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Author Topic: V&V 3.0™ Powers
Rusty001
Street-Level Hero
Posts: 5
Post Re: V&V 3.0™ Powers
on: July 9, 2011, 14:18

True, I missed the post where you outlined how your figuring out carrying capacity and movement and all that before my last post. The one suggestion that I would make, no matter where you go with this that you leave the ability for those charts to go up. If they have to be refigured because of the change in how the values are deemed or how long a turn is that's cool but definitely leave the ability for geeks like me to go hey, I wonder how fast warp 1 is in inches per turn, and how bad it'll hurt when a ship crashes at that speed :)

Jeff
Administrator
Posts: 854
Post Re: V&V 3.0™ Powers
on: July 10, 2011, 15:42

Will do! :)

-Jeff

Knightsky
Cosmic Superhero
Posts: 109
Post Re: V&V 3.0™ Powers
on: July 10, 2011, 19:25

Quote from Rusty001 on July 9, 2011, 14:18
True, I missed the post where you outlined how your figuring out carrying capacity

I missed this part, as well. Is it in this thread, or elsewhere?

calebhero
Cosmic Superhero
Posts: 348
Post Re: V&V 3.0™ Powers
on: July 10, 2011, 20:07

It is on the table for the second entry on this thread

http://monkeyhousegames.com/?page_id=18&mingleforumaction=viewtopic&t=704.0

Look up the Strength in the first column and the Carrying Capacity is in the second column

The first entry in the left column is 0 and 8 is the second column. A character with 0 Strength has a Carrying Capacity of 8 lbs.

Knightsky
Cosmic Superhero
Posts: 109
Post Re: V&V 3.0™ Powers
on: July 11, 2011, 17:35

Ah, thank you very much!

IndieComic-
sFan
Cosmic Superhero
Posts: 537
Post Re: V&V 3.0™ Powers
on: January 30, 2012, 08:57

Edi: NM...After reading a few more pages into the thread I see most of my points already were addressed.

Tempest
Cosmic Superhero
Posts: 262
Post Re: V&V 3.0™ Powers
on: April 16, 2012, 14:44

A question and/or suggestion for Jeff and Jack:

Having done further thinking about the whole Invulnerability issue, a thought occurred: in addition to the whole ablation/threshold point, as exemplified by V&V and M&M, the old Marvel Superheroes game had what might be considered the best possible blend - Invulnerability would protect an individual or thing, up to a certain point, after which any superseding damage would carry through and be taken off the character's FASE total. Now, one of the down points about the MSH was that, like M&M, damage was static - if a character did 10 points per hit, it was always going to be 10 points per hit; ergo, no matter what the player rolled on the percentile dice for the to-hit, the target was never going to be damaged if he/she/it had 10 points or more Invulnerability.

I was wondering if the V&V 3.0 Invulnerability was going to work along the lines of the following: Standard Invulnerability would be, say, 10 points - this means that every time the character is hit, 11 points must be inflicted before the character can actually be affected. However, because of the non-static nature of V&V's damage system, it might be possible to overcome that protection if the damage roll is high enough - especially if the striking character has a decent damage bonus due to Agility and/or Intelligence. Similarly, even with a high-damage attack, the striking character might roll crappily enough to allow the strikee to escape the effects of a "glancing" hit.

One final point that I'd like to note, as a positive measure of the MSH system, was the fact that high enough rolls on the percentile dice could result in a "Slam" or "Stun" effect, even if the shot itself did no damage. I was wondering if this sort of add-on might be a consideration for the new system: that if a player needs a 10 to hit, then a roll of 15 or over will result in a potential "Slam" as well as a damage roll, and knock the victim to the ground and necessitating the use of an action to get back up, and an 18 or higher would result in a "Stun" threat, resulting in no offensive actions or moves over 1" for the rest of the round; these potential outcomes could apply even if the damage roll itself was insufficient to overcome innate Invulnerability. The recipient of the shot would be able to make a resistance roll to avoid these effects, based on Endurance, and using the Saves & Tasks table, with a penalty to the roll established by how many points the Invulnerability was overcome by.

Again, no idea whether this is something that's already been considered and rejected, but thought it might be worth submitting for commentary.

Jeff
Administrator
Posts: 854
Post Re: V&V 3.0™ Powers
on: February 5, 2013, 20:10

Quote from Tempest on April 16, 2012, 14:44
...the old Marvel Superheroes game had what might be considered the best possible blend - Invulnerability would protect an individual or thing, up to a certain point, after which any superseding damage would carry through and be taken off the character's FASE total.

That's how Armor works now in V&V 3.0: you have a certain number of points of armor protection against various damage types, and you subtract that amount from damage you take before rolling or taking hit point damage.

There's been an Invulnerability mechanic in 3.0 for quite some time now, but I'm still not happy with it, so I'm still not prepared to reveal it. The basic idea is that while it provides MUCH more protection that Armor, it protects against a much narrower range of damage types. We're working on it...

I was wondering if this sort of add-on might be a consideration for the new system: that if a player needs a 10 to hit, then a roll of 15 or over will result in a potential "Slam" as well as a damage roll, and knock the victim to the ground and necessitating the use of an action to get back up, and an 18 or higher would result in a "Stun" threat, resulting in no offensive actions or moves over 1" for the rest of the round...

We have mechanics in place which cover knockdowns and 'stun' :)

-Jeff

Tempest
Cosmic Superhero
Posts: 262
Post Re: V&V 3.0™ Powers
on: February 5, 2013, 23:37

Thank you for the update, Jeff. Very pleased to read about these game-engine tuneups on what has proved to be one of all superhero RPGs' biggest sticking points; this gives me great confidence for the viability of the new system. Again, as has been stated many times before: hoping that unpleasant external situations can be cleared up as quickly as possible so that we might start engaging in some out-of-house playtesting with approved and enthusiastic individuals. :)

DSumner
Cosmic Superhero
Posts: 1843
Post Re: V&V 3.0™ Powers
on: April 21, 2013, 20:12

Jeff, you planning on previewing any more new of modified powers for comment before the game is released?

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