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Post by CRTaylor on Mar 26, 2014 15:05:03 GMT
As came up on the Facebook page, maybe putting Complications even before skills or characteristics would help emphasize that they are about character conception, not just stuff you do at the end to try to pay for all the stuff you bought.
Regarding hit location: two equally sized humans swinging weapons at each other will tend to hit center mass (and arms-hands) most of the time as well, in my experience. Its just where your arms are put on your body and where your swing area is most comfortable.
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gojira
Double Digit Master
in a rubber monster suit.
Posts: 85
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Post by gojira on Mar 26, 2014 16:47:27 GMT
My experience with HTH is pretty much the opposite. Legs and feet are a legitimate targets. The head and vitals are high-value targets. You do not randomly aim for the center of mass, that's a terrible strategy. The hit location chart we have now is pretty good for superhero punch-outs and low-tech (fantasy) combat, and honestly I'm not hugely in favor of mucking with it.
For a gun-focused genre, sure I could see making some tweaks. But that's about as far as I'd really want to go.
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Post by CRTaylor on Mar 26, 2014 17:25:44 GMT
Well there's a difference between legitimate targets and what you tend to hit. You CAN shoot someone's legs as easily as you can their arms or shoulders, but what I'm referring to is what is most likely to be hit when fighting in hand to hand combat; same as a gun. Nothing compels a shooter to go for center mass, its just the target you'll hit most reliably. Also, I think there's a pretty big difference between unarmed combat and armed combat just in terms of the need for blocking and defense.
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Post by Tasha on Mar 27, 2014 3:09:51 GMT
My experience with HTH is pretty much the opposite. Legs and feet are a legitimate targets. The head and vitals are high-value targets. You do not randomly aim for the center of mass, that's a terrible strategy. The hit location chart we have now is pretty good for superhero punch-outs and low-tech (fantasy) combat, and honestly I'm not hugely in favor of mucking with it. For a gun-focused genre, sure I could see making some tweaks. But that's about as far as I'd really want to go. The only real problem with it is that Normal Attacks are totally screwed when using Hit Location. I wish a few more locations were full stun locations on the HL chart.
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gojira
Double Digit Master
in a rubber monster suit.
Posts: 85
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Post by gojira on Mar 27, 2014 3:24:30 GMT
Hmm, I'm not following, Tasha. Did you quote the right post? I guess if you meant to quote one of the previous posts, then perhaps you thought I meant to remove the Stun multiplier for normal damage entirely. I did not. What I meant was N Stun and Body X are nearly identical, and could be combined. So you'd have a Stun X for weapons (killing) and you'd have a generic multiple for both Normal Stun and all Body. N Stun and Body X would use the same column in other words. The only difference would be, numerically, that you'd now multiply Normal Stun by 1 for a punch to the stomach, and 2 for a punch to the vitals; before you multiplied both of those by 1.5. Otherwise, all multiples for N Stun and Body X would be exactly the same.
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Post by CRTaylor on Mar 27, 2014 17:48:30 GMT
Hitting the limbs is always disappointing (unless you have a reason to want to) on the hit location chart but its a pretty realistic result. One thing that I find very unrealistic, but in the game for balance and consistency of design is the penalties for hitting a specific location on a person. They're probably reasonable for ranged combat, but in melee its a lot easier to hit a target's head than a DCV of 11 on an untrained fighter.
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Post by CRTaylor on Mar 28, 2014 15:30:15 GMT
Something I definitely would want in a 7th edition is the return of Suppress instead of being folded into Drain, and removing Deflection for Missile Deflection. But this time make it clear that you can deflect only missiles with the power, not just anything.
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Post by rjcurrie on Mar 29, 2014 4:53:05 GMT
Something I definitely would want in a 7th edition is the return of Suppress instead of being folded into Drain, and removing Deflection for Missile Deflection. But this time make it clear that you can deflect only missiles with the power, not just anything. Why limit it explicitly to missiles?
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Post by CRTaylor on Mar 29, 2014 5:07:23 GMT
Because its "missile" deflection, which you can specifically buy attacks limited to being able to be deflected as a missile attack. That's the classic effect in comics and fiction, movies etc. You can have energy "missiles" which are deflectable, but the power, according to official 5th edition rules, was able to deflect ALL attacks of any kind when bought up to the max level of effect.
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Post by rjcurrie on Mar 29, 2014 5:15:56 GMT
Because its "missile" deflection, which you can specifically buy attacks limited to being able to be deflected as a missile attack. That's the classic effect in comics and fiction, movies etc. You can have energy "missiles" which are deflectable, but the power, according to official 5th edition rules, was able to deflect ALL attacks of any kind when bought up to the max level of effect. I'm still not seeing the issue. If you want classic Missile Deflection, you only buy it up to the level that deflects "missiles".
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Post by CRTaylor on Mar 29, 2014 15:36:18 GMT
Because the new system assumes everyone can deflect without having any special skill; that I can bat aside spears and arrows just with a block roll.
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Post by Tasha on Mar 31, 2014 2:37:37 GMT
Because the new system assumes everyone can deflect without having any special skill; that I can bat aside spears and arrows just with a block roll. Not really seeing the issue. It makes sense that someone with enough training can Block an incoming Thrown weapon attack, or if they are good enough and have the right armor even Gunshots and Energy Blasts ( ie blasters et al). It means that Martial Artists can be assumed to be able to do it without a separate power. They do need a Power if they are going to Reflect the attack.
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Post by CRTaylor on Mar 31, 2014 4:15:47 GMT
Well that would be the issue: it takes no special power to deflect bullets. Repeat that a few times out loud.
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gojira
Double Digit Master
in a rubber monster suit.
Posts: 85
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Post by gojira on Mar 31, 2014 4:20:47 GMT
OK, now I'm lost. What does "it takes no special power to deflect bullets" refer to?
If you mean armor or concrete walls, that's just a bunch of rPD.
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Post by Tasha on Mar 31, 2014 17:34:58 GMT
Well that would be the issue: it takes no special power to deflect bullets. Repeat that a few times out loud. Before 6e we had a situation where if one had a Shield or otherwise high DCV one could avoid Bullets, or have their shield protect them. Since we have shields that allow a PC to be passively protected from Bullets, then it seems silly to not be able to actively use one to Block (ie Deflect) Bullets and other projectiles. Instead of a special addon power, we just removed the middleman and started to call it Block and Dodge. It's a simplification that actually makes stuff more simple. Instead of aborting and making a special roll, now you abort to block. You use the maneuvers that are built into the system. This works great for Champions. For other systems, it's ok for the GM to say "you can't Deflect Bullets, Spells, Blasters, Lasers etc" unless you have this Magic/Technology. It makes the system more internally consistent.
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