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Stun house rule
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
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- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
I like it this way. I'd also make the maximum duration of the stun be 3 pages though.Lindharin wrote:Is this with the doubles as trigger? Or any blow that does 10xBrawn pre-soak has some extra stun component?AslanC wrote:They how about this as a comprimisem;
If in one blow, pre-soak, the damage is more than 10xBrawn of the target, there is a Stun potential.
How would we decide the resistance to the Stun and how long should it last?
Since there is already a Brawn component involved that filters out weaker blows, what we're now saying is that despite his/her Brawn the blow was nasty enough to stun (aka Daze?) the target. So maybe treat it like the Daze power. You are already affected by the blow so it is no longer a matter of toughness, but instead it becomes a matter of your will / drive / Mind to shake it off. This avoids the double-dipping of making Brawn your only means of both avoidance and resistance, which means that low Brawn, high Mind characters aren't inherently penalized compared to high Brawn, low Mind characters. One gets dazed more often but can throw it off more easily, the other gets affected less often but has a harder time throwing it off.
If you like that, then it might work like this:
It is triggered by doubles on the damage roll, and requires 10xBrawn pre-soak damage. If stunned, you lose your panel until you roll a 20 mind check (one try per panel). And maybe if you beat the difficulty by 10 or 20 you don't lose your panel?
Just a thought...
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Hey, this is great! High Brawn heroes are hard to stun while high Mind characters are quick to recover: high Agility characters are just plain hard to hit in the first place! It's like a perfect 3-way balance. It also gives players 1 more reason to value a high Mind score.
Now, wasn't there a discussion (somewhere on one of these forums) of the idea of having a STUNNING STRIKE Called Shot?
[That gets me thinking that a cool BAM article might be to have some of these cool rule ideas posted all in one easy reference place.]
Now, wasn't there a discussion (somewhere on one of these forums) of the idea of having a STUNNING STRIKE Called Shot?
[That gets me thinking that a cool BAM article might be to have some of these cool rule ideas posted all in one easy reference place.]
- Heroglyph
- Hero
- Posts: 254
- Joined: Sun May 02, 2010 11:00 pm
- Location: Chicago
Here's another option (based on this discussion) I came up with, though I have no idea if it would actually work well in the game.
It is triggered by doubles on the damage roll.
If damage is actually done to target after soak, then compare the doubles (without adding them together) to targets Strength score. (Pair of ones one would count as 1, not 2, pair of 2's read as two not four, etc. )
If the doubles are equal to or higher than target's STrength, then there is a chance for Stun. Mind 20 check for stun.
If multiple doubles are rolled, add + 1 per exploding die for comparison purposes.
For example:
Captain Amazing hits the Incredible Bulk with a punch. He rolls his damage and gets a pair of four's. He rolls again and gets another four, followed by a 6.
The damage gets through the Bulks Soak.
Compare the Bulk's strength 5 vs the doubles (4 for the initial set of doubles, +1 for the 2nd exploding die=5. This is equal to or higher than the Bulk's strength, so the Bulk must make a Mind 20 check or be stunned.
It is triggered by doubles on the damage roll.
If damage is actually done to target after soak, then compare the doubles (without adding them together) to targets Strength score. (Pair of ones one would count as 1, not 2, pair of 2's read as two not four, etc. )
If the doubles are equal to or higher than target's STrength, then there is a chance for Stun. Mind 20 check for stun.
If multiple doubles are rolled, add + 1 per exploding die for comparison purposes.
For example:
Captain Amazing hits the Incredible Bulk with a punch. He rolls his damage and gets a pair of four's. He rolls again and gets another four, followed by a 6.
The damage gets through the Bulks Soak.
Compare the Bulk's strength 5 vs the doubles (4 for the initial set of doubles, +1 for the 2nd exploding die=5. This is equal to or higher than the Bulk's strength, so the Bulk must make a Mind 20 check or be stunned.
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Hmmm. Interesting alternative. One element of this approach is that you require damage to be done before they can be dazed, while the prior example didn't. I'm torn on which is "better"; it may vary from game to game.
I can see requiring the target to take damage, there is a certain logic to that. But I also like the possibility that a nearly invulnerable character could get dazed by a good shot even though it didn't cause a loss of Hits. I'm not sure which I prefer.
By the way AslanC, have you tried this in your game yet? If so, how'd it go? And are we going to use this in your New Centurions pbp?
I can see requiring the target to take damage, there is a certain logic to that. But I also like the possibility that a nearly invulnerable character could get dazed by a good shot even though it didn't cause a loss of Hits. I'm not sure which I prefer.
By the way AslanC, have you tried this in your game yet? If so, how'd it go? And are we going to use this in your New Centurions pbp?
- AslanC
- Zenith Comics
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