01-11-2016, 04:13 AM | #111 | |
Join Date: Jun 2006
Location: Indiana
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Re: Rule of 16 - What's the Point?
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My concern was always more in the realm of the characters that have defenses it makes no sense for them to have simply because they know there is a telepathy/ mind control/ illusion, etc., guy on the team. The brick who, for no particular reason, has a mind shield, etc. Of course, there has always been a tendency to contrive things to prevent the mind reading, etc., sort of character from being as effective as they would most likely really be and I totally understand that because it can be a plot destroyer. |
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01-11-2016, 04:32 AM | #112 | |
Join Date: Jun 2006
Location: Indiana
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Re: Rule of 16 - What's the Point?
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01-11-2016, 05:09 AM | #113 | |
Join Date: Mar 2014
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Re: Rule of 16 - What's the Point?
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01-11-2016, 06:43 AM | #114 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Rule of 16 - What's the Point?
On the other hand, if the target is on the other side of a wall, both mr blademaster or mr blaster are out of luck, while the magic user or the mind controller are only slightly impaired.
In my games, I never saw the rules of 16 as an unacceptable handicap. |
01-11-2016, 08:21 AM | #115 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: Rule of 16 - What's the Point?
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High RoF and area attacks are both enhancements to energy blasts -- analogous to taking the "no rule of 16" enhancement. |
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01-11-2016, 11:56 AM | #116 | |
Join Date: Sep 2004
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Re: Rule of 16 - What's the Point?
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The thing that you may be missing from Save or Suck/Die spells is that they are much more typically binary in nature than attack roll is. With an attack roll you typically have three different basic choices for defending yourself actively. Then may further mitigate damage rolls by purchasing DR of various kinds to reduce the effect of a failed defense roll. Beyond that you can buy up hit points to reduce the chances of damage that leaks through the first of causing a crippled limb or major wound from taking you out of the fight, as well as purchasing High Pain Threshold to remove Shock penalties for the following round from damage. With Save or Suck/Die spells you typically only have the one layer of defense the Resist Check or other similar abilities to prevent the spell from affecting you and nothing I can think of off hand that mitigates the effect on your character on a failed roll like armor and hit points can for a failed parry. Your flesh is turned to stone or it is not, if it is nothing you can do to mitigate or reduce the effect of the spell on you once it hits. The Save or Die Spells don't typically have an onset time or some kind of tiered effect to them that gives the target a way to work around the effect while its taking hold. You are either Entombed in the Earth or are completely unaffected by the spell with no gradient of possible effects based on time or levels of success between the target and player. Next there is the issue of number chasing with rule 16 uncapped. With a melee fighter I need to split my points three different ways offensively , improved Skill to hit to be able to get past active defense, Strength to bypass Armor and sufficient Move/Speed to both close on target and stay in melee range. With a save or die specialist I need to split my points one way on the spell it increases my range, reduces the time for me to cast, removes the energy cost of the spell, makes it harder to dispel/counter, and with the spells resistance check uncapped it also allows me to probably guarantee the Suck/Die to always happen in play. Finally damage is the expected norm in play for adventurers and they will almost always have an idea or mechanic for dealing with the injuries they take if they are running adventurers. Save or Suck/Die is a lot more variable to recover from (what you need to recover from Flesh to Stone is very different from being banished to another plane of existence, which is different from your best fighter being mind controlled and one shotting your priest/wizard). Overall while I would like to see a bit more complexity in the rules akin to possibilities in the regular combat system, I don't think just uncapping rule 16 improves the game by itself but might be part of the answer if their were more ways to reduce the level "suck" on a failed roll in play. |
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01-11-2016, 01:21 PM | #117 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Rule of 16 - What's the Point?
The defensive will of 12 has a flat 25% of failure and an additional penalty of 4 against will of 16.
As an aggregate penalty the 16 is well in the lead. Throwing a 13 means to beat it the defence needs an 8 and so forth. |
01-11-2016, 01:31 PM | #118 | |
Join Date: Oct 2009
Location: Plugerville
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Re: Rule of 16 - What's the Point?
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16 vs 16 with no afflictions: 50% success rate 16 vs 16 with 1 linked affliction: >70% success Rate 16 vs 16 with 2 linked afflictions: >90% success Rate etc Also, Professor X often seems to require several seconds to successfully control a resistant target, so perhaps he is just making new attempts until one of his 50% chances succeed. |
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01-11-2016, 02:13 PM | #119 | |
Join Date: Feb 2012
Location: America
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Re: Rule of 16 - What's the Point?
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Although there is an enhancement that can remove that: Cosmic (Ignore a Rule), +100%, it is unlikely to be allowed.
__________________
The person who says it cannot be done should not interrupt the person doing it. |
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01-11-2016, 05:56 PM | #120 |
Join Date: Aug 2004
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Re: Rule of 16 - What's the Point?
I was curious, so I made a spreadsheet to determine the success chances of an attacker who's rolling against an effective skill of 16. The results:
Code:
Defender skill: Attacker win% 16: 45.35% 15: 54.61% 14: 63.62% 13: 71.91% 12: 79.15% 11: 85.10% 10: 89.71% 9: 93.06% 8: 95.31% 7: 96.71% 6: 97.50% 5: 97.90% 4: 98.08% 3: 98.14% |
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rule of 16 |
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