Newbish n00b questions, MkII

Rules questions, suggestions, and discussion

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Tzan
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Re: Newbish n00b questions, MkII

Post by Tzan » Wed Oct 25, 2017 2:06 pm

stubby wrote:New rule: regardless of how many heroes or artifacts you have, you're limited to one feat per turn. If multiple heroes and/or artifacts are working together on the same feat, you get to roll more Feat dice and increase your chances of success, but that's it.
That's probably the best way, it keeps things moving along rather than thinking about 5 feats per turn.

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Re: Newbish n00b questions, MkII

Post by sahasrahla » Wed Oct 25, 2017 9:43 pm

Duerer wrote:
stubby wrote:What if we just get rid of crankiness for feats, and just limit the penalty to the skill die itself. One hero has a d10, two heroes have d8s, three heroes have d6es, etc.
This might be a very specific case but what do I do when I field a unit of heroes? Are all skills to be reduced to a d2 or worse?
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just give them all a special Sentai Squad skill that lets them all use D8s or 10s, but they have to work together to preform a feat, or something

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Re: Newbish n00b questions, MkII

Post by Duerer » Thu Oct 26, 2017 1:31 am

I thought about something similar in fact, maybe giving the leader and the 6th member d10 skill while the rest remains at d8.
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Re: Newbish n00b questions, MkII

Post by stubby » Thu Oct 26, 2017 10:04 am

Duerer wrote:This might be a very specific case but what do I do when I field a unit of heroes? Are all skills to be reduced to a d2 or worse?
When have you ever seen somebody put that many heroes in the same scene if the whole point wasn't that 90% of them would be defeated?

Skill dice bottom out at d4, so they'd just be mysteriously incompetent until enough of them were defeated that the survivors' skill dice would start ramping back up again.
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Re: Newbish n00b questions, MkII

Post by Duerer » Thu Oct 26, 2017 4:12 pm

stubby wrote:When have you ever seen somebody put that many heroes in the same scene if the whole point wasn't that 90% of them would be defeated?
Quite a lot of times. It's my daily bread, in fact.
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Re: Newbish n00b questions, MkII

Post by aoffan23 » Fri Oct 27, 2017 3:59 pm

Why not treat the whole unit as a hero? Each member alone is Incompetent, but each member that contributes to a group action increase the skill die size by one (to a maximum of d10). That way they can only operate at full effectiveness if at least 80% of the team is there.
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Re: Newbish n00b questions, MkII

Post by Kommander Ken » Fri Oct 27, 2017 10:06 pm

And for added hilarity, imagine what it'd be like if the group rolls a crit fail.

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Re: Newbish n00b questions, MkII

Post by Omega Prime » Wed Jan 10, 2018 8:27 pm

Kommander Ken wrote:And for added hilarity, imagine what it'd be like if the group rolls a crit fail.
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Re: Newbish n00b questions, MkII

Post by Maraxous » Sat Feb 10, 2018 11:35 am

So if unit has deflection, like from heavy armor, and is hit with a 1d10 explosion. Is that unit disrupted? It wouldn't take any damage.

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Re: Newbish n00b questions, MkII

Post by Texhnophille » Sat Feb 10, 2018 12:39 pm

Maraxous wrote:So if unit has deflection, like from heavy armor, and is hit with a 1d10 explosion. Is that unit disrupted? It wouldn't take any damage.
In games I played, a unit with Deflection had still been considered Disrupted even after deflecting 1d10 explosion.
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Re: Newbish n00b questions, MkII

Post by stubby » Mon Feb 12, 2018 10:08 am

Maraxous wrote:So if unit has deflection, like from heavy armor, and is hit with a 1d10 explosion. Is that unit disrupted? It wouldn't take any damage.
Look for the Secondary Effects on Shielded Targets callout in http://brikwars.com/rules/2010/3.htm#3 . Knockback is based on number of d10s, so it hits first, before Deflection decreases the damage.
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Re: Newbish n00b questions, MkII

Post by Maraxous » Mon Feb 12, 2018 1:05 pm

I really can't believe I overlooked that. :oops:

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Re: Newbish n00b questions, MkII

Post by Gungnir » Thu Feb 15, 2018 11:27 pm

stubby wrote:Knockback is based on number of d10s, so it hits first, before Deflection decreases the damage.
Which makes sense. A unit's armor would block the shrapnel (which is what does all the damage) but the shockwave still hits him full-force.
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Re: Newbish n00b questions, MkII

Post by Maraxous » Sat Feb 17, 2018 6:11 pm

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So I want to have this guy be able to run into groups and, "explode" lightning. While not killing himself with the attack. If I use SN dice, would 1d10 and 1d6 make that work? Or would a shockwave centered on him kill, or disrupt him?

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Re: Newbish n00b questions, MkII

Post by stubby » Mon Feb 19, 2018 7:03 pm

1d10 would be enough. With supernatural effects, an explosion centered on yourself only affects you if you want it to.
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