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Post by David Okum on Feb 7, 2016 12:57:39 GMT -5
Alrighty, this is where the final push for the Basic Rulebook will be discussed. I'm looking forward to this for sure as the game has really come a long way from play testing over the years. Your input has been very helpful.
Last night I finalized the power descriptions. I still have to make sure ALL the powers are there. I missed a few from the cards on the play test beta release. I also moved some game mechanics material from the front of the book to the middle in the game play chapter. It makes more sense there.
Tonight I will be finalizing the Game Play Chapter and moving on to the GM Advice Chapter.
I will need your help for deciding which sample heroes and villains and monsters/animals show up in the last section of the book.
I am looking forward to this as usually this is the most lonely part of the writing process. It'll be nice to have people on board.
D.
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Post by Harland M on Feb 7, 2016 15:00:25 GMT -5
Here's my thoughts:
Non-Powered Citizens: Standard Civilian, Policeman, Fireman, Soldier
Monsters: Dragon, Zombie, Vampire Minion, Horror from Beyond
Animals: Dogs/Wolves, Big Cats, Bears
Heros/Villains: Summoner Type (or Druid), Golden-Age Hero with Dog Sidekick, Master Vampire.
Will add more later...
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Post by David Okum on Feb 7, 2016 20:54:06 GMT -5
Here's my thoughts: Non-Powered Citizens: Standard Civilian, Policeman, Fireman, Soldier Monsters: Dragon, Zombie, Vampire Minion, Horror from Beyond Animals: Dogs/Wolves, Big Cats, Bears Heros/Villains: Summoner Type (or Druid), Golden-Age Hero with Dog Sidekick, Master Vampire. Will add more later... Great ideas! Tonight I blocked in the Game Play rules and made sure that it was compatible with Darkfast Dungeons. It will be great to port over some DFD characters and monsters and play them in Save the Day without much or any modification. I also double cross-referenced the powers list and compared it with the character cards. There were a few extra Issue Powers that snuck in from an earlier version of the rules. They may show up again in later supplements, but aren't needed in the Basic Set.
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Post by Harland M on Feb 8, 2016 5:29:19 GMT -5
Speaking of DFD, I only have the basic game. Does the advanced game feature a similar character creation generator?
Also, some thoughts:
Many gear and super-powers have an Area of Effect or explosive area (Cyclops's Optic Blast, Pyro's Flame Throwers, War Machine's rocket launchers). I'm curious as how to build those... especially since I want to import Blowtorch from Champions Universe (a normal guy in a Fire-proof costume with a Flamethrower strapped to his back).
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Post by David Okum on Feb 9, 2016 0:42:56 GMT -5
Speaking of DFD, I only have the basic game. Does the advanced game feature a similar character creation generator? Also, some thoughts: Many gear and super-powers have an Area of Effect or explosive area (Cyclops's Optic Blast, Pyro's Flame Throwers, War Machine's rocket launchers). I'm curious as how to build those... especially since I want to import Blowtorch from Champions Universe (a normal guy in a Fire-proof costume with a Flamethrower strapped to his back). DfD will have a RPG book coming out after Save the Day is released. It will be similar, but less powerful. The Basic Rules will not really cover much of this except as gadgets. The Advanced rules will have Tweaks that can modify existing powers for good and bad. I am toying with having players choose options for Blast. I may still go that route if everyone thinks that it's a good idea for the basic set (I do, I was just trying to keep things relatively simple), but I don't mind adding it.
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Post by David Okum on Feb 9, 2016 0:43:52 GMT -5
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Post by Harland M on Feb 9, 2016 10:47:57 GMT -5
Some more thoughts for Characters the rule book could benefit from IMO:
1 Villain for each Tier (Basic through Cosmic)
A villian that uses a Battle Glider (Green Goblin-esque)... I think we discussed it being a Rank 4 Gear item (Heavy Drone + Rank 1 Vehicle (Flight)... maybe more Gear that combines effects just to show how things could be built (See below)
A Robot Super-Villian (along the lines of Ultron/Brainiac/Mechanon)
Also, here's some Gear Items I've thought up using the basic rules set:
Stealth Suit - Invisiblilty Power, 1 Rank each Stealth and Evasive (Rank 5 Gear) Light Powered Armor - 1 Rank Toughness, 1 Rank Mighty, 1 Rank Physical (Rank 3 Gear) Medium Powered Armor - 2 Ranks Each Toughness, Mighty, Physical (Rank 6 Gear) Dyna-Electric Gauntlet - Light Melee Weapon, Light Taser (Rank 2 Gear) Pneumatic Power Fist - Medium Melee Weapon (Rank 2 Gear) Dyna-Electric Pneumatic Power Fist - Heavy Melee Weapon, Light Taser (Rank 4 Gear) Staff of the Arcane - Light Melee Weapon, +2 Power Skill (Rank 3 Gear)
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Post by David Okum on Feb 9, 2016 20:48:29 GMT -5
Some more thoughts for Characters the rule book could benefit from IMO: 1 Villain for each Tier (Basic through Cosmic) A villian that uses a Battle Glider (Green Goblin-esque)... I think we discussed it being a Rank 4 Gear item (Heavy Drone + Rank 1 Vehicle (Flight)... maybe more Gear that combines effects just to show how things could be built (See below) A Robot Super-Villian (along the lines of Ultron/Brainiac/Mechanon) Also, here's some Gear Items I've thought up using the basic rules set: Stealth Suit - Invisiblilty Power, 1 Rank each Stealth and Evasive (Rank 5 Gear) Light Powered Armor - 1 Rank Toughness, 1 Rank Mighty, 1 Rank Physical (Rank 3 Gear) Medium Powered Armor - 2 Ranks Each Toughness, Mighty, Physical (Rank 6 Gear) Dyna-Electric Gauntlet - Light Melee Weapon, Light Taser (Rank 2 Gear) Pneumatic Power Fist - Medium Melee Weapon (Rank 2 Gear) Dyna-Electric Pneumatic Power Fist - Heavy Melee Weapon, Light Taser (Rank 4 Gear) Staff of the Arcane - Light Melee Weapon, +2 Power Skill (Rank 3 Gear) Nice work on the Gear Items. There will be whole books outlining this stuff so I'm glad to get a start on this. Well done! Re. Blast I expanded the Blast power in a manner similar to the Alternate Movement Power. There is also Lingering Power out there with either a HTH or a Ranged version. I'm not sure if I should collapse it into the Blast and HTH descriptions or just leave it independent. In the meantime I have a Regular Blast with regular range (up to 40 squares/inches) and added a few options: BLAST Blast launches a ranged attack at the Target. The nature of this attack can vary from bolts of energy to debris and rocks churned up by telekinesis. Use the character Shtick, Origin and Class to develop a reasonable explanation. There are a few varieties of Blast available in the Basic Game. BASIC BLAST Attack Rolls are modified as a regular ranged attack with the following range modifiers: Short Range = 10 squares, Medium Range = 20 Squares, and Long Range = 40 Squares. Each Rank after the first adds 3 points to the damage of the attack. AUTOFIRE Multiple hits are possible based on comparing the success of the offensive and defensive rolls. When the number on the dice of an attack roll double the target’s Defensive Roll then 2 hits strike the target and are resolved separetely. If the number on the dice of an an attack roll triples the target’s Defensive Roll then 3 hits strike the target. For example, if an Attacker rolls a 4 and the defender rolls a 2 then they are hit twice. If an attacker rolls a 3 and the defender rolls a 1 they are hit three times. Rank 1 does not add damage, further Ranks add 3 points of damage. Each hit is calculated as a separate attack. Short Range = 6 squares, Medium Range = 12 squares, and Long Range = 24 Squares. AREA This attack targets an area of a 2 Square radius per Rank. The first Rank does no extra damage, each subsequent Rank adds +3 damage. Short Range = 6 squares, Medium Range = 12 squares, and Long Range = 24 Squares. CONE The Cone affects a widening area up to 7 squares. Use a cone template to determine if the target is in range. One attack roll is made against the terrain (vs 1d6 only) and damage is determined. Each Rank after the first adds +3 damage. There are no Range Modifiers for Cone attacks. EXPLOSIVE Explosive Blasts target terrain, not figures. The Blast does full damage to the target square and half damage to the surrounding squares. Each Rank after the first adds +3 damage to the Blast, or doubles the range of the explosion (choose one each Rank). Short Range = 6 squares, Medium Range = 12 squares, and Long Range = 24 Squares. SHOCKWAVE This attack blasts the Squares surrounding the character. The character rolls an attack against the area normally (1d6 Defensive roll, no modifiers). Rank 1 targets the Squares directly beside the character and does no extra Damage. Each Rank after the first either doubles the area of effect of the Shockwave or adds +3 to the damage (choose one each Rank). Am I missing anything? Remember, this is the basic game so advanced options will allow you to tweak powers for greater variety. Do you think I should do something similar for HTH Attack? I think maybe Armour Piercing might be an idea...somewhere in there, but I don't want to overload what's supposed to be Basic.
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Post by Harland M on Feb 10, 2016 7:04:30 GMT -5
I can't think of how Armor Piercing would work past the following:
Panel Power: Armor Piercing Attack When this power is taken, choose a Single Attack. Each Rank of this power reduces the Total Armor value of a Target by 6 points on a Successful Ability Check (6), and 3 points on a Failed Check.
Basically it would function as an additional Rank of Blast or Hand to Hand attack, but instead of increasing Damage Dealt it eliminates a corresponding amount of Armor. It's better than merely taking an extra rank of the power, since it has the POTENTIAL to eliminate all but the toughest armor. I would almost say this power cannot be taken more than once per unique attack...
Here's some math:
Super Blue (Mutant/Blaster) is fighting Cyber-Psycho (Construct/Brute) SB has the Panel Powers Blast and Alternate Power (Energy Powers). Cyber-Pyscho has the power Invulnerable.
SB uses his Alternate Power to add 1 Rank of Armor Piercing to his Blast Power. He rolls a 5 to hit against Cyber-Psycho's 2. Cyber Psycho rolls a total of 8 on his Ability Check for Invulnerable. Super Blue rolls a 7 on his Armor Piercing Ability Check. AP cancels out Invulnerable completely, so Super Blue deals 3 points of damage.
Had Super Blue failed his Activation Check, he would have dealt no damage, unless Cyber-Psycho failed his as well!
If SB merely put a second rank into Blast, using the same math (Offense 5 vs Defense, 2, 8 on Ability check for Invulnerability), Super Blue would have done no damage at all!
Now if Cyber-Psycho had taken +6 Health instead of Invulnerability, Armor Piercing would have done no good and the extra rank of Blast would have Super Blue doing 6 points of damage instead of 3.
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Post by David Okum on Feb 10, 2016 20:40:11 GMT -5
I can't think of how Armor Piercing would work past the following: Panel Power: Armor Piercing Attack When this power is taken, choose a Single Attack. Each Rank of this power reduces the Total Armor value of a Target by 6 points on a Successful Ability Check (6), and 3 points on a Failed Check. Basically it would function as an additional Rank of Blast or Hand to Hand attack, but instead of increasing Damage Dealt it eliminates a corresponding amount of Armor. It's better than merely taking an extra rank of the power, since it has the POTENTIAL to eliminate all but the toughest armor. I would almost say this power cannot be taken more than once per unique attack... Here's some math: Super Blue (Mutant/Blaster) is fighting Cyber-Psycho (Construct/Brute) SB has the Panel Powers Blast and Alternate Power (Energy Powers). Cyber-Pyscho has the power Invulnerable. SB uses his Alternate Power to add 1 Rank of Armor Piercing to his Blast Power. He rolls a 5 to hit against Cyber-Psycho's 2. Cyber Psycho rolls a total of 8 on his Ability Check for Invulnerable. Super Blue rolls a 7 on his Armor Piercing Ability Check. AP cancels out Invulnerable completely, so Super Blue deals 3 points of damage. Had Super Blue failed his Activation Check, he would have dealt no damage, unless Cyber-Psycho failed his as well! If SB merely put a second rank into Blast, using the same math (Offense 5 vs Defense, 2, 8 on Ability check for Invulnerability), Super Blue would have done no damage at all! Now if Cyber-Psycho had taken +6 Health instead of Invulnerability, Armor Piercing would have done no good and the extra rank of Blast would have Super Blue doing 6 points of damage instead of 3. I like this. I've decided to add it as an optional Rank you can add to Blast or HtH Attack. Cool idea.
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Post by Harland M on Feb 11, 2016 0:53:41 GMT -5
Just outta curiosity, are you reworking Toughness so it acts like 1/3 ranks of Invulnerability? (Reduces damage by 2 on an Ability Check (6), 1 on Failure)
I ran a short 1 on 1 encounter and have found it balances better.
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Post by David Okum on Feb 11, 2016 9:52:13 GMT -5
Just outta curiosity, are you reworking Toughness so it acts like 1/3 ranks of Invulnerability? (Reduces damage by 2 on an Ability Check (6), 1 on Failure) I ran a short 1 on 1 encounter and have found it balances better. Based on our play testing we are going to leave it 'as is', but there will be an optional suggestion in the book to play armour and toughness that way (with an ability check).
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Post by David Okum on Feb 14, 2016 12:23:38 GMT -5
I've been working on the Breaking Things table. Based on a few years of Playtesting this seems to be the most regular numbers. Any input or concerns? Attachments:
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Post by bluecloud2k2 on Feb 14, 2016 12:30:21 GMT -5
Those numbers look to be about right.
I'd have to pull out my copy of HERO 5e to really do some comparing, but I see nothing wrong at first glance.
BTW, would a "COMBAT IN ONE PAGE" be possibly available. Something printable in plain text that handles combat step by step?
I could throw something together if I had time, but ask for me for anything but!
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Post by David Okum on Feb 14, 2016 12:38:22 GMT -5
I was hoping to put that together at the end of the last chapter I was working on and plum forgot about it. That's a good idea. I'll see what I can do.
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