Jump to content

Sir Argo

Member
  • Posts

    4
  • Joined

  • Last visited

Retained

  • Junior Member

Converted

  • RPG Biography
    abc
  • Current games
    abc
  • Blurb
    abc

Sir Argo's Achievements

Newbie

Newbie (1/4)

10

Reputation

  1. I have never liked that "divide by the number of targets" rule. There are two main reasons. 1) It doesn't take into account the chance to score a critical or special success. Using your example but changing the chance to hit to an even multiple of 5%: Cormac has a 65% chance to hit someone. So his chance to special is 13%. Since his chance to hit his intended target is also 13%, any hit he scores will also be a special. There's also no chance to special any of the other targets. 2) This method doesn't give any advantage to having a higher skill. No matter if I have a sling skill of 20%, or a sling skill of 100%... I will have an equal chance to hit any target in the group. The 100% skill should enable me to better pick out my intended target. In theory, if I am the best archer in the world, I should be able to hit my intended target nearly always even in the midst of a crowd. I'd like to see something more along the lines of "Roll a difficult chance to hit your intended target. Should you miss, back it up with another difficult roll to see if you hit a random target." That would address both points above by 1) you now have a chance to critical/special on the second roll; and 2) as your skill goes higher, the odds you'll even need to make a second roll go down.
  2. How fast could a person move and continue to maintain attention on a foe to avoid that retreat attack? i.e., a fighting-retreat or a battle-shift. I actually agree with this. In the real world, all of this is true. However, from a game-play issue, I feel we need something to help the characters' survivability. So far, we're allowing difficult dodge vs. missile weapons and that seems to be working out ok--guns still seem to be very deadly. There's always that push-n-pull between realism and game-play. The question was based on the fact we allow dodging missile weapons and I guess I assumed other people were allowing it too. Probably isn't fair for me to ask for comments on rules that others aren't using You've somewhat identified the issue by use of the term fine manipulation. And you're right, it isn't explicit. I think the power does allow for manipulation (not just movement) because on page 113 it describes the power as, "Manipulate and move objects mentally." However, the write up doesn't give any detail on the manipulation part--hence my posted question. It does state you can throw an object (it even gives a formula for damage bonus for that) and says to use "the object’s normal damage if it is a weapon that can be utilized as a missile weapon." Well, the only way to get a javelin to throw like a javelin is if you could twist and turn the object so that it can be thrown point-first. That insinuates a level of manipulation. I was hoping to get an idea of how detailed a person could get with manipulating an object with Telekinesis before it then requires the use of an addition skill (maybe Fine Manipulation?) or becomes impossible. I wanted to come up with some general, elegant rule that could be applied. For example, suppose we say it works like a single hand. That would mean you could flip on light switches, turn a door knob, fasten a velcro strap, write with a pen, etc. But you would not be able to open a jar, tie shoe laces, operate lock picks, etc. That would offer a fairly easy litmus test vs. any action the character tries to perform. And if the current Telekinesis does not allow for manipulation at all, then how would a person get this type of fine manipulation (think Sylar as he's twisting the valve on his IV bag)? Darren
  3. A group of us started a BRP super hero campaign. I have a number of questions, some related specifically to the super hero rules, and some to BRP in general. 1) The disengage rules do not specify a way to disengage due to superior movement (either speed or mode). Example, flying opponent moves straight up and I don't have flight. I can't pursue. Does the creature disengage without suffering a retreat attack? Similarly, if create has more than double my movement rate, can it disengage without suffering a retreat attack? 2) The rules state that shooting a ranged weapon into a melee combat has a chance of hitting either combatant. There's varying rules on how to determine who gets hit, but my question is this: If I fire into a melee and accidentally hit a friend, does that friend have the option to use his dodge vs. my attack? The bad guy obviously does... I'm just wondering if my friend does. 3) Certain powers are purchased based on the characters SIZ. Examples would be Flight and Invisibility. Other powers are not explicit, so I'm not sure if it works the same or not. Such as Intangibility and Teleport--neither says it must be purchased according to the SIZ of the character. So does buying just 1 level (2pts) or intangibility allow the entire character to become intangible, or are they supposed to buy 12 levels (for a SIZ 12 character) to do that? 3) If a character uses Telekinesis to pick up a gun, could he also fire the gun? If a character picked up a sword with Telekinesis, could he swing it? If so, how would you figure the damage bonus? Could he use his Telekinesis to operate a set of lock picks to pick a lock? Could he pick up a pen and write his name? Thanks in advance, Darren
  4. The super power Flight doesn't say anything about turn radius. It seems unrealistic to assume that my character can be flying at 85mph (as stated under the power description) and suddenly do a 90° (or even 180°) turn. This really isn't possible while running either, so maybe they just figure that's too detailed for game play. If not... how should it be handled? Other question regarding flight? Does flight have visible power effects? In the comic books, sometimes this is yes (Human Torch) and sometimes no (Super Man). Also, can I get clarification on the BRP rules regarding fighting while flying (page 212). It makes three statements. First, it says your combat skills are limited to your Fly skill. Next, it says to make a Fly skill roll. Success means your skill is not limited, while--third--a failure means all rolls are difficult. Well, those last two seem to contradict the first. Use the following example: Joe has a Fly skill of 40% and has Medium Pistol at 50%. He tries to Fly and shoot at the same time. What is his chance to hit if he succeeds a Fly skill roll, vs. what is his chance to hit if he fails the roll? If I actually apply all three rules, then his chance to hit would be 50% if he succeeded his Fly roll (skill unimpaired), and only 20% if he failed (skill limited to Fly, and difficult). Thanks in advance, Darren
×
×
  • Create New...