[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [BNW] Re: Teleports, [MATT]



::SNIP::

> > ::>Can one teleport someone into
> > ::> someone else? If so, do they both take damage?
> > ::
> > ::They would, but this should be very hard to do. I'd say it would 
>::take
> > three extra successes on the navigation roll to pull it off. ::**This 
>would
> > be the same for teleporting something into someone ::else.**
> >
> > Thus spake the Master. =] If people want, I can post the entire msg 
>except
> > for the date. Didn't keep that part of the message.
>
>But that covers the case of teleporting one guy into another or
>teleporting something into someone, not the case of teleporing someone you
>just touched. This is covered by the Teleport Foe trick which, IIRC,
>doesn't require anything beyond a hit in HtH.

Actually, it does, because you always have to touch someone/thing to Port 
them. And then the heart of the issue, that a Navagation roll is required 
for Teleporters when they Port themselves. Why not others? But I think we're 
discussing two seperate issues tho.
1)To Port them into a "safe" area, safe meaning not having to share mocular 
space with another object, then yes, you make a HtH attack to touch them. 
And as I see it, then the Porter makes a Nav roll to place them where they 
want them, or see how far they can place them. Remember, distance of the 
Port is determined by the successes of the Nav roll. I would think that 
would mean you have to do a Nav roll any time you Port, and if the rules say 
different, then it's my house rule b/c it makes sense that way. (GM fiat, 
Ultiamte Power! =]) How do you know how far the Porter sent the person 
without the Nav roll? This I would like to see Matt answer.
2) Porting things into other things. Most of the above applies, just add the 
extra required successes to the equasion. Any leftover successes can be used 
for distance/further tricks.

> > >2. It doesn't do THAT much damage (5d6+5? 5d6+10?), a blaster or a good
> > >pistol can do just as much, at range, maybe more.
> > Maybe as much as a pistol (5D+10 sounds right, my books aren't handy)BUT 
>the
> > damage Ignores All Armour and, IIRC, is Massive Damage. Applied to all
> > locations. That's why Grenades are so nasty, and at least you get armour 
>vs
> > grenades.
>
>Well the blaster does that much (or more) and gets up to 6 shots, at
>range. I don't know if it is massive damage or not. That would make it
>kinda powerful, but as someone pointed out if you use the # of hits system
>for most bad guys massive damage does nothing, right?

Well, we've all agreed that Blasters are a bit on the unbalanced side. =]

Massive damage does one thing tho, Head and Guts wounds. Yes, if you use the 
# of hits system, this does not appear to factor in as much, but if you do 
the combat this way, how many hits does Massive damage count as? One hit for 
each location? Just take the target out of the fight? Porting people into 
things and vice versa is nasty. Massive damage is nasty. A few grenades, and 
it quickly adds up to pulped people.

And the old "Well, this is unbalanced, so it doesn't matter if that is 
unballanced" arguement doesn't wash. Two wrongs and all that. If that's the 
case, let's just let all the characters have attacks that ignore armour or 
do massave damage or something. Or, we can try to make it a little more 
balanced, which IMHO requiring 3 extra successes to Port things into other 
things does.

--
GAry m, minor epot
   aka "Sneezy the Squid"
------------------------------
If you're going to pick a hero, ya know, do your research
   -- Bill Hicks

DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com