Difference between revisions of "Exemplars rulings"
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Special effects matter. If a power has a particular special effect and a villain has a way to get around what it does even though the rules say that guy is still affected, c'est la vie. Same for characters. If a particular special effect for whatever reason should be particularly effective against a villain or PC, thats gonna happen as well. | Special effects matter. If a power has a particular special effect and a villain has a way to get around what it does even though the rules say that guy is still affected, c'est la vie. Same for characters. If a particular special effect for whatever reason should be particularly effective against a villain or PC, thats gonna happen as well. | ||
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+ | ==Combining Half-Phase Actions== | ||
+ | Sometimes it might be reasonable for a character to perform two half phase actions simultaneously. Sometimes this may mean reduced effectiveness in one or both actions. | ||
+ | |||
+ | Some examples: A character may reload a weapon and make a half move at the same time, but doing so will cost the ability to apply CSLs this phase. A character may make a Riding or Combat Driving roll to move a vehicle and attack at the same time. | ||
==Bullshit Storytelling== | ==Bullshit Storytelling== |
Latest revision as of 21:48, 3 February 2007
We have now had a couple of mock combats. I hope that we are all becoming more familiar with not only the characters that will be played, but also how the rulings will affect the actual gameplay. I am working to become more flexible and more able to adjust in a believable manner in these combats. I hope that once we finally begin this game all of this experience will help us all.
Contents
Clarifications
In this section I will place any rules clarification I find on the net or determine during a mock combat.
Teamwork
As players you probably will not begin the game with the teamwork skill, but you may train and earn it. Many kinds of enemies will have training that will grant them this skill. Here is how combat declarations will be run when teamwork is involved:
Those who wish to coordinate attacks declare their intention. The appropriate skill roll is made. Those who succeed declare their exact attack they will use. Dice are rolled to determine hits (remember multiple attacker bonus). Damage is applied.
PER Rolls
Perception rolls do take the range modifier. During combats, when I ask players to make per rolls to perceive actions assume the standard range penalty unless I declare otherwise. Anyone who wishes to counteract range penalties on perception should buy telescopic with the appropriate sense.
When I call for a PER roll, this is a free action. If a player wishes to scan an area for any reason (to look for targets for example), this is a half action. Actions that are obvious and occurring at normal speed are automatically perceived unless there are extenuating circumstances (character is in combat, vision is obscured by darkness or smoke, etc).
Special Senses
It is your responsibility as a player to know which special senses you have. When an appropriate situation presents itself, declare your intention to use these special senses (in secret if necessary). Retroactive perception of something that a character 'could have' seen will not be allowed.
Special senses are not assumed to be active. For example, if you have N-Ray perception, you may look through objects if you wish, but you arent assumed to be doing so. You will be assumed to be using normal sight unless I am told otherwise.
Presence Attacks
Presence attacks are a vital part of the superhero genre. Presence attacks which use only the characters standard PRE and free actions (except activating of powers) are a free action. Those that require using a power (even if its already activated) require a half (non attack) action.
Presence attacks during combat are at a minimum of -1d6.
Killing Stuff
If players kill enemies, villains or not, most likely they will be prosecuted. Even those players who are lisenced as vigilantes are not real police and will be held accountable to their actions. Even when police kill people there at the very least will be a lengthy review process with the possibility of losing their badge. If a character is convicted and sent to jail, they will be retired permanently. If this seems harsh, it is.
Modifiers
One thing we tend to get away from is granting bonuses and assessing penalties for situations and creativity. Just because a character or enemy paid for xd6 of attack y doesnt mean its effectiveness is static. I want to implement this.
Special effects matter. If a power has a particular special effect and a villain has a way to get around what it does even though the rules say that guy is still affected, c'est la vie. Same for characters. If a particular special effect for whatever reason should be particularly effective against a villain or PC, thats gonna happen as well.
Combining Half-Phase Actions
Sometimes it might be reasonable for a character to perform two half phase actions simultaneously. Sometimes this may mean reduced effectiveness in one or both actions.
Some examples: A character may reload a weapon and make a half move at the same time, but doing so will cost the ability to apply CSLs this phase. A character may make a Riding or Combat Driving roll to move a vehicle and attack at the same time.
Bullshit Storytelling
Ill try not to be guilty of it, but who knows, it might happen. Sometimes I am going to need to have you guys trust me. The nature of the supers genre is that crazy, unbelievable shit happens. The characters are capable of it, NEWS FLASH, so are villains. This includes outside of combat. Sometimes it might seem like Im cheating. Just try to trust me.
During combat I make errors with rules, say something if you believe this to be true. Dont push it though, because it could fall into the realm of the above paragraph. If its really important to you, we can always discuss it after the session until its resolved to our satisfaction.
Creative Use of Powers
Normally you can do something ridiculously cool even if you dont have the power by using the Power skill. If you dont have the Power skill, it might still be allowed (but I might mandate you spend your next 3 XP on the Power skill). One reason I am allocating 25 of each characters points is Im going to try and give players ways to be creative with their powers. Stay tuned.
House Rules
Every once in a while we need to do things our way no matter what the book says. That will be found here.
Difference of Velocities
Hand to hand attacks to not normally take a range penalty. This includes if you have stretching. When using moving hth attacks versus fast moving targets the range penalty will be applied if you are using movement powers that are not accurate or inherent. Any opponent who moved 15 or more inches in the previous phase or has a current velocity of 15 or more inches is considered fast.