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DFRPG / Re: Fixing Recovery powers.
« on: June 26, 2014, 10:44:14 PM »
@Large numbers of attacks:
The first combat is against a group of thugs. 6 thugs which can be taken out with 1 attack each, more or less. About 20 attacks is pretty much how it ends up.
The second combat is against a duo of mid-power guys that could be taken out in about 3 attacks each. 9-10 attacks by the time you win is pretty much how it ends up.
The fourth combat with the wizard is how many offensive spells the NPC wizard would have available for offense.
Several fights in the books are way bigger and uglier than that as far as opponent numbers go.
@maneuvers;
The guy with the speed is assumed to succeed in the maneuvers he needs because he rolls athletics at Legendary. The other guys will not be successful all of the time. And if you spend an exchange for 1 maneuver you might not succeed in, more numerous opponents can do the same - and they get more chances to succeed.
@alpha strike;
You can't alpha-strike a speedster. He goes first. He can take as many turns as he wants moving 3 zones and around a corner and then doing an athletics-related maneuver at his Legendary athletics. He'll be committing to the attack only when he has you "Outflanked", "Outmaneuvered", and when he's "In Perfect Balance", has a "Running Start" and he's "Attacking From Behind", so either his first defense is a whopping +18 and you'll miss or his first attack will be sufficiently boosted to hit you with a couple consequences.
@no armor:
If you want an armor that would work vs all attack types and doesn't get destroyed after stopping a few blows, you need either Toughness or an Item of Power that happens to be armor. Normal armor won't work in all cases and it can easily be broken.
That said, normal armor only skews the results in comparison to toughness.
The first combat is against a group of thugs. 6 thugs which can be taken out with 1 attack each, more or less. About 20 attacks is pretty much how it ends up.
The second combat is against a duo of mid-power guys that could be taken out in about 3 attacks each. 9-10 attacks by the time you win is pretty much how it ends up.
The fourth combat with the wizard is how many offensive spells the NPC wizard would have available for offense.
Several fights in the books are way bigger and uglier than that as far as opponent numbers go.
@maneuvers;
The guy with the speed is assumed to succeed in the maneuvers he needs because he rolls athletics at Legendary. The other guys will not be successful all of the time. And if you spend an exchange for 1 maneuver you might not succeed in, more numerous opponents can do the same - and they get more chances to succeed.
@alpha strike;
You can't alpha-strike a speedster. He goes first. He can take as many turns as he wants moving 3 zones and around a corner and then doing an athletics-related maneuver at his Legendary athletics. He'll be committing to the attack only when he has you "Outflanked", "Outmaneuvered", and when he's "In Perfect Balance", has a "Running Start" and he's "Attacking From Behind", so either his first defense is a whopping +18 and you'll miss or his first attack will be sufficiently boosted to hit you with a couple consequences.
@no armor:
If you want an armor that would work vs all attack types and doesn't get destroyed after stopping a few blows, you need either Toughness or an Item of Power that happens to be armor. Normal armor won't work in all cases and it can easily be broken.
That said, normal armor only skews the results in comparison to toughness.