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Heightened Power

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loudriver
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Heightened Power

Post by loudriver »

I'm having a little trouble understanding this power the way it's written. Can someone give me an example of how it works.

So Mr. Mann, with a Brawn of 3 has hit the evil Dr. Bogus, he has the Heightened power....SO
I roll my 2d6 and get a 9
I then multiply it by my Brawn so 27
Now I add my Heightened Result Bonus of +3 so
30 is the amount of damage Dr. Bogus has to try and soak?
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BASHMAN
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Post by BASHMAN »

That is correct.
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loudriver
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Post by loudriver »

Thanks Bashman, I had a long discussion with one of my players about this last night. We actually did all the math, created an excel spreadsheet and wanted to see how Heightened would behave if put in front of the Multiplier. I felt it was a cheaper way of buying an extra point of an attribute for half the cost.
I'm toying with a house rule of letting the player decide when they use their Heightened Power to decide if they would prefer the +3 OR have a 1d6.
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BASHMAN
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Post by BASHMAN »

If you put the heightened +3 before multiplying the result would be +3M to every roll, where M is the multiplier. So if you are rolling x5, and you roll a 7, that increases your roll from 35 to 50. Compare that to impriving the multiplier to x6, which is only a 42. In that situation, we can see that the suggestion of making it a +3 Dice Bonus (before the multiplier) is far too much.

I did the math too. An average 2d6 roll yields a result of 7. So getting a +3 to the result of a roll basically gives you half that (rounded down).

In essence, using Rules as Written, Heightened effectively acts as a "half rank" between multipliers. That is its purpose.

Breaking down average rolls by multiplier, we get the following:

x1 = 7
x1+3 = 10
x2 = 14
x2+3 = 17
x3 = 21
x3+3 = 24
x4 = 28
x4+3 = 31
x5 = 35

As you can see, it bridges the gap *on an average roll*. That is why it is only 1 point.

I do like your idea of letting the person get to add 1d6, but I would not allow that extra D6 to be considered for the purposes of "doubles" obviously. If you wanted to, I suppose you could let it explode on a 6, but just know that doing so makes Heightened much more powerful than it was intended to be, and perhaps too good.
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loudriver
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Post by loudriver »

Okay, I see where you were coming from with Heightened now. As for the D6, it would NOT explode, and just be a bit of a gamble for the player.
Do you want an extra 3 pts, or a chance at 6pts? Just to add a little more flavor.
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WaylanderPK
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Post by WaylanderPK »

I like the idea of heightened adding +1 to the dice. The way I see it this means the character is more likely to reach their "maxium" potential (sans exploding) roll.
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WaylanderPK
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Post by WaylanderPK »

I like the idea of heightened adding +1 to the dice. The way I see it this means the character is more likely to reach their "maxium" potential (sans exploding) roll.
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Nestor
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Post by Nestor »

Sorry for resurrecting the thread, but I have a question.

If using a melee weapon, do I add the Heightened Modifier to the Damage? In other words, if my character with 2+3 Brawn hits his enemy with a sword, is the Damage (2d6*2)+13?
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MrJupiter
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Post by MrJupiter »

Nestor wrote:Sorry for resurrecting the thread, but I have a question.

If using a melee weapon, do I add the Heightened Modifier to the Damage? In other words, if my character with 2+3 Brawn hits his enemy with a sword, is the Damage (2d6*2)+13?
That's exactly how I would interpret the melee weapon damage done by a character with Heightened Brawn.
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BASHMAN
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Post by BASHMAN »

MrJupiter wrote:
Nestor wrote:Sorry for resurrecting the thread, but I have a question.

If using a melee weapon, do I add the Heightened Modifier to the Damage? In other words, if my character with 2+3 Brawn hits his enemy with a sword, is the Damage (2d6*2)+13?
That's exactly how I would interpret the melee weapon damage done by a character with Heightened Brawn.
Me too.
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