tag:blogger.com,1999:blog-24862363.post117046218763026300..comments2023-06-24T11:06:56.356-04:00Comments on KingSpoom's RPG Design & Theory Junkyard: Attacking defenseUnknownnoreply@blogger.comBlogger3125tag:blogger.com,1999:blog-24862363.post-72850169720601883262009-07-30T22:29:33.909-04:002009-07-30T22:29:33.909-04:00I'm not sure about the later editions of Hero ...I'm not sure about the later editions of Hero Systems. In the early editions there were a few ways which all basically reduced to using an area effect attack of some sort.<br /><br />However, if you declared one of those, the target could abort to Dive for Cover instead, which was even better, if anything.<br /><br />Since both options are reactions to a declared attack, they're pretty hard to avoid. If you've got a high enough OCV you can still hit them... but one has always had to apply campaign guidelines for CV and damage levels in those games.<br /><br />BTW: You didn't "roll to Dodge" in Champions. You declared a Dodge manouevre, which gave you character a big DCV bonus (i.e. effectively gave your opponent a big penalty on her attack roll) - but meant you got no attack roll that phase.<br /><br />I have played through that particular scenario a couple of times, both in one-on-one combats in superhero settings. But it was certainly a possibility in fantasy settings. This was in the earliest editions where END costs for using STR were higher. <br /><br />You needed to set it up though (like so much in Hero Systems) - and restrict the dodging characters damage potential.<br /><br />Sure, its not perfect. Hero Systems is a bit too fiddly for me nowadays - and it always had too many dice.<br /><br />Cheers BwianBwianhttps://www.blogger.com/profile/04193737279288462654noreply@blogger.comtag:blogger.com,1999:blog-24862363.post-65604685675678026532009-07-30T05:28:55.919-04:002009-07-30T05:28:55.919-04:00I haven't played heroes in a while, isn't ...I haven't played heroes in a while, isn't there a way to easily counteract dodging? For example, in Gurps (probably the system I was thinking of when I wrote the post), you can take a penalty to your attack score to give the enemy a penalty to dodge.<br /><br />I've never actually encountered an enemy where the day was won by dodging everything he had until he had no more. I'm sure it's happened before, but not that much.<br /><br />The hero system takes a step in the right direction, I think, but it's not exactly right (for me anyhow).KingSpoomhttps://www.blogger.com/profile/13189135415275260810noreply@blogger.comtag:blogger.com,1999:blog-24862363.post-25301505465117413442009-07-28T06:58:37.330-04:002009-07-28T06:58:37.330-04:00Hero Systems again?
In that system you can abort ...Hero Systems again?<br /><br />In that system you can abort your action to Dodge, which makes you much harder to hit.<br /><br />But some characters get actions more often than others do. This often is enough to avoid stalemate in itself. <br /><br />On top of that, attacking usually costs lots more ENDurance points than does dodging. Most characters can only make a limited number of full strength attacks before being worn out.<br /><br />So you can wear your opponent down without attacking at all - if you are skillful enough.<br /><br />Cheers<br /><br />BwianBwianhttps://www.blogger.com/profile/04193737279288462654noreply@blogger.com