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Old 07-21-2019, 07:51 AM   #11
evileeyore
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Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Fighting on high speed

Quote:
Originally Posted by qchap View Post
Thank you, it'll almost be my final decision! I didn' know about different slam rules in DFRPG, separate thanks for this!
Those are the Slam rules from DFRPG. Because HP can get crazy inflated in comparison to the PCs "proper" mass (ie HP far exceed ST x 1.3), instead of the (HPxVelocity)/100 calculation, it's just "thr + Speed Bonus". So the faster and/or stronger character has a greater chance of knocking down their opponent, but both individuals still take Slam damage. I've been using the new Slam rules from DFRPG exclusively and I gotta say, they are loads easier.

In this case the speedsters Move is 20, so if he moves the 20 he'd have a damage bonus of +6.

That he takes that bonus back as damage to himself is just my way of "balancing" it. And I'd apply it to swing and thrust, no difference.*

[EDIT]
For weapons... Hmmm. I think if the damage bonus exceeds the weapon's weight I'd treat it as Parrying a heavier weapon. So give it a chance to break.
[/EDIT]

Quote:
And it should have drawback too, and I think attack penalties should be applied.
It's a Move and Attack Maneuver, so it has it's own penalties already.

Though, if he practices at it enough I'd let him buy a power-up Advantage, Hit on the Run...


Hit on the Run [10/skill]

Prerequisites: Any Melee Weapon/Unarmed skill, and Speedster Super Power or Trained by a Master or Weapon Master†.

This power-up lets you make a full-skill attack with a Move and Attack maneuver (p. B366), instead of being at -4 and having your skill capped at 9. Further you have practiced striking at this speed so often that you do not suffer the standard -2 to DX-based rolls for performing multiple actions. However you still cannot retreat or parry with the weapon/limb you attacked with (or Dodge if your attack was a kick). If your skill is Sumo, you may double the speed damage bonus for Slams.‡

Moreover, if your previous maneuver had greater Movement than this turn you may use the speed of that turn rather than this one for damage bonus calculations.

You must buy this power-up for one specific Melee Weapon/Unarmed skill.

Perks: Maintain Inertia: Use your speed from this turn or last turns in damage calculations.
Speedster [Skill] Attack: Do not suffer -2 to DX-based rolls when attacking using this skill in a Move and Attack maneuver.
Super Sumo Slam!: Double your speed bonus for Slam calculations when using the Sumo skill.
Unique Technique (Running Attack) [1].
Techniques: Running Attack (H) Skill+0 [6].




* I think I might start doing this for everyone... I like the idea that running up on a foe should give you something besides just "I was over there, now I'm in your face" and I run cinematic/Action style games anyway... Also, it gives a decent bonus to ye olde All Out Attack if they have to make a full Move, and I'm all about giving my Players rope to hang their Characters with...

† Kept these in there so non-Speedsters heros can get in on the "run up on a foe" action.

‡If you're using the standard Basic Slam rules, just double the Speedsters speed for Slam calculations if he's using Sumo.
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