Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.
Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents.
The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.
On Fri, Dec 7, 2012 at 8:12 AM, Adam Rice <brothrrice@yahoo.com> wrote:
This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?
--- On Thu, 12/6/12, Shane Ivey <shane.ivey@gmail.com> wrote:
From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: "cult-of-ore@googlegroups.com" <cult-of-ore@googlegroups.com>
Date: Thursday, December 6, 2012, 8:26 PM
--The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.
Sent from my iPhoneIt gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties. You *will* take penalties for additional actions like attacking (unless they have Spray, too!).
The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.
The way I've been doing it is:
1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray
So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.
If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).
When my players use Spray, they usually go crazy with it and toss it on a lot of qualities. In one case, Hypercoordination with wiggle dice and Spray. Oddly, not a ninja or speedster.
-- Daniel
On Thu, Dec 6, 2012 at 2:31 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
--I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.
How does this work? Allow you to defend using multiple sets? Allow you to multi-action attacking and defending without losing dice?
Somehow I just can't wrap my head around it, so some help is deeply appreciated.
Thanks
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Shane Ivey, Arc Dream Publishing
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