My take (which is sometimes different from Chris's!):
1) Damage reduction is from the outside in (as when layering different types of armor), so skills or powers proactively preventing damage first, then armor, then endurance/invulnerability/etc. I haven't seen this issue come up in play, though!
2) I'd let you use each quality while the other is "cooling down" unless you took an If/Then indicating otherwise. Qualities are *very* independent, and for most purposes can be considered separate powers.
3) I'd definitely encourage taking an Attacks quality. Impact damage is two-way and generally nasty. There's always the Cannonball method, though -- have invulnerability, hyperendurance, or even Immunity (impact damage) as an always-on power attached to Flight. Or just be a flying brick who is profoundly unconcerned with the damage they'll (not) take from flying into things at mach 5.
4) Gobble dice are spent (and consumed) individually. If you have a 3x8 gobble set, you can apply two to a 3x4 and one to a 2x7. You are not obligated to spend enough gobble dice to ruin a set. The way I usually explain gobble dice is that when the set comes up in initiative, they turn into gobble dice. Each die can be spent to cancel any one die (of its height or lower) in any set until the end of the turn.
5) Gobble dice reduce width even if they don't ruin a set. This will affect timing as well as damage!
6) I don't see anything amiss in your examples!
Cheers,
Daniel
On Mon, Jun 15, 2015 at 12:10 PM, Blair Monroe <brennanhawkwood@gmail.com> wrote:
My group is finally going to give Wild Talents a try and I've come up with a few questions while helping out with the character building: Some of these I think I know the answer to, but could not find a clear example of the specific situation so I thought I would double-check.--1) What order should the various ways of reducing impact damage be applied? For example, what order would tank apply their endurance, and their LAR and HAR from Invulnerability? The way we assume it should be done is to apply skills/powers first and armor in the order that they are stacked. Is that correct?2) If a character has a power with several qualities and each of them has the Slow flaw, does that mean each individual quality can only be used every other round or does it apply across the full set of qualities? For example, a character has a Useful (healing) quality and an Attack quality as a part of their Life Energy power and each of them have the Slow flaw. Does that prevent the attack from being used every round, but allow the heal and the attack to be alternated, or does using one of them prevent both of them from being used the next round?3) We have a character who is intended to occasionally ram targets (walls, villains, etc.) using his flight power. Can this be handled by having the player roll the Useful(Flight) quality to successfully hit the target and then apply the impact rules to determine the damage to both the target and the character based on the speed the character was flying? I know that we could put the attack quality on the flight power to cover using 'flight' to attack people. Maybe it is our having played too much Champions where the move-by and move-through were standbys in our group, but just using an attack quality instead of 'flying' just doesn't feel 'right' especially when you throw in Boost which increases the speed but not the dice (and therefore not damage).4) When you have Gobble dice from an opposed roll and the opponent has multiple sets, do you spend each individual gobble die to attempt to disrupt as many valid sets as you can, or do you apply all of your gobble dice to each valid opposing set?5) If you are applying gobble dice to a set and it is not enough to ruin the set, is the set applied at its original full width or at the reduced width after the gobble dice are applied?6) Do I have defense, armor and damage right in this mini-scenario:On Round One, Villain attacks with his ZARK power (Attack+1, Capacity: Range) and gets a 3x7 to hit Hero. Hero has HAR 2 and LAR 2 from invulnerability and is not taking any action to defend himself. The HAR 2 knocks 2 dice off of the 3x7 set making it a 1x7 resulting in a 'miss' (the attack+1 has no effect because the attack did not succeed).On Round Two, Villain again attacks with his ZARK power getting a 4x9 to hit Hero. Hero still has HAR2 and LAR2 and is still not defending himself otherwise. The HAR2 drops 2 dice from Villain's 4x9 resulting in a 2x9 which is still a set allowing ViIllain to do 3 Shock and 3 Killing (2 width + 1 quality) to Hero's location 9. Hero's LAR2 then converts the damage to 3 Shock and 1 Killing.On Round Three, Villain attacks with ZARK getting 2x9, a 4x6 and a 4x2. Hero has his invulnerability and has decided to defend himself getting a 2x3 on his Dodge. Hero's HAR2 is applied first due to interference changing Villain's sets to 0x9, 2x6 and 2x2. All remaining sets have a width of 2 so Villain's 2x6 beats the Dodge attempt and hits doing the same 3 shock and 1 killing but to location 6. Hero's Dodge would beat Villain's 2x2, but it is a moot point since Villain was only looking for a single set due to only doing one action (attack).Sorry about the wall of text... we are really looking forward to trying out Wild Talents and appreciate the opportunity your collective greater experience with the system.
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