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metadragon
06-14-2005, 09:03 PM
Hello,

I've been a fan of the D6 system for a while - got the Metabarons game when it first came out and really liked it. I was really excited when I heard about a D6 superheroes game - I wanted to like the D6 legend DC Heroes game, but there were a lot of wierd mechanical effects (such as superman being unable to damage a thug in a bulletproof vest).

Recently picked up the Godsend Agenda game and really like what I see. Sort of a combination of Wildcats and Chariots of the Gods. That being said, I have a question about the Wounds vs Body points option. I think the rules have been edited with the Wounds option being the default. No problem there, but I am interested in using the body point option, so on to the question: Are the armor ratings the same for the two damage systems? There are conversion guidelines between D6 classic and D6 legend on the WEG site that essentially state the converted armour values are 8 times the D code from D6 classic. For example, heavy armor of +2D to Str roll would be 16 point armor in D6 Legend.

The rules seem to indicate there is no difference - that +2D Str (or Physique) is the same as 2D added to damage resistance. This is fine except that it really hoses supers who choose the body armor power (2 pts per level). So Iron Shield has to get at leat 8 levels to body armor to be reasonably protected from a medium pistol(4D damage). I was going to house rule a 4 point protection/ level Body Armour in my game.

As the rules stand, "brick" supers must rely on large numbers of body points to survive heavy combat and most characters are had better not be hit. Even the high level alien gods only have 30 or so body points...

Thanks in advance,

Metadragon

prophet118
06-15-2005, 04:55 AM
i dont have an answer for that... but remember, when they wrote the game, they had to chose one or the other (Wounds/Body points) mentioning both each time would have been silly

Jerry D. Grayson
06-15-2005, 01:15 PM
Recently picked up the Godsend Agenda game and really like what I see. Sort of a combination of Wildcats and Chariots of the Gods. That being said, I have a question about the Wounds vs Body points option. I think the rules have been edited with the Wounds option being the default.

The default is body points but the game ca be played both ways.



No problem there, but I am interested in using the body point option, so on to the question: Are the armor ratings the same for the two damage systems? There are conversion guidelines between D6 classic and D6 legend on the WEG site that essentially state the converted armour values are 8 times the D code from D6 classic. For example, heavy armor of +2D to Str roll would be 16 point armor in D6 Legend.

GODSEND Agenda uses the same system used by the new D6 Adventuer book. GODSEND agenda takes stuff here and there from DC Universe but not the Legend system. I love the system but thought it better to make the game compatible (to a degree) with the most current system.



The rules seem to indicate there is no difference - that +2D Str (or Physique) is the same as 2D added to damage resistance. This is fine except that it really hoses supers who choose the body armor power (2 pts per level). So Iron Shield has to get at leat 8 levels to body armor to be reasonably protected from a medium pistol(4D damage). I was going to house rule a 4 point protection/ level Body Amour in my game.

Change body armor so that it give the character 1D for every rank they have instead of two points per rank. This should work out for you



As the rules stand, "brick" supers must rely on large numbers of body points to survive heavy combat and most characters are had better not be hit. Even the high level alien gods only have 30 or so body points...

Thanks in advance,

Metadragon
Body points are very cheap to buy. Three ranks of Extra Body Points cost 3 character points at creation.

Most characters have some way of dealing with damage. Most players in my game built their characters either to withstand a lot of damage (the Brick Misty Whitehall) while others took the other route and try not to get hit (the speedster Krank) , and others have a more traditional way of dealing with damage (the martial artist Malik who has energy absorption)..

It may not look right on paper but it works in actual play. Belive me. Dice mya have an avenager roll but I can tell you they don’t always roll average. Last week I rolled a total of 12 on 7 dice….it was a sad day

prophet118
06-15-2005, 01:18 PM
there theres me, who has gotten upwards of 60's on 5 dice

Jerry D. Grayson
06-15-2005, 01:21 PM
gotta love that wild die :p

prophet118
06-15-2005, 03:00 PM
indeed :D

metadragon
06-15-2005, 06:30 PM
Thanks for the replies guys.

I like the idea of D6 vs D6 in terms of damage. It more or less corrsponds with what I had in mind (4 pts/level).

Putting together a campaign that features "Mant!" - Man and Ant! with a tough, bulletproof carapace among other powers. Other characters include Falco (sword-wielding Neo clone and alien scion) and Shamando (Shadow Commando - a member of Black October). I figure Falco will do a lot of dodging (bullet time?) while Shamando will have a good mix of dodging and armor toughness.

Later,

metadragon

prophet118
06-15-2005, 06:41 PM
i made a power, specifically designed to mimic bullet time

look in my powers thread for it, its Slow Motion Control

id love to see it tested out by someone other than me

Jerry D. Grayson
06-15-2005, 07:37 PM
I like the sound of the character names. It reminds me of Kirby characters. OMAC, Komandi, and the like.

Jerry D. Grayson
06-15-2005, 07:42 PM
A good template for dodging a lot would include these powers

And a high dodge skill with (a specialization in dodging multiple opponents or something to that effect would be good too)
Fast reaction
Super reflexes
Super Speed

prophet118
06-16-2005, 07:18 AM
or just using slow motion control..lol

since the point of bullet time in the matrix was not that you were actually faster than the agents, but that you didnt play by the rules of their world

Jerry D. Grayson
06-16-2005, 07:25 AM
If that fits your concept but what about if you are playing a Spiderman or Cpt America type. Slowing things down around you in a Time Manipulation special effect.

prophet118
06-16-2005, 07:26 AM
i dont recall the spiderman/cap concepts including time manip...for that case you would use high dodge pools, its all in concept.