02-25-2019, 08:28 PM | #31 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: [RULE] Rule of 16
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But I agree that it is a setting switch and that, in the marvel universe, the rules of 16 may goes against the setting expectation. In my own super game, however, it was not a problem, as it gave strong willed players and major npc a defense against non-cosmic-level powers. |
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02-26-2019, 05:30 PM | #32 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [RULE] Rule of 16
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What I don't like is when "a defense" becomes "a defense that's very difficult to penetrate no matter how skilled the attacker." This is the effect I've experienced in many sessions of play, in high point games where everyone in the party has Will 16+, HT 16+, and some form of Luck. Now I realize that I'm asking for a lot if I want the system to work the same way at 400+ points as it does at 125. We haven't played around a lot with the Rule of 17 perk, and we've never tried higher levels of it, so that could potentially solve or mitigate this problem. Another solution some have mentioned that I thought was interesting was limiting the difference between attack and defense to some maximum. Has anyone tried this in play? What feels like the "right" maximum to you? 2? 4? 6? |
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02-27-2019, 06:42 AM | #33 | |
Join Date: Feb 2019
Location: Amboise, France
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Re: [RULE] Rule of 16
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I don't like the Rule of 17 Perk either, because if players can pay for it, other pc/npc can pay for same resistance, and so on. Another solution that i think would be to use "rule of 16" for skill of 20 and less, rule of 17 for skill 25 less, rule of 18 for 30 less, etc. This is a kind of reward for high skills. Maybe i'm wrong but i think it's better than the flat "rule of 16". |
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02-27-2019, 07:11 AM | #34 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: [RULE] Rule of 16
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I was thinking about suggesting a -5 penalty for each +1 to the "rule of 16", but it would be counterproductive against ennemies with above 16 resist, so ... bad idea. |
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02-27-2019, 10:05 AM | #35 | |
Join Date: Mar 2010
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Re: [RULE] Rule of 16
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If it is balanced for me to take a penalty to my attack in order to penalize your defense in a situation of "fail & die", it should likewise be balanced for me to take a penalty to my attack in order to penalize your resistance. Likely retaining the same penalty values regarding the attack and resistance. |
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02-27-2019, 10:33 AM | #36 | |
Join Date: Sep 2007
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Re: [RULE] Rule of 16
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Some of the above suggestions also boil down to this method, perhaps with some tweaks to the ratios. Deceptive Attack has a 2:1 ratio because of the way Active Defenses are calculated. Resistance and attacks allowing resistance rolls are closer to being on the same footing -- at least, resistances aren't divided by 2. -- * Technically, according to the heading nesting, that only applies to Regular Contexts, while resistance rolls are Quick Contests. |
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02-28-2019, 07:58 PM | #37 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: [RULE] Rule of 16
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You said it yourself; 'effective skill'. Skill 25 or so, with the penalties for doing the 'Z' and also doing a big deceptive attack to get through defenses brings you down to about 16 /anyway/, which will succeed almost all the time. Not that it matters, as there's a defense roll not a resist roll so Rule Of 16 doesn't apply here. And, with Luck that this sort of character has, he's not going to fail. Rule of 16 isn't the problem you imply.
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Paul May | MIB 1138 (on hiatus) Last edited by Kax; 02-28-2019 at 08:05 PM. |
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02-28-2019, 08:00 PM | #38 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: [RULE] Rule of 16
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Now /that'd/ be a mage Perk: "Deceptive Casting: allows the use of the Deceptive Attack rule in regard to casting resisted spells."
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Paul May | MIB 1138 (on hiatus) |
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03-05-2019, 07:09 AM | #39 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: [RULE] Rule of 16
I don't use the Rule of 16 but the casters are allowed to spend extra energy to lower the Resistance of their victim.
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