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Re: [BNW] Re: Teleports, [MATT]
> >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.
I think that there should be a clarrification of this by Matt too.
Although I'M not to worried about it now 'cause the person that was gonna
play the teleporter decided to make a blaster instead. I would agree on
the extra successes to teleport something into someone.
> >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.
Well I don't know how massive damage and the hit points system works (I
can't read the guide's section :) so I can't comment on that. As for
porting people being nasty, remember that the porter has to hit all those
people, and granted he can move around a lot with his power, but still
it's two actions (at least, assuming he hits) to port one guy, so the
amount of damage he can cause is limited significantly by that.
> 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.
This is fine, but that's a house rule you made up. I was talking about the
rules as they are in the book. Sorry if there way any confusion.
-Theo McCracken, whose thoughts and ideas are solely his own and do not,
in any way, reflect those of Jefferson Lab or its staff. Unless of
course there is any money to made off those ideas, in which case the lab
says: "Gimme, gimme, gimme!"