10-02-2019, 06:40 AM | #61 | |||
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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Otherwise, yes, it would be a problem to have linear equipment but just log ST and log DR. Quote:
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10-02-2019, 06:44 AM | #62 | |
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
Where do you see that? It's not in the description of Side Effect or Cosmic.
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As for the rest, Malediction has a better range and ignores active defenses. It, of course, has the drawback that often powerful targets will defend with >50% chance of success per attack whereas if you can get a hit the other attack will almost always work. If you are concerned with hitting a target or the target defending, slap on a bit of Rapid Fire or Super Luck. Last edited by naloth; 10-02-2019 at 06:54 AM. |
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10-02-2019, 07:32 AM | #63 |
Join Date: Feb 2016
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Re: Price Efficiency of Super-ST [Powers/Supers]
Which increases the cost even more, so we are rapidly going away from efficient ways of dealing with characters with Super ST. The Affliction is a relatively cheap way of dealing with the issue, the Side Effect, not so much, and the Affliction is permanent while the Side Effect is not. The amusing thing is that a character with the Affliction could use it to cripple the character with the Side Effect, after getting paralyzed by the Side Effect, because Malediction does not normally require speech or movement.
As for the 50% probability of failure, Selectivity allows you to target HT or Will, so take a look at the character templates from Supers. The majority of them have a HT or Will of 12, which means that they will fail by four on average (translating to a 75% of success). With No Signature, you also usually get to try again, as your opponent is unaware of the attack until you succeed, so a 50% success rate is acceptable. |
10-02-2019, 08:43 AM | #64 | |||
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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No Signature works the same way for either ability. It's just as easy to have a surprise attack with either ability that they don't know to defend against that you can use over and over. Your chance of success is better trying to get them to fail a heavily penalized roll than trying to to get a target to lose a capped contest. If incapacitating the target was the only goal, I imagine I could even get the total cost down around 100 points. As it was, this was just an alternate example of how enough points gives you other options than raw damage for taking down a high value target. Last edited by naloth; 10-02-2019 at 08:58 AM. |
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10-02-2019, 08:51 AM | #65 | ||
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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It means that Thing/Colossus type (original, they have grown in power) would be a match for a WW2 tank but it would take them several seconds to deal with it after closing. Movie Superman at ST80 would take a few turns to shred a modern tank. Supers has other options than punching (with ST80 vs DR, he could rip pieces even of the front armor and would be able to yank and pull side pieces in a turn after grappling). Given that even in almost every cinematic story it usually take a few seconds for any character to bring their abilities to bear on a foe I don't see it as a big problem that one-shotting important enemies is hard. |
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10-02-2019, 11:29 AM | #66 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Price Efficiency of Super-ST [Powers/Supers]
There is no guarantee that a tank is an important enemy. "Hit points are based on plot importance" is a perfectly reasonable rule for supers and similar cinematic settings, but comes with its own bag of issues.
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10-02-2019, 11:41 AM | #67 | |
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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As for "one shotting" being a one second, one attack kill - I don't see that as a necessity. Movie Superman/Wonder Man often spends what would be a few seconds of actions picking up and throwing or ripping apart things that are obviously no match for them. It's not necessary to boost stats to the point where they can dispatch them in a second of action, guaranteed. You can if it suits your tastes. |
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10-02-2019, 11:49 AM | #68 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Price Efficiency of Super-ST [Powers/Supers]
It's the logical implication of what you're saying.
One-shotting a HP 10 human requires 30x the strength required to major wound them. One-shotting a HP 34 tank requires 630,000x the strength. That obviously doesn't make sense. Your response to this is "I don't see it as a big problem that one-shotting important enemies is hard." The only way I can interpret that is that the tank is important and the human is not. That's both weird and genre-wrong (humans in supers are actually ridiculously durable compared to objects). |
10-02-2019, 12:32 PM | #69 | |||
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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With only 30ish HP, such a tank would only be x3 as tough as a human with HP10 for taking damage. Damage is purchased for a fixed linear cost (+1 per point of ST or +1d per level of IA), so it gets relatively easier to hurt the tank for the cost. Compared to the present system where the tank has at least 13 times the HP of a human, any attack that can bring even an armorless tank to half health will have already reduced a human to -5xHP. |
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