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[ORE] Re: Call Assist

I'll take a crack at this (full disclosure...I'm new to the game but I just joined the group for exactly this reason).  


I would be hesitant in allowing a followup attack outside of the normal attacks someone has in a single round.  Sure, it can be done based on the rules of this game.  But it would be a special power designed solely for you only to trigger after your attack, which then allows you to call up another PC next to you and your opponent, allowing them a free attack. 


Consider this, unless that PC was already next to you when you triggered your special attack, you would need something like a teleport other miracle to allow someone else a shot at hitting the same target you had previously attacked. The mechanics are there for you to build this power with miracles, flaws and extras, but does it fit your Archetype, character background or overall power theme?  Are you the only one that will be able to use this miracle/power?

 

Here's how I would try building it.  To me, it sounds like it's more a highly practiced and trained group maneuver than a new miracle?  So, I'm going with that route.  


First, I'm going to create a new Special Maneuver based on some of the good examples already created in the rule book (as a House Rule/Special Maneuver, of course).  

Second, a special maneuver like this should allow melee & ranged weapons, miracles that work as melee and ranged attacks, or just about any crazy use of skills, powers and or devices the players/opponents can use.  

Third, it should justifiably be a extremely or very difficult thing to pull off, so I've decided to be deliberately (semi) harsh for balance purposes.  At least from my perspective, as a GM, a "Call Assist" attempt with brand new, untrained participants should be rare occurrence.  But a properly trained group of players or opponents, with points allocated for these types of maneuvers or individuals with over 10 dice in their dice pools, should have a better chance at a team combo attack.  Just imagine a heavy-duty, fully armored, tough opponent knocked out in one fell swoop!

 

So…how does this sound.

 

Special Maneuver:

 

Name - Call Assist (or other name example: Fast Ball Special)

Modifiers:  Choose the lowest attack dice pool from all participants (like when attempting multiple actions) and apply the normal -1d penalty to the attack pool for special maneuver. Also, subtract another -1d penalty per additional participant in this special maneuver (this provides the option for more simultaneous attacks/attackers to be added).  Finally, see the other additional modifiers as described below.

 

This special maneuver allows highly, practiced and trained team members to coordinate a "one-two" (possible higher) combination attack.   Individuals wanting to use this special maneuver must declare this attempt during the Declaration Phase, otherwise this maneuver cannot be accomplished.  If properly executed, it allows two or more individuals to technically combine their attacks on one opponent to occur at the same initiative.  Example, the attacks take place consecutively, one after the other, during the initiative of the first attacker.  This is a highly complicated and difficult maneuver. For it to be accomplished with another team member, as stated before, the secondary attacker(s) must be a willing participant, and they should not have already taken an action in this combat turn. Simply put, due to the precision and split-second timing in this maneuver, everyone still rolls their One Roll but all attacks take place on the best initiative of all those involved in the maneuver. Players keep all other aspects of their rolls (hit location, width and damage). Once their individual attacks have been completed, whether any of them were successful or not, each participating individual in this maneuver is considered to be done for their turn in initiative.  This maneuver cannot be combined with other special maneuvers. 

 

Further complicating this special maneuver, the distance to the target modifies the attacking dice pools of each participating individual as well:

 

Melee range: Your dice pool is unaffected.

Short range: Your dice pool is unaffected.

Long range: Reduce your pool by one additional die.

Extreme range: Reduce your roll by one gobble die as well.



And there you have it.  As an example, two players participating in this attack would DECLARE they're attempting this special maneuvers.  They would need decide who has the lowest attack dice pool and then subtract -2d from it and their attack dice pools.  If there are no more modifiers.  All players and opponents would next ROLL their attacks.  Important: All players attempting the special maneuver share the same initiative roll, but still keep all other aspects of their die rolls.  RESOLVE: If they have a matching set greater than their opponent initiative, they have succeeded in their attack and can complete their actions in consecutive order.  That's it.  

Ok, maybe just a few other things.  

Just to be clear, the real advantage of this special maneuver is allowing multiple attackers to take their attacks all at once on one (good) initiative.  Potentially, it literally allows two or more individuals to jump ahead of their rolled initiative.  Sure, there's no guarantee any one of the individuals rolling will roll the "highest initiative" in that combat turn, so if their initiative roll is lower than your opponent, then this special maneuver attack misses.  But a good, sneaky player/group can figure out how to game this maneuver with everyone else in their group, keeping a similarly high dice pool for the attack in this special maneuver and maybe having one of them having the Go First extra.  No doubt about it, going first with multiple (successful) attacks has a tremendous advantage. 

As a GM, you can limit it to two individuals per this special maneuver, especially if you think this is too powerful, but with the progressive modifier as more participants are added to this special maneuver, I think its mitigated.  Personally, I would allow as many PCs as they want to add, because nothing is guaranteed. Remember, they need to lower their dice pools with each participant.  Per the rules, first with the Hard dice, followed by regular dice and then with wiggle dice.  The best reason to allow this is to provide an instance like the entire original X-men attacking a single Sentinel and pulling off a perfectly timed, special maneuver.  

One thing for sure, I would not allow the use of this maneuver then also provide more attacks in one round.  We must keep the balance!

If you decide to build it as a power, I would love to see it. 

Martin.



On Wednesday, October 17, 2018 at 2:07:45 PM UTC-5, matt wrote:
I've been playing the DC Legends mobile game lately. Some of the characters have an ability named "Call Assist". 
They make an attack and then someone else on their team makes a second followup attack. This followup attack is outside the normal attacks for the round.

How would you make it in Wild Talents?
Have it be an attack quality that uses your die roll but the teams attack power?
Have them make their own roll?

I'm a bit muddled in this. Anyone have some ideas?

Thanks,
Matt

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