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Re: (TFT) GURPS combat complexity etc.
ok so here lets muck around a bit more on the domain dictioanry for hero
Average human speed is 2.
Average agent speed is 2-3
Average super hero speed is 3-4 for bricks.
Average super hero shooter is 4-5 speed.
Martial artist super heroes range 5-6.
Speedster super heroes go speed 5-7.
Ive rarely seen speeds higher than 8.
OCV averages are dynamic in the game also, the way TFT adjusts dex moves
3 ocv for average joe with a fist or a gun.
3-5 for agents
4-5 for super agents
4-6 for super bricks
4-7 for super shooters
5-8 for super martial artists
DCV's are dynamic in the game also, the way TFT adjusts dex moves around.
look at all the numbers above and add an extra +3dcv for dodging and going
Weapons for fantasy are taken out of the fantasy hero book or built with
1h swords and hand and a halfers can range from 1d6+1k or so.
k is for killing, as opposed to normal)
A killing dice is equal to 15pts of str. So a killing dice is equal to 3d6
of normal damage.
Damage is split into 2 types.
killing damage ignores physical defense/toughness. Stab someoone and
normal skin gives like a grape skin. SPLORCH. killing is applied to body 1
for 1, and applied to con as total bod dam * 1d6-1.
thusly an average 2d6 sword attack could do 7pts of body, and 21 stun
awwww.... unconscious but not dead.
Thats pretty deadly eh mate?
a normal non killing die of damage does body also:
if you roll a 1 on a single normal die: you do 0 body damage. 2-5 pips
does 1 body of damage, and 6pips does 2 body damage. armor reduces body
damage normal damage is just accumulated of you dice and applied to con.
Brett? whats your experience with these numbers. Close?
On Fri, Jun 8, 2012 at 2:29 AM, Jay Carlisle <email@example.com> wrote:
> Dear friend, Hero games has done a nice job of this using speed.
> speed is (Dex / 10) +1.
> Average DX is 10 in Herogames so:
> average human is speed 2. supers are speed 3.
> max segments: 12
> Got you Sir.
> Uhhh quick question please?
> Define speed 1.
> As I recall we are talking 5 second turns but I've played the MMORPG
> Champions much more recently and phases are out the window there.
> Still I've had luck with RPG translations of some of the quest structures
> and the swinging chain weapons.
> The numbers in the mechanics need to be able to communicate imaginative
> information to the players and having to learn why "these go up to eleven"
> is a misdirection that such an Illusion shant get from me.
> I give no respect I tell ya.
> Tell me how my reference material fits into the system and I can't bitch
> but I was forced into an arbiter position simply from the lack.
> I know what the point is but so far the movement to contact ain't popped me
> in the melon.
> b Everyone has talent. What's rare is the courage to follow it to the dark
> places where it leads.b
> b Erica Jong <http://www.goodreads.com/author/show/6085.Erica_Jong>
> Yeah, that sounds so wise but maybe don't tell things like this to a
> The problem is how to get from a number as a symbol for something in the
> system into each players head as a concept that agrees with the group
> during play.
> Simple is good until you forget to define the single unit.
> Saying ST 10 is average doesn't define 1 point of ST.
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