|
Post by Derek Raines on Sept 6, 2009 12:29:59 GMT -5
We tossed some thoughts and ideas on the way home about what Jeff brought up when it comes to multiple actions- what we came up with is that having an amazing "to hit" isn't so bad (mentioned before, it sort of allows the Batman Character to do some dmg along side of Superman) it is the fact that you can take multiple attacks with that amazing "to hit" and really burn down the opposition.
What we came up with is simple, but I think it's worth Beta-ing. Simply impose a -1 Scale for each additional attack and allow attacking until it "drops off the chart."
Thus, a shooter with Epic to hit takes his first shot at epic, his second at Heroic, his third at Normal and his last at Marginal. After that it drops from the scale and caps itself. This eliminates "infinate attacks" while gradually dropping the chances to both hit with tons of attacks and still do insane dmg at the same time due to accuracy. After all, I can't think of many if any Game Systems that don't take this in to mind- multiple attacks simple take more focus and are thus less effective the more you do.
If you want to do a spinning bullet dance where you cinematically send a hot round at all of the enemies surronding you or you want to fill a hallway with covering fire- well, that seems more like an Area attack and not individual shots.
Might be worth trying out.
PS- Quite excited about Thursdays. Wouldn't mind seeing your thoughts on last week's encounter using the new mechanics, Dave.
|
|
|
Post by gamedave on Sept 7, 2009 8:12:02 GMT -5
The problem is, with Mike's power, he starts out with an amazing (well, Legendary) "to hit", so multiple attack penalties have to be harsh to make a difference to him. But most characters will have a Heroic, at best. Take Jeremy's speedster. He has a feat that boosts his attack roll to Heroic, otherwise he would be at Normal. Using the -1 Scale/Action and dropping off the scale, he would get at most two extra actions, no matter how high his Super-Speed Scale is, which doesn't seem quite right.
Also, in the details of your proposal, the first Attack Roll Scale takes no penalties, so there's never any reason not to use multiple attacks, which makes them really powerful.
Here's my suggestion:
COMBO Maneuver Feat Effect: You designate two particular actions. These actions must be specific, such as a one-two punch, or a riposte parry and thrust. Also, you must specify the number of targets affected by your attack when you create the Combo. For example, Double-Tap, which lets you shoot the same target twice, and Twin Shot, which lets you attack two different targets once, would be separate Combos. You may make both actions, with a -1 Scale to both Rolls (if any). You may extend this Combo with additional Feats (1 Feat per additional Action). Each additional Action beyond the first two takes a cumulative -1 Scale penalty. For example, in a Combo with four total Actions (three extra Actions), the first two Actions would be at a -1 Scale penalty, the third Action would be at a -2 Scale penalty, and the the fourth would be at a -3 Scale penalty. These penalties can never drop your Attack Roll scale below Marginal. The total number of extra Actions in your Combo may not exceed your Scale Modifier in the relevant Ability, and you may not have more separate Combos than a number equal to your Level in the relevant Ability plus your Hero Points.
MULTI-TASKING Maneuver Feat Effect: You can take an extra Actions. Unlike the Combo Feat (q.v.), you need not designate what these Actions are when you create this Feat. You may make both actions, with a -1 Scale to both Rolls (if any). You may extend this Multi-Tasking with additional Feats (1 Feat per additional Action). Each additional Action beyond the first two takes a cumulative -1 Scale penalty. For example, when Multi-Tasking with four total Actions (three extra Actions), the first two Actions would be at a -1 Scale penalty, the third Action would be at a -2 Scale penalty, and the the fourth would be at a -3 Scale penalty. These penalties can never drop your Attack Roll scale below Marginal. The total number of extra Actions in you gain from Multi-Tasking may not exceed your Scale Modifier in the relevant Ability.
|
|
|
Post by Derek Raines on Sept 7, 2009 14:38:41 GMT -5
Good ideas! I guess we'll give them a try on Thursday and see how they work out!
|
|