases with a running start of at least 1". So with a running start he can jump 10 inches. From a standing start he can jump 5 inches. He can also jump due up 3" (1/2 his standing jump distance rounded).
He must then make a save vs Agility on 1d20 to land in the right spot.
On the way back to the ground (if he did not land on a ledge or grab something when he jumped up) he his velocity per turn would be 15 x his  jumping rate, or per phase (or 75"/turn in this case, resulting in 1d8 damage).

I would also say that if the total distance jumped is equal to or less than the character's Agility, then he can make the save vs agility to avoid his AGL in damage from the 1d8 roll.

A semi-complex rule, but one that works. Works even better with a spreadsheet Smiley

The responses to this should be interesting...


Like Imaginos, I think this is another area that V&V got things wrong (though much of what they did was right).  That said, if people are going for more of an anime/wuxia feel, then having more exaggerated/powerful jumping rates might be more to your liking.  Part of the reason I don't like the RAW in this is because you break things down to incremental movement per phase, whereas in ordinary movement (even for speedsters), it's instantaneous.  It just felt weird to me to have somebody jump across the battlemat instantly, while the speedster who is 10x faster has to wait and practically teleports when it's his turn to move.

My method for doing Jumping is as I posted here.

Just as a point of comparison, and using the same stats as you did (200 lb. guy with nothing carried, all BCs/stats 15), for a Running Long Jump you get:

Ironnerd's method (and RAW): 10"

My method: 4"

Considering that the real-life world record is 6", they're both within reason, I suppose.

I worked up my formula so that it worked for an average person and then for an Olympic-level athlete, and then hopefully it scales up from there.  So we have super leaping characters (for instance, ones that have devoted a Speed Bonus to Jumping) who can do incredible leaps.
  
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Re: What Rules Confuse You?
Reply #38 - Jul 17th, 2015 at 5:06pm
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Majestic that's a nice house rule.

Interestingly, I have a similar view of movement.

When a character jumps, he is limited to how far he can travel in a phase. When he runs, that limit is not in place.

I actually think the leaping rule is okay (could use a bit of buffing, but I do think it's sound... and I do like a little more anime feel to my games). I think the issue is the movement rule is incomplete.

I have been saying for a long time that V&V is 47 pages of near-perfection, and some have taken that to mean that I would never ever (under any circumstances) want to update, alter, or revise the rules. The point I have failed to make (and one I think I have mentioned somewhere in this forum) is that a modern RPG of any kind will run 150+ pages. That's three times the size of V&V. I think V&V is very good, but I also think it is incomplete - why else would I have messed about with Attack of the Really Big Thing?

To my point - I think what may be needed is a mechanic that limits how far a character can travel in a phase. "Simply" put: Divide total movement per turn by the number of phases available to the character (keep fractions). For fractions of an inch of movement, Option A works like healing where the player rolls d% vs the fraction of an inch. If the roll is = or > the fraction of an inch, the character may move one additional inch. Option B is like inventing where the character uses the whole number of movement and carries the fraction to the next phase and adds it to that phases movement.

Back to leaping - The character can jump Carry capy ÷ 100 inches per phase. He can jump a number of phases equal to Cary Capy ÷ Bodily Weight OR equal to his Inches Per Phase jumping rate, whichever is SMALLER.

"A character may jump slower than his maximum speed at will, but the number of phases he is airborne (see below) cannot exceed his rate per phase; at least not in normal gravity."

The example in the rules is an average guy with a cary capy of 175. He can jump 1.75" per phase. Assuming this guy weighted 100 lbs, he could jump for 1.75 phases, traveling 3.5 (17.5 feet) inches total with a running start. Without a running start he can jump 1.75" (or 8.75 feet), which is impressive, but reasonable for game-play. He can jump vertically 0.875" (or 4.375 feet) - again pretty impressive, but not insane.

If the same dud weighed 200 lb, he could only jump for 0.875 phases. If he had a body power that made him very light - say 50 lbs, he could still only jump 1.75 phases because his phases airborne cannot exceed rate per phase.

Edited:
Odd thought... If a character leaps, and is in the air for more than one phase, do y'all charge the 2 power points for each action in a turn after the first?


sooo... easy right?

The nice thing is my players have never been jumpers... Only rarely have I had to employ Leaping or Falling rules, but my upcoming adventure features and flying "villain's lair", so falling may actually happen. I was thinking of putting in examples for leaping and falling in the adventure index.
« Last Edit: Jul 18th, 2015 at 8:29am by Ironnerd »  

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Re: What Rules Confuse You?
Reply #39 - Jul 21st, 2015 at 5:36pm
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Ironnerd wrote on Jul 17th, 2015 at 5:06pm:
To my point - I think what may be needed is a mechanic that limits how far a character can travel in a phase. "Simply" put: Divide total movement per turn by the number of phases available to the character (keep fractions). For fractions of an inch of movement, Option A works like healing where the player rolls d% vs the fraction of an inch. If the roll is = or > the fraction of an inch, the character may move one additional inch. Option B is like inventing where the character uses the whole number of movement and carries the fraction to the next phase and adds it to that phases movement.


My problem with this has always been that it penalizes players who move more/faster.  Let me give an example:

My character Crocodile is big and strong, and let's say he's got 75" of movement a turn, but with a low Agility he only moves once per turn.  He gets to move 75" on his turn, all at once, when he moves.

A more ordinary hero might have 56" of movement, but moves twice every turn.  He gets to move 28" each time.

And a very high Agility character, with 60" of movement and who moves three times in a turn, only gets to move 20" each time.

Part of the problem is - even doing it this way - a character gets instant acceleration, and can move at their maximum speed from a dead stop (better than the best high performance vehicle!)
« Last Edit: Jul 21st, 2015 at 5:37pm by Majestic »  
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Re: What Rules Confuse You?
Reply #40 - Jul 21st, 2015 at 6:07pm
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Majestic makes a good point about my movement mechanic. It does not address the issue of less-Agile characters who still have high movement rates. That lower agility means that the character will have fewer actions per turn.

I know a lot of people see the phases as a tiny segment of time where the only thing that happens is player "X" does whatever it is he does. I know this because of posts made by a few other members of this forum and others. It's a completely logical way to look at the game, but I don't agree with it (yeah... super shocking, I know).

I pose the following counter-idea: The reason for phases is to help players simulate the non-stop kind of action we see in comic books. If a character has a low agility and gets 1 phase per turn, it takes 15 seconds for him to accomplish his action. He doesn't stand around doing nothing for 14 seconds than burst into action in the last second, it's just that he does fewer things in a given span of time. Likewise, if a character has high Agility and gets 8 action phases per turn, he does not neatly move every other second, he's doing stuff throughout the entire turn, but due to his high Agility, he can do more things (but at the cost of power and movement).

Now, the really important thing to ask yourself is what would the in-game effect be if characters had to accelerate like normal people. I think it would be more realistic, but I think it would add more complexity than fun. I'm willing to give it a try though, I just don't think I'm the one to come up with the new mechanic. If anyone does have an improved movement mechanic, post it and I'll read it over. If it makes sense, I'll give it a shot. If not, I'll ask for clarification. Just keep in mind, I'll see it as a house rule.

Since we are beginning to wander away from the topic, I would guess we all have a pretty good handle automatic weapons,  jumping and falling (and even basic movement). So we'll head off to the next topic.


so... Grappling, Gravity Control, or "Blowing Shit Up"?

FYI
I'm fine with continuing on in with the movement rule, but think it may deserve its own thread.

Edited:
Added some content, and moved a few sentences around.

« Last Edit: Jul 21st, 2015 at 8:36pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #41 - Jul 22nd, 2015 at 2:50am
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I'll admit I still haven't found a movement mechanic that feels 'right' yet.  In V&V it still often feels like everyone is "frozen in place" until their chance to act/move and I've always just written it off as the way the game works.

Perhaps something like Star Wars D6, where the characters can only physically move from one place to another once per turn (notice I didn't say "use Movement", as in V&V that means much more than just moving).  Or D&D 5E, where a character can move, act, and then move, provided they don't use more than their total movement allowance in a turn.

(shrugs)

[And I'm totally cool with moving things over to a 'Movement' thread, if that would be more appropriate]
  
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Re: What Rules Confuse You?
Reply #42 - Jul 22nd, 2015 at 11:21am
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Characters can change facing direction when it is not their action phase at a cost of 2 Power Points. Evasion and some powers (most notably Heightened Defense) imply that the character continues to move slightly during their enemies' attack phases.

I could see that as a guide for house-ruling that a character could move one inch per phase out of turn at a cost of > 2 Power Points.
« Last Edit: Jul 22nd, 2015 at 11:26am by polarboy »  
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Re: What Rules Confuse You?
Reply #43 - Jul 22nd, 2015 at 11:43am
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Edited:
Heh... Polar boy must have posted while I was writing this long reply Smiley As usual he has given me some serious food for thought.


It is a difficult mechanic to write into a game. It is interesting to see how different games by the same company handle movement.

I'll use FASA, since I have always enjoyed their games (even with the funky mechanics)

In Battletech initiative is rolled per side, not individual unit. The side that won initiative moves the last unit with teams alternate turns moving one unit, until all the units have been moved. Then all units attack in a similar manner (but reversed so that the team losing initiative attacks last). A 100 ton vehicle can go from max speed one turn to a full stop the next turn, and then full speed again in the third turn without any rolls being made.

In Mecwarrior (1st ans 2nd editions), the RPG for Battletech, each character gets only one opportunity to move per turn. Like Battletech, everyone moves, then everyone attacks, but in Mechwarrior each character rolls his own initiative rather than having "team intiative". By Third Edition this had become much more abstract (and fairly similar to Big Eyes, Small Mouth), where actual distances and ranges don't matter all that much.

In the Starship Tactical Combat Simulator, movement is broken down into phases with total movement (and attacks) for each ship divided equally among the phases.

In the Star Trek RPG FASA used Mechwarrior-style movement.

Of these, the most interesting method is the one used in STCS. I could see it working as a V&V house rule, but one would have to drop the 2PR requirement for actions after the first, and apply it only if the character makes multiple attacks or moves more than 75% of his max movement in a single turn.

Off the top of my head, Acceleration could use the Jumping inches per phase as the initial acceleration (from a standing start, a character may move up to his jumping rate in the first phase), then double the jumping rate each following phase until the character reaches max speed.
1st Movement: jump Rate
2nd Movement: Jump x2
3rd Movement: Jump x4
4th Movement: Jump x8
etc...

If a character is cruising along at a rate equal to 2 times his jump rate, he would expend 2 power to accelerate.

Like I said... off the top of my head... could be total garbage.

To be honest, however, I have not noticed that movement has cause many issues in my games.
« Last Edit: Jul 22nd, 2015 at 4:41pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #44 - Jul 22nd, 2015 at 5:27pm
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Great point, polarboy!

And yeah, I can't say I see movement as a huge problem in my games, either.  I don't find it to be ideal (it's a little wonky), but I typically handwave it away as somewhat clunky game mechanics that allow the game to move along at a decent pace.
  
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Re: What Rules Confuse You?
Reply #45 - Jul 24th, 2015 at 8:26pm
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Been lurking on this thread and am surprised at the diverse ways to handle movement.

I have always looked at movement divided across the turn. A turn is nothing more than 15 seconds divided into however many segments determined by initiative. Movement is a maximum distance in a turn, so simply divide the movement rate by the number of phases in that turn. Adjust the marker (this is where they really help) each phase as the character moves.  I handle all the NCs and make the players move their markers.  If they don't move, they haven't moved. This keeps even the low agility players involved for the whole phase and shows the battle scene evolving. I have even seen players lose track of bad guys and get flanked. They have no one to blame but themselves.

  
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Re: What Rules Confuse You?
Reply #46 - Jul 24th, 2015 at 10:21pm
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It's so weird how the simple stuff is run so many different ways.

Going into this I figured Falling, Leaping, and Moving were gonna be short discussions.
  

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Re: What Rules Confuse You?
Reply #47 - Jul 25th, 2015 at 10:18am
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Quote:
Been lurking on this thread and am surprised at the diverse ways to handle movement.

I have always looked at movement divided across the turn. A turn is nothing more than 15 seconds divided into however many segments determined by initiative. Movement is a maximum distance in a turn, so simply divide the movement rate by the number of phases in that turn. Adjust the marker (this is where they really help) each phase as the character moves.  I handle all the NCs and make the players move their markers.  If they don't move, they haven't moved. This keeps even the low agility players involved for the whole phase and shows the battle scene evolving. I have even seen players lose track of bad guys and get flanked. They have no one to blame but themselves.

. I love this.
  

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Re: What Rules Confuse You?
Reply #48 - Jul 25th, 2015 at 9:24pm
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John wrote on Jul 25th, 2015 at 10:18am:
Quote:
Been lurking on this thread and am surprised at the diverse ways to handle movement.

I have always looked at movement divided across the turn. A turn is nothing more than 15 seconds divided into however many segments determined by initiative. Movement is a maximum distance in a turn, so simply divide the movement rate by the number of phases in that turn. Adjust the marker (this is where they really help) each phase as the character moves.  I handle all the NCs and make the players move their markers.  If they don't move, they haven't moved. This keeps even the low agility players involved for the whole phase and shows the battle scene evolving. I have even seen players lose track of bad guys and get flanked. They have no one to blame but themselves.

. I love this.

I like this too and have been doing something similar in my PbP game. If someone is moving I divide how much they want to move in their action by 15 (the number of phases between attacks) and that is how much they move per phase. I think it is particularly useful with falling or someone trying to run/fly away. I feel that if I just allow the movement all *bam* on their action it is more like a limited teleportation.
« Last Edit: Jul 27th, 2015 at 1:36pm by xhaosdaemon »  
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Re: What Rules Confuse You?
Reply #49 - Jul 27th, 2015 at 6:51am
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It is challenging sometimes to get players to understand what is really going on in a V&V turn. We all read comic books, which inspired the game, and we all accept that the action in a comic book takes place in the frames, and in between. For some weird reason, however, we tend to think that our character is frozen until his phase comes up, then he accomplishes a whole lot of stuff in about a second and freezes again.

As PolarBoy points out, the rules already imply that between phases a character is actually doing "something"; maybe evading, defending himself, spinning about to face an attacker, snappy banter/witty repartee, falling, leaping, etc...

Klystron and xhaosdaemon appear to have a solid grip on the concept.

This may not have gone where I thought it would go, but I'm having a great time just "chatting rules" with you'se guys.
  

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Re: What Rules Confuse You?
Reply #50 - Jul 27th, 2015 at 6:46pm
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John wrote on Jul 25th, 2015 at 10:18am:
. I love this.


Thanks, John.  Glad you found it useful.

So, the RAW provides a simple rounded formula for falling. It's simple and close to reality but leaves too much out. I use a conversion chart that shows how many seconds a fall lasts for any given elevation (up to 60 seconds of falling), how fast the falling object is travelling at impact in both miles per hour and inches per turn, how much damage is incurred from the acceleration due to the fall alone and how long a human/humanoid falls for a given elevation at terminal velocity. You have to add the damage from the mass of the object from the brawling weapons table to get the whole amount at impact.  This is one of the sheets I have pinned to my GM screen.

This chart is also helpful when a PC or NPC attempts to intercept a falling teammate or enemy.
  

Falling_Conversions.pdf ( 14 KB | 14 Downloads )
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Re: What Rules Confuse You?
Reply #51 - Aug 3rd, 2015 at 11:32am
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That's it??? That's all the stuff that confounds ya'll?

I know there must be more.
  

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Re: What Rules Confuse You?
Reply #52 - Aug 16th, 2015 at 2:39am
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How do you manage the possibility to fly with weather control (like Storm Does)?
the speed, the maximum weight etc..
  
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Re: What Rules Confuse You?
Reply #53 - Aug 16th, 2015 at 7:08am
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Merteuil,

Your question got me thinking, as I have never had to GM for a or play with a character with weather control.

Thinking through the parameters of flight, here's what I would do:

Carrying capacity I would leave as what ever the RAW indicate but penalize the character down to half at 1st level. I would then allow the character to gain full carrying capacity by level 5, providing they are training in the use of that power. My reasoning is thus: Storm had some trouble controlling her flight ability early on and, since what we are talking about here is being pushed aloft by wind, the variables would take a little time to learn fine control.

Max speed would be dependent on the type of weather summoned as per the RAW. This is figured in straight line winds. So, if a player can change the weather from what it is to a hurricane, they would be able to fly as hurricane wind speeds.  I would give them the benefit of the doubt and allow them to hit the maximum recorded hurricane winds (they are Heroes after all) but never get to tornado wind speeds unless flying in a circle.  Bottom line, about 250 miles per hour at max.

Using this logic, hovering and slow flight would be even harder than all out fast. Like balancing on a bicycle, it is easier to do when you are moving than when standing still or barely moving.

As I said, I have no game experience with this one but this is how I would work it out with a player who wanted weather control and see how it worked.
  
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Re: What Rules Confuse You?
Reply #54 - Aug 17th, 2015 at 9:13pm
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Actually, my new player group has a guy with weather control who flies by riding around on a little cloud. Since it's wind driven, I figured 120 mph max would be within the realm of comic-book-realism. Besides, it was an invented ability, so any faster than a Cessna 172 seemed too fast, and 120 MPH allows him to get someplace quickly, but also allows him to spend more inventing and training to get the little cloud to go faster. Of course, with his BC's he would fly a lot faster with "Flight". Again, it was an invention, so I limited the power (it takes a while to form the cloud, he can fall off, etc...).

With Storm, I would say she actually has "Flight". In the beginning she had "Low Self Control", meaning she had difficulty controller her flight abilities.

As for Carry Capy, that depends upon the kind of flight we are talking about. Superman flight is different from Storm flight, Dr. Fate flight (which is a spell), or even Iron Man flight (which is a device). You need to look into the character so see what suits him best.
  

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Re: What Rules Confuse You?
Reply #55 - Sep 12th, 2015 at 3:09pm
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thank you for your responses !

for me a PC who has weather control does not fly per se, but can lift or be lifted by the wind(s), which allows not a flight as fast (at the start) nor accurate as the one with the real flight capacity.
Quote:
Using this logic, hovering and slow flight would be even harder than all out fast. Like balancing on a bicycle, it is easier to do when you are moving than when standing still or barely moving.

I agree and in fact, it reminds me of the Class of flight (A, B, C, D, E) in first AD&D DMG.Class A is the more maneuverable and Class E the less maneuverable. I would say a PC with flight is a Class A and a PC with Weather control a Class E. And i think it's not easy to make that difference in V&V  Sad

@ Ironnerd : for the CC i was still talking about Weather Control.
I would say the CC depends on the winds rather than the CC calculated and recorded on the record character sheet but there is nothing precise in the RAW about it.
« Last Edit: Sep 12th, 2015 at 3:13pm by merteuil »  
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Re: What Rules Confuse You?
Reply #56 - Sep 12th, 2015 at 11:06pm
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There is nothing precise in the RAW about CC with Weather control. I would have to say with WX Control (especially) total CC is a wildcard. It all depends on how much wind the character can generate. It may also depend upon his costume since a "Flying Squirrel" costume would catch more air than standard spandex. I don't think the flying CC should exceed the normal CC since in the case of WX Control, the character is still basically carrying the load.

For this rule, I think some examples would be better than another rule. There are just too many variables to this kind of flight. As soon as you think you have it all pinned down, some guy is going to ask "What if I attach parachutes to the load?" or "What if BubbleMan surrounds the load in a big sphere to provide more surface area for the wind to push against?". When you have really broad rules, all this stuff becomes possible. I don't really want to dig up the "Lifted by Bubble" table to see if the 675 lb load can be lifted by a 10 foot diameter bubble riding a 37 mph updraft. But I WOULD like to see the maximum wind speed a character with WX power can generate (I would say equal to his move rate for simplicity).
  

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Re: What Rules Confuse You?
Reply #57 - Sep 13th, 2015 at 9:23am
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Ironnerd wrote on Sep 12th, 2015 at 11:06pm:
But I WOULD like to see the maximum wind speed a character with WX power can generate (I would say equal to his move rate for simplicity).



Ironnerd,

I like the way you’re thinking here and I don’t think movement will cover it.

Using a character’s movement rate would often not produce enough wind speed to cover flight through WX control.  Ussein Bolt, the fastest normal human alive, can only run at 28 MPH (123”/turn).  That’s an annoying sustained wind speed to walk in but perfectly manageable and does not usually knock most people over let alone carry them into the air. A speed of 80 MPH (352”/turn) makes it nearly impossible to stand so I would pick 100 MPH (440”/turn) as the starting point for flight using WX control.  If we use movement as the highest wind speeds a character can generate, flight is impossible.

If a character is carried aloft by the winds they generate, those winds must come from below and push the character into the air. This would be a reverse effect similar to a helicopter downdraft. Reasonably then, when taking off or landing, the character should be pelted by anything of smaller mass close enough to be caught in the vortex.  Dirt, litter, small rocks, park benches, children, etc.

Forward or backward flight would be achieved by vectoring those winds to (a) hold the character aloft and (b) move them in the desired direction. Since most of the effort would be to keep them in the air, movement would be severely hampered, which is why rotary-wing aircraft will never approach the airspeeds of fixed-wing aircraft but can do things the fast movers only dream of.

I also think the effect would be very disruptive to characters who have normal flight and especially to those who fly with wings. Going from calm winds to 250 MPH and back to calm would produce some spastic but amusing results.

Flight by weather control seems to be one of the things we are stuck with, since it is canon by the comics we seek to emulate, so we have to figure another way around it and make it reasonable. That is why I favor using the accepted wind speeds from the meteorological events the character can produce. Wind speeds up to 250 MPH (1,100”/turn) for hurricanes and 320 MPH (1,408”/turn) or so for tornadoes.

I agree with you about carrying capacity.  It should never exceed a characters norm, since the character is carrying the load. A “Flying Squirrel” costume would certainly help flight as it catches wind, like the flying suits jumpers use to achieve high lateral ground speeds when parachuting or those used in the vertical wind tunnels that simulate free fall.


  
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Re: What Rules Confuse You?
Reply #58 - Sep 13th, 2015 at 2:39pm
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I also think the effect would be very disruptive to characters who have normal flight and especially to those who fly with wings.

I totally agree


I think you're right about CC, and it makes me realize that i was not clear  Huh
In fact when i asked about CC it was in terms of extra PC(s) lifted by the wind. How many more (N)PCs can be carried by those winds ? Maybe it should be dealt through the power level
  
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Re: What Rules Confuse You?
Reply #59 - Sep 13th, 2015 at 9:03pm
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Gads and Yay verily!!! I did not think that through very well.

Merteuil - The wind is the wind, it does not care how many people it lifts, boats it moves, or trees it knocks down. If it takes a 200 mph wind to lift a human, then all humans in the area of the wind would be lifted. They might not go where they want to go, and the area of the wind may be linked to the character's Power, BC's, or level. It is certainly something interesting to ponder.

Klystron - Agreed! Movement speed is not enough. Using the meteorological definitions of the weather events would be the wisest course of action.

Makes me wonder about using Wind Shear against characters flying with "Wings" (evil chuckle)
  

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Re: What Rules Confuse You?
Reply #60 - Sep 14th, 2015 at 7:14am
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Merteuil,

I was going to post something similar to Ironnerd's response but got distracted when She Who Must Be Obeyed (my lovely bride) decided I had something far more important to do.

He is spot on, the wind is the wind and there is plenty to go around. I think you are right and it would depend on the PR drain for the use of the power each time. That is the fairest way to go. The larger the area affected and the larger the difference between what the weather is and what the character wants to do determines the PR, so that is something you have to work out ahead of time as GM, even if you don't share it with the player until the time comes. That would add a little tension to combat if that is where it happens. I would also consider a save against either Int or AG or maybe both when trying to lift a group of objects, especially at first. Controlling a bunch of separate objects is much more difficult than controlling one. Like juggling three or four balls is more difficult than tossing one in the air and catching it.

In my experience, players tend to overestimate their powers so reigning them in once in a while adds realism to the role play.

Also, in rethinking my original post on carrying capacity, I think the player should be able to lift well more than their stated capacity in these terms but might even suffer a bit when trying to carry an object by hand. The added load would make flying harder to achieve due to the added mass. The aerodynamic properties of the object would play a large part in whether or not it can be lifted by wind.


Ironnerd wrote on Sep 13th, 2015 at 9:03pm:
Makes me wonder about using Wind Shear against characters flying with "Wings"


That would be underhanded, unexpected, dastardly and otherwise not nice.  I like it and heartily approve. Grin

It would also work on all characters with flight. I always imagined flying takes some level of concentration, even if it is as unconscious as walking once the character is very experienced. There is no reason why wind shear wouldn't affect Ironman or Johnny Storm just as readily as Angel. Perhaps the Hulk leaping or Thor being pulled along by Mjolnir might push through it because of relative mass and air resistance, but a huge invisible downdraft would be troublesome to just about every other flying character.

Make sure you add falling damage equivalent to the speed at which the character is traveling both laterally and vertically when they the ground if you do it!




  
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Re: What Rules Confuse You?
Reply #61 - Sep 14th, 2015 at 11:04am
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Ironnerd wrote on Sep 13th, 2015 at 9:03pm:
The wind is the wind, it does not care how many people it lifts, boats it moves, or trees it knocks down. If it takes a 200 mph wind to lift a human, then all humans in the area of the wind would be lifted.


I think you're wright, but i remember some
episodes of the X-men where Ororo could not lift everybody. That's why i was searching for a formula with level, PR etc..

Quote:
Controlling a bunch of separate objects is much more difficult than controlling one.

Good point.
It deserves some saves against AG and/or INT as you said

  
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Re: What Rules Confuse You?
Reply #62 - Sep 15th, 2015 at 12:06am
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To me, Weather Control isn't Flight or Telekinesis.

If someone has Weather Control but doesn't have flight, then I let them move at normal speed by essentially hovering/walking on air as long as they spend an action per turn to manipulate the winds. No PR, it just requires vigilance because the winds are powerful, but fickle.

Fine manipulation like telekinesis isn't possible with the wind, although large objects can be moved with a tornado or a hurricanes.

That's how I roll.

RAMBLE 

  
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Re: What Rules Confuse You?
Reply #63 - Sep 15th, 2015 at 11:37am
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Ok, thank you !

And do you let use Weather Control Indoor too ?
I'm reading a lot of  X-Men complete book at the moment and i see ororo using her powers indoor many times. For me it's a bit peculiar.

then i promise, i will not bored you with that power...
until next time  Tongue
  
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Re: What Rules Confuse You?
Reply #64 - Sep 16th, 2015 at 2:12am
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I let characters use Weather Control indoors... but so much depends on the air mass and moisture content you're working with. If you're fighting in a house... your options are pretty limited unless the tap is running, the window or door is open, or it's dry in the house. If the tap is running, our Weather Controller can make fog, then rain, or snow. If they can get a door open then they can access the wind, but it's weaker in the house. Open up another window and you can have a current and now you can start to really manipulate the wind. Dry houses are easier to generate static and lightning in, but rain, snow ice and fog? Not so much.

Big, wet caverns with lots of openings to the air? Weather Control works essentially unchanged. Space station? Air and moisture are so carefully controlled and managed, your powers really hard to use unless you're in a large area.

In my game, Weather Control is all about location, location, location. And that means that even though it's a big, impressive power, an opponent can beat you down if you aren't careful.

That's how I roll.

RAMBLE
  
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Re: What Rules Confuse You?
Reply #65 - Oct 27th, 2015 at 5:46pm
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NPC creation: more precisely the "Level of the Highest Level Player-Character Yet Obtained" board (page 30).
When you roll 4d6, is the appropriate number associated to the roll's result the number of training points rolls?

Because otherwise i don't get what they're for.

It's really poorly explained

P.S. i'm referring to 1981's rulebook
« Last Edit: Oct 27th, 2015 at 5:47pm by Razor_Fangs »  

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Re: What Rules Confuse You?
Reply #66 - Oct 28th, 2015 at 12:01am
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Razor_Fangs wrote on Oct 27th, 2015 at 5:46pm:
NPC creation: more precisely the "Level of the Highest Level Player-Character Yet Obtained" board (page 30).
When you roll 4d6, is the appropriate number associated to the roll's result the number of training points rolls?

Because otherwise i don't get what they're for.

It's really poorly explained

P.S. i'm referring to 1981's rulebook

It determines the NPC's experience level.  He then gets one roll on the Training bonus table for every experience level above one.
  
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Re: What Rules Confuse You?
Reply #67 - Oct 28th, 2015 at 12:21pm
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Ok if i got That straight i'm full of lvl21 NPCs @____@
  

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Re: What Rules Confuse You?
Reply #68 - Oct 28th, 2015 at 7:49pm
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I guess that's possible...

What level is your highest Player-Character - and what kind of rolls did you make?

A level 21 NPC does not even show up on the chart until you have PC's at 12 (unless you rolled a lot of 24's on 4d6 - 0.8% chance)
  

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Re: What Rules Confuse You?
Reply #69 - Oct 29th, 2015 at 2:48am
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Ironnerd wrote on Oct 28th, 2015 at 7:49pm:
I guess that's possible...

What level is your highest Player-Character - and what kind of rolls did you make?

A level 21 NPC does not even show up on the chart until you have PC's at 12 (unless you rolled a lot of 24's on 4d6 - 0.8% chance)


I rolled 21 something like four times, the indicated number was 15.

But still!
  

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Re: What Rules Confuse You?
Reply #70 - Oct 29th, 2015 at 6:03pm
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I use that chart all the time.  There are times where it gives a result that just doesn't make sense (based on circumstances), so when that happens I simply roll again.

95% of the time it works really well, though.
  
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Re: What Rules Confuse You?
Reply #71 - Oct 29th, 2015 at 9:24pm
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Razor_Fangs wrote on Oct 29th, 2015 at 2:48am:
Ironnerd wrote on Oct 28th, 2015 at 7:49pm:
I guess that's possible...

What level is your highest Player-Character - and what kind of rolls did you make?

A level 21 NPC does not even show up on the chart until you have PC's at 12 (unless you rolled a lot of 24's on 4d6 - 0.8% chance)


I rolled 21 something like four times, the indicated number was 15.

But still!


Rolling a 21 four times on 4d6 does not indicate an issue with the game; it indicates an issue with your dice. Although, such dice would be nice for Battletech they will only spell trouble for V&V. You want the dice that keep rolling 6 on 4d6 Smiley

Like Majestic, I use that table a lot, and it's usually an excellent guide. Once in a while you get some stray rolls, but 95% of the time, it works fine.

As a GM, you can ALWAYS cheat - it's one reason for the GM screen. If you get a roll that does not fit the situation - in this case a 21st level NPC facing 8th (or lower) level characters... CHEAT the roll! Or only use one high-level NPC against your group of PC's.

At my last gaming session (not V&V this month), we started discussing epic fail rolls for "Bosses". One or two crappy rolls by the GM turns a fearsome boss villain into a total candy-@$$, which sucks for both GM and players. So, remember, it's a GAME, bend those rules if you have to in order to make sure your players have a good time...

And maybe invest in a Dice Tower or Dice Boot... just sayin' Wink

« Last Edit: Oct 29th, 2015 at 9:26pm by Ironnerd »  

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Re: What Rules Confuse You?
Reply #72 - Oct 30th, 2015 at 9:13am
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This is interesting. I am only vaguely aware of the rules for randomly generating NPCS and Villians because I never do.


I always create my villains with a purpose in mind that fits the plot I am working on.

Random rolls are fine for some things but when it comes when it comes to major plot objects, I want total control
  
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Re: What Rules Confuse You?
Reply #73 - Oct 30th, 2015 at 1:50pm
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Agreed, Klystron. The tables are great for incidental bad guys, but for the main Villain, you gotta get hands-on.
  

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Re: What Rules Confuse You?
Reply #74 - Oct 31st, 2015 at 6:11pm
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Quote:
This is interesting. I am only vaguely aware of the rules for randomly generating NPCS and Villians because I never do.


I always create my villains with a purpose in mind that fits the plot I am working on.

Random rolls are fine for some things but when it comes when it comes to major plot objects, I want total control


I do too, Klystron.  And the table doesn't preclude that in the slightest.  All it does is give you what level to set the villain at, rather than arbitrarily picking one.  And the way the table is set up, it usually gives you a villain just a few levels higher than your highest level PC (which is perfect, as the GM will usually be focusing on multiple characters as well as the overall story and lots of other factors, while the players each get to focus on a single hero).

I don't think you're alone in hardly using that chart, btw.  I find it fascinating, really, how so much stuff in the back of rulebooks tend to get ignored or overlooked, while the stuff early on is (usually) adhered to.  I think it's simply human nature to do so, but as I said, I find it fascinating.  It makes me wonder, if that table was in the first few pages of the rulebook, how much more gravitas it would be given as part of the game.
  
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Re: What Rules Confuse You?
Reply #75 - Oct 31st, 2015 at 7:37pm
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So after reading this I tried rolling a random NPC Villain as per generation rules.

He was a 3 year old 5th level Middle Eastern with Htnd Int, Htnd Defense, Absorbtion, Paralysis Ray, Mind Control and Transmutation. He also rolled Reduced agility weakness and already had a 6 agility before I rolled the negative 6. He has zero Agility. The good news is due to his Training he has three extra inventions to work with. That's about as random as it gets I think.
  
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Re: What Rules Confuse You?
Reply #76 - Nov 1st, 2015 at 1:04am
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Curious how you came to that age, Oni.  From what I can see, the minimum age you can get for a character with super powers is 15, and for a 5th level character, the lowest age you could get (assuming you rolled two 1s on 2d6) would be 19.

And you'd definitely want to ditch the Reduced Agility along with one of the super powers.
  
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Re: What Rules Confuse You?
Reply #77 - Nov 1st, 2015 at 9:50am
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Nice catch. I used the pedestrian table.

I may never use the NPC but if I do maybe I will keep the weakness.

Evil Genius type who was transferring his consciousness to a cloned body when some terrible mishap occurred. The ID transferred but they had to pull the clone body out too early.

Inventions can be a life support system, exo skeleton or armor. Hey he has fifteen inventing points to play with. Maybe I will even finish that Absorbtion Power Worshippers Thread. He absorbs Charisma plus level points of Agility from his Thralls.
  
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Re: What Rules Confuse You?
Reply #78 - Nov 1st, 2015 at 10:52am
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The Infant Terrible
  

I am scary, very, very scary.
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Re: What Rules Confuse You?
Reply #79 - Nov 1st, 2015 at 5:49pm
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THE ONI wrote on Oct 31st, 2015 at 7:37pm:
So after reading this I tried rolling a random NPC Villain as per generation rules.

He was a 3 year old 5th level Middle Eastern with Htnd Int, Htnd Defense, Absorbtion, Paralysis Ray, Mind Control and Transmutation. He also rolled Reduced agility weakness and already had a 6 agility before I rolled the negative 6. He has zero Agility. The good news is due to his Training he has three extra inventions to work with. That's about as random as it gets I think.


Dude!!!!

Run with it! What can you come up with???

(Could be a fun creative exercise for all of us)
  

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Re: What Rules Confuse You?
Reply #80 - Nov 1st, 2015 at 7:31pm
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A 3 year old middle eastern with a low enough agility that someone might have a hand up his a$$.

Sounds like Jeff Dunham's son of achmed puppet.

I kiiiilllll youuu!
  
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Re: What Rules Confuse You?
Reply #81 - Nov 2nd, 2015 at 4:22pm
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Since now i always rerolled age if it ended in pre-pubescent age (except for one alien, which i decided it only LOOKED as if it had 14 years), but i plan to dedicate myself in writing a reasonable background for a meta-child.

But for the moment i just enjoy my evil mastermind character, which i hope will make my players desperate.
  

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Re: What Rules Confuse You?
Reply #82 - Nov 2nd, 2015 at 7:08pm
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I've long contended that random rolling inspires much more creativity, kind of forcing one into directions their mind might not ordinarily go.

@Klystron: I love it.  I saw Jeff Dunham live not that long ago.
  
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Re: What Rules Confuse You?
Reply #83 - Nov 2nd, 2015 at 9:25pm
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I think that random character creation is the only fair way to play this game, if you allow yourself to think a build plan you might break the game.

Well, technically it can still happen, but at least is completely luck-related.
  

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Re: What Rules Confuse You?
Reply #84 - Nov 3rd, 2015 at 11:40am
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Razor Fangs

I think you are cutting yourself short on a great way of playing this game.

I write my adventures with specific ideas and plots in mind.  I am telling a story and when I introduce new players to the game, I tell them we are writing a comic book together.  I supply the setting and the major plot elements and they supply the dialogue, drama and flesh out the game.

I find the game much more enjoyable when I care about and can relate to the characters. Characters need to have a setting to live in and adversaries to struggle against in order to be more than just a diversion from the cares and troubles of normal life.

This is escapist fiction we are writing together.  I tend to look at it like music.  I am the composer and conductor, the players are the musicians that bring my composition to life and give it meaning.

Random rolls are fine for many things, but IMHO have only a small place in villain creation.  Random generation is my safety net when I get writer's block. I almost always modify what is generated, using that as a framework to fit into what I had in mind in the first place.

I prefer a long game with connected adventures rather than a bunch of singular episodes so I need my villains to fit into that scheme. I do use singular episodes as fillers, but almost always include elements from my long game, even if it is just foreshadowing in news items or other clues they players uncover as they go along.

Rather than break the game, I find it enhances the game beyond being a mere past-time.
  
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Re: What Rules Confuse You?
Reply #85 - Nov 3rd, 2015 at 3:52pm
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I tend to mostly do random generation, but for villains I will sometimes change out powers, or simply build them myself (for much the same reasons as Klystron articulated).

The game is really no more "broken" when doing this, as long as you have a fair and impartial GM (and most of us have been doing this for many decades).

In fact, believe it or not, I actually have a PC in my game that was completely and 100% designed (rather than rolled randomly), and it was all done according to RAW.  How?  A very high INT character decided to invent an android.  He then spent years slowly and carefully designing this android, which eventually became another PC.  He gave her all the powers and abilities he desired, cherry-picking from what he wanted.  Of course he worked with me as the GM to keep things balanced, too.
« Last Edit: Nov 3rd, 2015 at 3:52pm by Majestic »  
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Re: What Rules Confuse You?
Reply #86 - Nov 3rd, 2015 at 7:31pm
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Majestic wrote on Nov 3rd, 2015 at 3:52pm:
I tend to mostly do random generation, but for villains I will sometimes change out powers, or simply build them myself (for much the same reasons as Klystron articulated).


The only thing that i built for my Enslaver (that i have just postedin the appropriate section) are the powers that have to be decided with the GM.

I'm really satisfied about this character, he will prove to be a terrifying nemesis for my group of players.
  

Since the media took over more and more aggressively the american lifestyle, people started to forget about us and our deeds, until we became legends, pure fantasy in their collective imagination...
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Re: What Rules Confuse You?
Reply #87 - Nov 4th, 2015 at 2:52pm
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One other note about random generation.  A number of times we've "rolled up" characters that ended up being too powerful.  Ones that the GM just said "absolutely NO WAY!".  My friend who has been playing with me for about 23 years still caries around I-Am-Phibian that met that criteria.  Another PC he rolled that would have been too strong he turned into a recurring villain in he campaign (Arachnea).
  
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Re: What Rules Confuse You?
Reply #88 - Nov 4th, 2015 at 5:39pm
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Majestic wrote on Nov 4th, 2015 at 2:52pm:
One other note about random generation.  A number of times we've "rolled up" characters that ended up being too powerful.  Ones that the GM just said "absolutely NO WAY!".  My friend who has been playing with me for about 23 years still caries around I-Am-Phibian that met that criteria.  Another PC he rolled that would have been too strong he turned into a recurring villain in he campaign (Arachnea).


If players start being too strong i start building my villains Cool
  

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Re: What Rules Confuse You?
Reply #89 - Nov 6th, 2015 at 5:53pm
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I've seen a few that I'd bet you'd think twice about just beefing up villains.  An additional problem would also be that the other PCs would feel like puny wimps by comparison.  And they'd get frustrated having to face mega-villains all the time.
  
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Re: What Rules Confuse You?
Reply #90 - Nov 8th, 2015 at 8:14pm
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Well, not all the time, but at every quest's climax (not necessarily if it's not action-centered) there must be a strong villain to threaten the party.

It's a golden rule that the Avengers movies are seriously lacking for example.
  

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Re: What Rules Confuse You?
Reply #91 - Nov 9th, 2015 at 6:08pm
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The Avengers movies at least have had Thanos, who sort of fits your bill (until they finally defeat him, of course).

In my campaign, I've still got Doctor Apocalypse, who in 25 years has never ever been beaten.
  
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Re: What Rules Confuse You?
Reply #92 - Nov 10th, 2015 at 2:09am
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I'm scared as hell for what they can do to Thanos, in GotG already he seemed like a passive guy.

I hope to see him destroy Xandar at the beginning of GotG2 only to get the infinity gem back (fulfilling the Nova Corps destiny already)
« Last Edit: Dec 22nd, 2015 at 10:53am by Razor_Fangs »  

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Re: What Rules Confuse You?
Reply #93 - Dec 17th, 2015 at 12:30pm
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I want to see the purple-afro Magus in GotG2, but that probably won't happen!
  
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Re: What Rules Confuse You?
Reply #94 - Mar 7th, 2016 at 2:12pm
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Have you ever been asked the question "can i teleport myself in the car (which is running) ?"
And how did you manage that ?
  
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Re: What Rules Confuse You?
Reply #95 - Mar 7th, 2016 at 4:04pm
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I say if you can lift it, you can teleport it. And it would have the same movement it was going when teleported.

I would at least have them roll aglily to not crash it upon materializion.
  

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Re: What Rules Confuse You?
Reply #96 - Mar 8th, 2016 at 6:23pm
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merteuil wrote on Mar 7th, 2016 at 2:12pm:
Have you ever been asked the question "can i teleport myself in the car (which is running) ?"
And how did you manage that ?


I've never had it come up.  I'd tell the character to make a Power Stunt to be able to do it regularly (it's a house rule, and each non-inventing character can have three of them in my game), or - if it were just for a one-time use - I've got a formula for figuring out if a character can pull off a stunt like this.
  
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Re: What Rules Confuse You?
Reply #97 - Mar 9th, 2016 at 3:10pm
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John wrote on Mar 7th, 2016 at 4:04pm:
I would at least have them roll aglily to not crash it upon materializion.


the PC has no speed before but has the the car's speed after; so i think it might apply some damage


Majestic wrote on Mar 8th, 2016 at 6:23pm:
I'd tell the character to make a Power Stunt to be able to do it regularly

i was searching for something like this.
I don't want to say it can't be done, but i think it misses some table or formula to allow it.

Majestic wrote on Mar 8th, 2016 at 6:23pm:
I've got a formula for figuring out if a character can pull off a stunt like this.

is it a formula for all of the stunts or something we need to adapt for each one ?
I assume it uses the characteristics ..
  
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Re: What Rules Confuse You?
Reply #98 - Mar 9th, 2016 at 4:09pm
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I agree, I assumed the character was driving the car when he teleported himself and the car.
  

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Re: What Rules Confuse You?
Reply #99 - Mar 10th, 2016 at 11:09am
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'cause i was not clear at all.  Smiley
(I just read myself right now and i understand you assumed this way)
  
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Re: What Rules Confuse You?
Reply #100 - Mar 10th, 2016 at 7:41pm
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Merteuil,

I also assumed the PC was asking about teleporting the car in which he/she was a passenger.
That I would have no problem so long as it was within their capabilities in the first place.

After reading your clarification, I would apply the same rule I use for all teleporters:

You have the same relative velocity when you emerge as when you started.
That means when you are falling and try to teleport close to the ground and fall the last few feet in an attempt to mitigate damage, whatever speed you were falling at when you teleported is how fast you are moving when you arrive just above the ground.

Applying this to your question: If a character is standing still relative to a vehicle moving at 70 mph, he/she will instantly accelerate to 70 mph as well.  Damage is calculated the same as for a fall.

To actually accomplish the feat, the PC would need to predict EXACTLY where the vehicle will be at the precise instant of materialization and then teleport to that spot.  Obviously, the closer the relative speeds, the easier the teleport should be.

I would be very careful about allowing this too easily. I think it should be a desperation move for a hero with no other choice and rewarded as such.

If pressed to make a ruling on the fly, I would say Agility minus 1 for every 5 mph difference in relative velocity plus 1 per experience level on a d100. Damage is incurred as falling and mitigated by 10% for every point between the required roll and the result.
  
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Re: What Rules Confuse You?
Reply #101 - Mar 11th, 2016 at 12:40am
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merteuil wrote on Mar 9th, 2016 at 3:10pm:
is it a formula for all of the stunts or something we need to adapt for each one ?I assume it uses the characteristics ..


Part of why I didn't quote it originally is cause it might be hard to understand (as just a portion of a larger section on Inventing and Inspiration).  All I suppose one really needs to know is that to us, Inspiration Points = Inventing Points (for a non-inventor), so it would really come down to how many IPs the PC was willing to spend.

Make a spectacular maneuver. To perform an amazing
feat that a character could not ordinarily do with their
superpowers, the GM first determines which Basic
Characteristic is most appropriate. The character’s level is
then added, as well as a bonus of 10 for every Inspiration
Point spent. The resulting total is the number that the
character must roll equal to or under (on %) to succeed.
« Last Edit: Mar 11th, 2016 at 12:40am by Majestic »  
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Re: What Rules Confuse You?
Reply #102 - Mar 11th, 2016 at 8:43am
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I also assumed the hero was teleporting the car along with him.
  

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Re: What Rules Confuse You?
Reply #103 - Mar 11th, 2016 at 5:14pm
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I have a question about the effects of fatigue on characters.

In section 3.6 it states that once a character is reduced to 0 Power points he is fatigued and then lists several effects, including: "The character's effective Carrying Capacity is cut to one-half." (emphasis added)

Immediately following the rules state that "All damage inflicted (except that which is caused by devices or items) is cut to one-half, rounded up."

My question is: is the damage being cut to one half based on the character's normal (non-fatigued) Carrying Capacity, or is it calculated from his effective Carrying Capacity and then cut in two? I lean more towards the first option, but can see the second.

Shadowdragon
  
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Re: What Rules Confuse You?
Reply #104 - Mar 12th, 2016 at 2:55am
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Quote:
If pressed to make a ruling on the fly, I would say Agility minus 1 for every 5 mph difference in relative velocity plus 1 per experience level on a d100. Damage is incurred as falling and mitigated by 10% for every point between the required roll and the result.

i think that's a very good way to deal with it !

Quote:
I would be very careful about allowing this too easily. I think it should be a desperation move for a hero with no other choice and rewarded as such


i totally agree !


Majestic wrote on Mar 11th, 2016 at 12:40am:
Make a spectacular maneuver. To perform an amazing
feat that a character could not ordinarily do with their
superpowers, the GM first determines which Basic
Characteristic is most appropriate. The character’s level is
then added, as well as a bonus of 10 for every Inspiration
Point spent. The resulting total is the number that the
character must roll equal to or under (on %) to succeed


i like it.  Smiley
and it can be applied in a lot of situations, cool !



thank you all for the responses !
it helps a lot Smiley
  
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Re: What Rules Confuse You?
Reply #105 - Mar 14th, 2016 at 1:56pm
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Shadow-Dragon15 wrote on Mar 11th, 2016 at 5:14pm:
I have a question about the effects of fatigue on characters.

In section 3.6 it states that once a character is reduced to 0 Power points he is fatigued and then lists several effects, including: "The character's effective Carrying Capacity is cut to one-half." (emphasis added)

Immediately following the rules state that "All damage inflicted (except that which is caused by devices or items) is cut to one-half, rounded up."

My question is: is the damage being cut to one half based on the character's normal (non-fatigued) Carrying Capacity, or is it calculated from his effective Carrying Capacity and then cut in two? I lean more towards the first option, but can see the second.

Shadowdragon


I've always thought it should be the first option, too.  Otherwise it feels like you are double-dinging the character.
  
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Re: What Rules Confuse You?
Reply #106 - Mar 14th, 2016 at 3:56pm
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Majestic wrote on Mar 14th, 2016 at 1:56pm:
Shadow-Dragon15 wrote on Mar 11th, 2016 at 5:14pm:
I have a question about the effects of fatigue on characters.

In section 3.6 it states that once a character is reduced to 0 Power points he is fatigued and then lists several effects, including: "The character's effective Carrying Capacity is cut to one-half." (emphasis added)

Immediately following the rules state that "All damage inflicted (except that which is caused by devices or items) is cut to one-half, rounded up."

My question is: is the damage being cut to one half based on the character's normal (non-fatigued) Carrying Capacity, or is it calculated from his effective Carrying Capacity and then cut in two? I lean more towards the first option, but can see the second.

Shadowdragon


I've always thought it should be the first option, too.  Otherwise it feels like you are double-dinging the character.


That was my feeling, as well.

I will say this, if you keep track of the effects of fatigue and not just view Power as being the means by which you can shoot one more Power Blast, Devitalization Ray becomes not such a bad roll on the table!

Shadowdragon
  
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Re: What Rules Confuse You?
Reply #107 - Mar 15th, 2016 at 6:07pm
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Indeed, Devitalization Ray can be a quite solid power.  In fact, it can end up being deadly.  One of our current PCs has it, and she has sucked villains down to such a low amount of Power that it leaves them quite vulnerable.  Some have even been killed when they take a later strong blow from someone else (as the character no longer has that 'pad' of Power to protect them from death)!
  
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