11-12-2017, 03:15 PM | #31 | |
Join Date: Mar 2014
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Re: Defense bonus and ATR
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11-12-2017, 03:43 PM | #32 |
Join Date: Jun 2017
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Re: Defense bonus and ATR
As a rough estimate, I might use the Range/Speed table for guidance. There every doubling of speed gives -2 to hit. It would be reasonable to say Altered Time Rate could realistically give a similar bonus to defenses. Because defenses are typically half of skill, I would halve the bonus to +1 for every doubling of speed. Thus with Altered Time Rate 1, the character should also buy Enhanced Defense +1, at Altered Time Rate 3 this would increase to Defense +2, etc. This means the bonus to defense is exponential with Altered Time Rate, so it does not become excessive. I would also recommend the first bonus to defense should be bought with Combat Reflexes or Enhanced Time Sense.
Note: in no way am I saying that this defense bonus should be free. Just some guidance on how much more defense a speedster should have if it was a a character I was making. And if you want more dodgy speedsters, I think it is reasonable to not halve the bonus and say you should buy +2 defense for every doubling of speed. |
11-12-2017, 05:41 PM | #33 |
Join Date: Feb 2016
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Re: Defense bonus and ATR
A penalty to attach would be better than a bonus to defense. A penalty equal to Speed/Range modifier would work (which would be -12 to skill to attack a character with ATR 5 and Basic Speed 30).
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11-12-2017, 05:46 PM | #34 |
Join Date: Mar 2013
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Re: Defense bonus and ATR
A penalty to attack makes sense if the speedster is zipping around but what if they are fighting toe-to-toe and only moving as necessary to attack/defend? That's where the "bonus to defend" concept comes in as our speedster sees the pathetically slow attack coming and steps easily aside.
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11-12-2017, 08:05 PM | #35 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defense bonus and ATR
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11-12-2017, 08:32 PM | #36 |
Join Date: Aug 2007
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Re: Defense bonus and ATR
Defense Bonus only while using Altered Time Rate and Altered Time Rate only while using Defense Bonus are rather different powers.
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Fred Brackin |
11-12-2017, 08:36 PM | #37 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Defense bonus and ATR
ATR specifically states that it "affects how fast you move when you react, but not how quickly you react in the first place." The speedster who "sees the pathetically slow attack coming and steps easily aside" has ETS and Enhanced Dodge (or just extremely high Basic Speed for a good base Dodge score), in addition to ATR. Altered Time Rate on its own is pretty unrealistic--not just in the sense that normal people don't have it, but in the sense that any being who has that ability should have other related abilities.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
11-12-2017, 08:46 PM | #38 | |
Join Date: Mar 2013
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Re: Defense bonus and ATR
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11-12-2017, 08:54 PM | #39 |
Join Date: Feb 2016
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Re: Defense bonus and ATR
In truth, it is a hybrid of Compartmentalized Mind and Extra Attack, with an increase in Basic Move added in. It might be more worthwhile to spend the points on +5 Basic Speed in place of one level of ATR, as you would likely end up going first and possess a quite good dodge. Give your super DX 14, HT 14, and Combat Reflexes, and you have someone capable of dodging on a 16-.
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11-12-2017, 09:02 PM | #40 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Defense bonus and ATR
I would certainly apply a speed penalty to any ranged attacks on a speedster who used their extra moves to zip about, and probably to any melee attacks via 'wait' actions. If they end their turn in reach of someone unless they've been running around them in circles I'd be inclined to not give them the benefit of this - bad planning should have consequences (or good planning on the part of the opponents).
Thus if an otherwise average character had ATR3, for four actions per turn, they could Move (run 5 yards), Move (sprint 6 yards), Move (sprint 6 yards), and Move (sprint 6 yards), for a total movement of 23 yards and -6 to ranged attacks against them (aside from those of someone they were running right at or away from if they didn't think to put a few turns in there). If they turn that last Move into an All-Out Defence (Increased Dodge) they move 19 yards in total (-5 to hit) and get +2 to Dodge. I think that fairly represents using the extra actions to not get hit. If one wants to reflect a more reactive increase in speed, Enhanced Defences is clearly the way to go (and I'd probably expect all to be bought at once), and I'd allow ATR as a prerequisite for it. I'd most likely use the recommended cap of three levels, and I'd certainly not allow more than +1 Enhanced Defences per level of ATR (Looking up the total number of actions on the size table for a cap would be appealing). Extra bonuses to defences, especially Dodge is very powerful, and they should be approached with caution.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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altered time rate, atr |
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