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[HoE - Classic] Synaptic Static

 
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SniperJuice
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Joined: 06 Jan 2007
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PostPosted: Sat Mar 14, 2009 9:55 pm    Post subject: [HoE - Classic] Synaptic Static Reply with quote

Out of Curiosity what is suppose to be the recovery roll on Synaptic Static?
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Clint
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PostPosted: Mon Mar 16, 2009 8:36 am    Post subject: Reply with quote

Remind me, which book is that from?
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Clint Black
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SniperJuice
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PostPosted: Mon Mar 16, 2009 3:17 pm    Post subject: Reply with quote

It's from Children o' The Atom
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Clint
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PostPosted: Tue Mar 17, 2009 11:33 am    Post subject: Reply with quote

Got it! It's a TN:7 minimum.
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SniperJuice
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PostPosted: Tue Mar 17, 2009 12:13 pm    Post subject: Reply with quote

Am I correct in assuming that each raise above the opponents increases the TN by a wound step then?
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Clint
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PostPosted: Tue Mar 17, 2009 12:24 pm    Post subject: Reply with quote

SniperJuice wrote:
Am I correct in assuming that each raise above the opponents increases the TN by a wound step then?


Nope. It's a flat recovery roll. If the Marshal wants to go that route, I'd drop the base TN to 5, then up 2 for each raise to a maximum of 13.
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Last edited by Clint on Thu Nov 19, 2009 9:04 am; edited 1 time in total
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oddtail
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Joined: 25 Mar 2005
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PostPosted: Tue Mar 17, 2009 5:05 pm    Post subject: Reply with quote

Clint wrote:
SniperJuice wrote:
Am I correct in assuming that each raise above the opponents increases the TN by a wound step then?


Nope. It's a flat recovery roll. If the Marshall wants to go that route, I'd drop the base TN to 5, then up 2 for each raise to a maximum of 13.


Wouldn't that make the power weaker? For the TN to be higher than 7, you'd need two Raises. This rarely happens. So it'd be sometimes 7, but sometimes 5, and *rarely* 9 or more. On average, a flat 7 is considerably better, isn't it?
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Clint
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PostPosted: Tue Mar 17, 2009 5:15 pm    Post subject: Reply with quote

oddtail wrote:
Clint wrote:
Nope. It's a flat recovery roll. If the Marshal wants to go that route, I'd drop the base TN to 5, then up 2 for each raise to a maximum of 13.


Wouldn't that make the power weaker? For the TN to be higher than 7, you'd need two Raises. This rarely happens. So it'd be sometimes 7, but sometimes 5, and *rarely* 9 or more. On average, a flat 7 is considerably better, isn't it?


Would it be? The point is to keep it "on average" near a flat 7; that isn't possible if it starts at 7 and goes up. While it may be rarer to get more raises, the character can inflict up to a TN:13 on the target. A low of 5 plus a top of 13 equals 18, divided by 2 for a 9 median, two points higher than the 7. The odds may be more unlikely, but the potential increased effect alone is worth something.

Not to mention that this version allows the power's effect to be increased by spending Fate Chips, which the flat TN:7 version did not do at all.
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