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(HOE) Any conversions out there?
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Yondalor
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PostPosted: Thu Aug 19, 2010 4:47 am    Post subject: Reply with quote

Okay, so Arcane Background (Templar) could be something like this:

Arcane Background (Templar)
Requirements: Faith d6, Fighting d8, Healing d4, Knowledge (Occult) D4, Survival d4
Your character is one of the Templars. She gains access to Templar Rewards, and the Healing power, with the following changes: Healing doesn't require power points to use, but can only be used on any particular victim (including the Templar herself) once per day.

That sound any better? I realized I'd completely forgotten about the wild die, which Classic HoE didn't have, so the requirements can be much lower.
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ScooterinAB
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PostPosted: Thu Aug 19, 2010 1:01 pm    Post subject: Reply with quote

The skill requirements look fine. Although the wild die will buff the character a bit, I recall the skill requirements in Classic being fairly high anyways.

I like that Healing is a part of the edge. Again, pretty accurate to Classic. Are you still looking at edges for Rewards? And how many does the Templar get to start?

Another thought that doesn't seem to have come up yet is the blessed sword. When I was running an NPC Templar (plot reasons), I gave him Trademark Weapon for free. That seemed to cover that issue. What are your guys' thoughts? It's not terribly powerful, but it does mean that the Templar starts with a few more edges than other arcaners. That said, Templars have a lot more to put up with.
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ValhallaGH
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PostPosted: Fri Aug 20, 2010 2:10 pm    Post subject: Reply with quote

ScooterinAB wrote:
When I was running an NPC Templar (plot reasons), I gave him Trademark Weapon for free. T ... It's not terribly powerful, ....

Actually it is terribly powerful. That +1 is a huge advantage in SW, and to give it away for free is a heck of a boost.

Let's assume d6 Fighting is normal for foes. That means a Parry of 5, with +2 for "unarmed defenders." So, the Templar (rolling d6 and dCool is looking for a 3 or 5 on her dice (92% and 66% success, respectively). If you provide Trademark Weapon for free then she needs a 2 or a 4 (98% and 82% success rate, respectively), which is a really big jump in her reliability and effectiveness, essentially turning the character into a Cuisinart.

Remember, this is Savage Worlds, not Classic. In classic a +1 didn't matter much, since you were at a -4 or -6 most of the time; that bonus just negated a small part of the massive penalty you were taking. In Savage Worlds, penalties aren't as common nor as massive, so that +1 is a lot more likely to take the character from "meh" to "whoa".

Good luck.
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ScooterinAB
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PostPosted: Fri Aug 20, 2010 2:43 pm    Post subject: Reply with quote

I disagree. A +1 in classic was still a pretty big deal. I've seen it make the difference between hitting and missing too many times to discount it. Beside. We;re talking about a Templar here. A Classic Templar was hitting his opponents just as often as your example. While I agree that the scale is a tiny bit off, it's really not that different. In converting other material, I've found that the penalties and bonuses listed in Classic are almost the same as those listed in Savage Worlds.
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ValhallaGH
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PostPosted: Fri Aug 20, 2010 11:47 pm    Post subject: Reply with quote

ScooterinAB wrote:
IA Classic Templar was hitting his opponents just as often as your example.

Really? Let's see.
Typical raider (Wasted West, pg 156) has Fightin': Brawlin' at 3. TN to hit in melee: 8.
Templar archetype (DL: HoE book) has 4d6 Fightin': Sword. With the +1 for a blessed sword he merely needs a TN 7, a happy 1 in 6 chance per die (about 52% total success chance). Not nearly as good as what we just described for the Reloaded Templar.
ScooterinAB wrote:
I've found that the penalties and bonuses listed in Classic are almost the same as those listed in Savage Worlds.

You're either using a different set of modifiers or we have very different definitions of almost (in this context).
Common modifiers (Classic vs Reloaded):
Dark (quarter moon): -6 vs -2
Dark (twilight or full moon): -2 vs -1
Dark (total): -10 vs -4
Phobias (minor / major): -2/-5 vs -2/-4
Called Shot (head): -6 vs -4
Called Shot (chest): -2 vs -0
Called Shot (limb): -4 vs -2
Aiming: +2 per (+6 max) vs +2
And that's just for close combat, ignoring all the crap gunfire can add to the mix. And before you ask, yes, my Templar did have to worry about all those things.
So, on a dark night against something with armor 4 in the guts (2d8 -> 1d4), poor Vincent was at a -9 to hit the limbs or a -11 to hit the head (damn anti-Templars are freaking designed to slaughter Templars).
Reloaded, he'd be able to hurt actually it with torso shots (no penalty), at a -4 for the limbs or a -8 for the head.
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Yondalor
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PostPosted: Wed Sep 08, 2010 9:30 am    Post subject: Reply with quote

Alright, fellas. Here's some more Templar Rewards:

-------------------------------------------------------------------------------------

Templar Edges

Arcane Background (Templar)
Requirements: Faith d6, Fighting d8, Healing d4, Knowledge (Occult) D4, Survival d4
The character is a Templar. She gains access to Templar Edges, as well as the Healing Power, with the following exceptions: The power doesn't require power points to cast, but can only be used on any particular victim once per day. When the Templar is eligible for a Greater Reward, she can take the Greater Healing power instead. This power is subject to the same exceptions as the Healing power.

Armor of the Saints
Requirements: Arcane Background (Templar)
The Saints look after their own. Ignore two points of AP when rolling for damage against the Templar.
Greater reward: The Templar becomes Hardy.

Beast Friend
Requirements: Arcane Background (Templar)
The Wasted West is a fearful place for critters as well as people. Templars with this edge seem to have as comforting an effect on animals as they do on people. The Templar gains +2 on Riding rolls and +2 on Healing and Persuasion rolls when dealing with animals.
Greater Reward: The Templar gains an animal companion as per the Beast Master edge.

Celerity
Requirements: Arcane Background (Templar)
By clearing their thoughts of distractions and excercising their incredible wills, Templars can increase their effectiveness in stressful situations, such as combat. The Templar may discard her action card and draw a new one in its place once per round. Jokers may not be discarded.
Greater Reward: The Templar may draw two action cards per round, acting on both of them.

Command
Requirements: Arcane Background (Templar)
Templars are stern taskmasters. Your templar gains +2 on Intimidation and Persuasion rolls.
Greater reward: Same as in Classic.

Deadeye
Requirements: Arcane Background (Templar)
Deadeye negates one point of range modifiers.
Greater Reward: The Templar gains the ability to pull off trick shots. By using the aim action, she can use her next action to take a bizarre shot. The modifier for this shot is -6, and it's further modified by range and other circumstances. Deadeye negates one point of range modifiers as normal, though.

Deflection
Requirements: Arcane Background (Templar), Wild Card
When targeted by an arcane power, the Templar may roll his Faith against the caster's casting roll. If succesful, the power affects the original caster, instead.
Greater Reward: The Templar may deflect any powers cast within her line of sight.

Endurance
Requirements: Arcane Background (Templar)
The Templar gains +2 on Vigor rolls to resist Fatigue
Greater Reward: The Templar's Vigor raises a die type permanently.

Fury of the Saints
Requirements: Arcane Background (Templar)
The Templar can use her Wild Dice with her damage rolls.
Greater Reward: The Templar gains an additional die to all her damage rolls with her primary hand weapon.

Gallantry
Requirements: Arcane Background (Templar)
The Templar gains +1 to her Guts rolls.
Greater Reward: Whenever the Templar has to roll on the Fear Effects table because of a failed Guts roll, she can reroll the Guts roll, but without the bonus granted by Gallantry.

Guardian Angel
Requirements: Arcane Background (Templar)
Reduce all ranged attack rolls against the Templar by 1.
Greater Reward: The Templar can cancel Fate Chips used on attack rolls against herself by using an equal amount of chips.

Guise
Requirements: Arcane Background (Templar)
The Templar gains +2 on Stealth rolls while trying to blend into crowds or appear indescript.
Greater Reward: The Templar can change her appearance at will, creating an illusion to suit her needs.

Inner Strength
Requirements: Arcane Background (Templar)
The Templar gains +1 to Strength rolls, including those made to cause damage
Greater Reward: The Templar's Strength raises by die type permanently.

Persuader
Requirements: Arcane Background (Templar)
The Templar gains +2 on Notice rolls to see if someone is lying
Greater Reward: As in Classic

Magic Resistance
Requirements: Arcane Background (Templar)
The Templar gains +1 on all rolls to resist arcane powers. If the power deals damage, this reward works as one point of armor. Finally, is the power doesn't deal damage but otherwise affects the Templar, the caster suffers a -1 penalty on his casting roll.
Greater Reward: The Templar can automatically redirect any power cast in sight to affect herself instead of its intended target.

Manna
Requirements: Arcane Background (Templar)
Manna allows the Templar to go without eating or drinking for a number of days equal to half her Spirit die type.
Greater Reward: As in Classic

Survivor
Requirements: Arcane Background (Templar)
When the Templar dies, shuffle up the Action Deck and deal one card per point of Grit the Templar has, plus one additional card for this reward. If a red Joker comes up, the hero survives and lives to fight another day. If a black Joker comes up, he's becomes Harrowed as usual.
Greater Reward: When first incapacitated in combat, the Templar can ignore the incapacitation roll by making a Vigor roll with a -6 penalty. At the beginning of her every following turn, she must make another Vigor roll with -6, or immediately roll on the Incapacitation Table. Ignore the hero's wound modifiers for these Vigor rolls.

-------------------------------------------------------------------------------------

So there. Comments are welcome, and I'd like some suggestions on how to rank the edges. Novice, Seasoned etc. I'll write some fluff for them as the crunch is ironed out.
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ValhallaGH
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PostPosted: Wed Sep 08, 2010 1:43 pm    Post subject: Reply with quote

Commentary! Hopefully helpful. (If I don't comment on it then I didn't see anything notable about it.)

AB: Templar - good but expensive requirements. Between 8 and 12 skill points, but that seems pretty fitting of the devotion it takes to be a true Templar.

Armor of the Saints - Cool ability but provides ZERO protection on it's own, reducing one of the best powers to "meh" status. The Greater Reward is awesome, and this is almost worth picking up just for the chance of that.

Celerity - The Greater Reward is awesome, probably too awesome. It provides two complete action cards per round, and I know of nothing else in Savage Worlds that compares (including the Super Powers Companion).

Deadeye - Reducing 1 point of an uncommon penalty, a penalty that only comes in -2 or -4 intervals? Lame and totally not worth an edge.
The Greater Reward is worse since you have to take the Aim action and then make your "bizarre shot" at a -6 on top of the normal penalties.
"I use my Deadeye greater reward to shoot the Devil Bat in the eye. Huh, I'm at a -15 (-6 eye, -6 GR, -3 range, -2 multi-action, +2 Aim) instead of the -9 I had before I got this Greater Reward. I want to swap edges."
I'd change it to "negate 2 points of Shooting / Throwing penalties", and an "Impossible Shot" at a -4 that ignores cover and deflection, but includes other penalties like range, lighting, and injury.

Deflection - I just need to win!? I don't need a Raise!? Hell Yes! Best. Edge. Ever.

Endurance - Maybe add a +1 to Vigor rolls to Soak wounds? Otherwise it feels a little flat. (Of course, that may be my bias; I've always liked this power.)

Fury of the Saints - Melee only. As is, I get a wild die on my gun damage, which is a bit much.

Guardian Angle - Ranged only? That's a nerf. Might as well take Dodge.
With Improved Dodge, foes are at a -3 to shoot you (effective TN 7), which is really stout.

Inner Strength - Hand-weapon damage isn't a Strength roll in SWEX, it's Strength-based. I'd suggest making it all "Strength-based rolls, including skills and hand-weapon damage". That +1 to Climbing won't break anything.

Magic Resistance - Arcane Resistance is better. Similarly steep requirements, and a +2 instead of +1. Also, no fear of pulling that Greater Reward and becoming a Nuke magnet.

Survivor - +1 on the Harrowed draw, and you might still be alive, for an Edge? Really? Weaksauce. If it was half-Spirit die then it would be good as-written (2 to 6 extra cards, 7 if Legendary) .
The Greater Reward is inferior to the Hard to Kill edge. I'm not sure what to suggest in it's place, but I'll think about it and get back to you.


Excellent start. I hope this has been helpful.
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Yondalor
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PostPosted: Wed Sep 08, 2010 3:49 pm    Post subject: Reply with quote

Thanks for the advice! Let's see what we've got here...

ValhallaGH wrote:
Armor of the Saints - Cool ability but provides ZERO protection on it's own, reducing one of the best powers to "meh" status. The Greater Reward is awesome, and this is almost worth picking up just for the chance of that.


You're right, I didn't think of that. The problem with this reward is that armor and toughness are so similar in SW, and the system is designed so that an edge that grants +1 toughness requires a Legendary character. My earlier idea was to have this reward grant +2 armor, but most of the common rifles already have AP2.

ValhallaGH wrote:
Celerity - The Greater Reward is awesome, probably too awesome. It provides two complete action cards per round, and I know of nothing else in Savage Worlds that compares (including the Super Powers Companion).


Another option would be to have it mimic the Level Headed edge, but why would anyone choose this over the mundane edge?

ValhallaGH wrote:
Deadeye - Reducing 1 point of an uncommon penalty, a penalty that only comes in -2 or -4 intervals? Lame and totally not worth an edge.
The Greater Reward is worse since you have to take the Aim action and then make your "bizarre shot" at a -6 on top of the normal penalties.
"I use my Deadeye greater reward to shoot the Devil Bat in the eye. Huh, I'm at a -15 (-6 eye, -6 GR, -3 range, -2 multi-action, +2 Aim) instead of the -9 I had before I got this Greater Reward. I want to swap edges."
I'd change it to "negate 2 points of Shooting / Throwing penalties", and an "Impossible Shot" at a -4 that ignores cover and deflection, but includes other penalties like range, lighting, and injury.


At first I thought it would be too powerful if it negated two points, but I can see your point. Thanks. Smile

ValhallaGH wrote:
Deflection - I just need to win!? I don't need a Raise!? Hell Yes! Best. Edge. Ever.


This one was also problematic. It has to have some drawback so it doesn't become a no-brainer over Magic Resistance. Right now it requires a Joker in combat, but I'm open to suggestions.

ValhallaGH wrote:
Endurance - Maybe add a +1 to Vigor rolls to Soak wounds? Otherwise it feels a little flat. (Of course, that may be my bias; I've always liked this power.)


That's a good idea.

ValhallaGH wrote:
Fury of the Saints - Melee only. As is, I get a wild die on my gun damage, which is a bit much.


In Classic HoE, it worked on both melee and ranged damage. Is there a reason why it should be different in SW?

ValhallaGH wrote:
Guardian Angle - Ranged only? That's a nerf. Might as well take Dodge.
With Improved Dodge, foes are at a -3 to shoot you (effective TN 7), which is really stout.


Ah, you got me there. I misread the original rules in Last Crusaders.

ValhallaGH wrote:
Inner Strength - Hand-weapon damage isn't a Strength roll in SWEX, it's Strength-based. I'd suggest making it all "Strength-based rolls, including skills and hand-weapon damage". That +1 to Climbing won't break anything.


Another misreading. I shouldn't be writing these while I'm tired. Wink

ValhallaGH wrote:
Magic Resistance - Arcane Resistance is better. Similarly steep requirements, and a +2 instead of +1. Also, no fear of pulling that Greater Reward and becoming a Nuke magnet.


Hmmm...back to the drawing board with this one.

ValhallaGH wrote:
Survivor - +1 on the Harrowed draw, and you might still be alive, for an Edge? Really? Weaksauce. If it was half-Spirit die then it would be good as-written (2 to 6 extra cards, 7 if Legendary) .
The Greater Reward is inferior to the Hard to Kill edge. I'm not sure what to suggest in it's place, but I'll think about it and get back to you.


Same here. Gonna have to think more about this.

Anyway, I think I'm gonna convert more edges to the "half a die type" system. What's your take on it? Half the Faith die type, or half the Spirit die type?
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ValhallaGH
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PostPosted: Thu Sep 09, 2010 12:06 am    Post subject: Reply with quote

Yondalor wrote:
Thanks for the advice!

Most welcome. I just hope you're still grateful when we're done. Wink
Yondalor wrote:
ValhallaGH wrote:
Armor of the Saints - Cool ability but provides ZERO protection on it's own, reducing one of the best powers to "meh" status. The Greater Reward is awesome, and this is almost worth picking up just for the chance of that.

You're right, I didn't think of that. The problem with this reward is that armor and toughness are so similar in SW, and the system is designed so that an edge that grants +1 toughness requires a Legendary character. My earlier idea was to have this reward grant +2 armor, but most of the common rifles already have AP2.

Two points. First, it will still help against most pistols. Second, that means that your AoS will absorb the AP, letting your leathers or kevlar function as hoped (increased toughness). Third, unless your Marshall said "it's magic, it still works" AP ammo blew through AoS in the HOE games I've seen (treated as Light Armor of your rank); I'll grant that this is the least Kosher point.

Yondalor wrote:
ValhallaGH wrote:
Celerity - The Greater Reward is awesome, probably too awesome. It provides two complete action cards per round, and I know of nothing else in Savage Worlds that compares (including the Super Powers Companion).

Another option would be to have it mimic the Level Headed edge, but why would anyone choose this over the mundane edge?

For the Base effect. Which is a good ability, and worthy of the edge all by itself; free Level Headed (that would probably stack) is icing on that cake.
A couple of other options are mimicking the Extra Actions super power, or the Fantasy power "warrior's gift", both of which let you take an additional action on your card, but don't override the "no repeat action" rule. So you could Shoot and Fight without taking the multi-action penalty, or Fight and Intimidate, or whatever. Which is the bee's knees, and has precedent in other rules expansions.

Yondalor wrote:
ValhallaGH wrote:
Deflection - I just need to win!? I don't need a Raise!? Hell Yes! Best. Edge. Ever.

This one was also problematic. It has to have some drawback so it doesn't become a no-brainer over Magic Resistance. Right now it requires a Joker in combat, but I'm open to suggestions.

Requires a Joker? Where? Oh, it's supposed to be a Wild Card edge! (That needs to be explicitly stated; several non-Wild Card edges require a character to be a Wild Card.) Okay, that helps but it doesn't make for much of an anti-magic machine.
I'd shift it to "once per round" and "If successful, the power fails to affect her. With a raise, the power affects the original caster as it would have affected the Templar."

Edit: Or maybe, since this seems to better fit the SWEX design style, spend a Fate Chip to activate it. In that case, you could leave the results as written, given the cost of use.

Yondalor wrote:
ValhallaGH wrote:
Fury of the Saints - Melee only. As is, I get a wild die on my gun damage, which is a bit much.

In Classic HoE, it worked on both melee and ranged damage. Is there a reason why it should be different in SW?

Because in Classic it was limited to a number of times per day equal to your rank in the power, and only let your re-roll a suck roll. This works on every single damage roll. That's an extra d6 of damage on every single roll; it's like getting a free raise on all attacks, forever. That stacks with actually getting a raise. That's obscenely powerful.
I'd either limit it by a die type, or require a Fate Chip. Lots of things that were limited like this used to be now require Fate Chips (tired, so can't think of specific examples right now).

Yondalor wrote:
ValhallaGH wrote:
Magic Resistance - Arcane Resistance is better. Similarly steep requirements, and a +2 instead of +1. Also, no fear of pulling that Greater Reward and becoming a Nuke magnet.

Hmmm...back to the drawing board with this one.

Why not just go the same route as Arcane Resistance? It makes that Greater Reward more tolerable, since you might actually survive it. Maybe bump it to a +3 if you really want to be generous.

Still thinking about Survivor.

Yondalor wrote:
Anyway, I think I'm gonna convert more edges to the "half a die type" system. What's your take on it? Half the Faith die type, or half the Spirit die type?

There are very few powers that should get that. As for which die to use, I'd base it on the individual power. One other consideration is 1/2 die with a modifier (like -1, which would make my Survivor suggestion into +1 to +5 cards, +6 if super-Spirit Legendary).

Finally, remember that you should convert the Flavor, not the mechanics. You did an awesome job of that with the Armor of the Saints greater reward, but you seem to have drifted away from it as you've continued along.
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ValhallaGH
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PostPosted: Sun Sep 19, 2010 2:18 pm    Post subject: Reply with quote

I had an idea for Survivor's greater reward:
When Incapacitated, the Templar must make a Vigor roll as normal, however a success on this roll counts as a raise for determining effects. If he actually gets a raise then he is not Shaken.

Thoughts?
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Yondalor
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PostPosted: Mon Sep 20, 2010 3:59 am    Post subject: Reply with quote

Sounds good, but I think Endurance is a better fit. It helps the Templar stay in the fight longer, while Survivor is more like a heroic last stand. A flat +1 to Vigor rolls while incapacitated, perhaps? To make it more in line with the other "basic" rewards.
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ValhallaGH
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PostPosted: Mon Sep 20, 2010 8:21 am    Post subject: Reply with quote

Yondalor wrote:
Sounds good, but I think Endurance is a better fit. It helps the Templar stay in the fight longer, while Survivor is more like a heroic last stand.

Please explain this, because as I read this it makes no sense.
Quote:
A flat +1 to Vigor rolls while incapacitated, perhaps? To make it more in line with the other "basic" rewards.

I was speaking of the Greater Reward for the Survivor power. Which, in Classic, let you fight on with eight wounds to the skull (watched that once; that was one tough Anti-Templar) as long as you made your incredible Vigor roll (TN 11 - Incredible).
It turns out that Savage Worlds has a mechanic that does the same thing. When you get a raise on your Vigor roll for Incapacitation, you get to keep fighting as if you hadn't been incapacitated.
Now, the Hard to Kill edge lets you ignore your wound penalties for this roll, so that option is out (it's lame to reproduce an edge that you can't stack with). So, how do we make it possible for the Templar to get more raises without making it impossible for them to die? Treating a Success as a Raise came to mind, and it seems to fit brilliantly. Anyone can keep fighting with a near-mortal wound, but Survivor Templars will always keep fighting as long as they aren't dying.

If I'm wrong, and that's a bad design solution, I'd surely appreciate such input (and the logic behind it).

Later.
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Yondalor
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PostPosted: Mon Sep 20, 2010 3:24 pm    Post subject: Reply with quote

Sorry for not being clear. I was trying to say that if a character succeeds with a raise on the Incapacitation roll, he gets to fight on like nothing's happened. Well, almost like nothing's happened. The problem with this is that the greater reward of Survivor lets you fight on when it's certain you're dead, and then collapse when the fight's over. With your suggestion there's no collapse at the end.

Now, success on the Incapacitation roll means your character is unconscious, just like when he's winded in Classic HoE. If we follow this train of thought, failure and critical failure on the same roll is like getting Maimed on the guts or head in Classic. So if the regular version of Endurance was like the greater reward you suggested, it would be more in line with the Classic version: The Templar gets to fight on when others would fall unconscious. I only suggested the change to +1 because I suspected an automatic raise might be overpowered as a regular reward.

This gives me another idea, though. What if we changed your proposition to work when the templar fails an Incapacitation roll? I'm too tired to work out the specifics right now, but something like changing the failure to a raise on a succesful Vigor roll? Only withouth the Shaken part?
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ValhallaGH
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PostPosted: Mon Sep 20, 2010 8:50 pm    Post subject: Reply with quote

Yondalor wrote:
The problem with this is that the greater reward of Survivor lets you fight on when it's certain you're dead, and then collapse when the fight's over.

1) Classic Survivor (GR) let you fight as long as you kept succeeding at that first-action Vigor roll, each round. So maybe the fight was over, maybe you couldn't even get one extra round.
2) Classic Survivor let you live despite taking a fatal wound. So that Anti-Templar I mentioned (had he not gone Bust on his Vigor roll) could have finished the fight, stopped rolling vigor, drawn for Survivor, and lived until rescue came. Despite the 8+ wounds to his Noggin'. Thanks to the Bust, the Marshall said that he didn't get a Survivor draw, and since all those wounds were to the Noggin', he couldn't be Harrowed; otherwise we could have had to fight Deuce all over again.

Yondalor wrote:
Now, success on the Incapacitation roll means your character is unconscious, just like when he's winded in Classic HoE. If we follow this train of thought, failure and critical failure on the same roll is like getting Maimed on the guts or head in Classic.

Faulty comparison. SW is simply kinder than Classic was. You don't automatically die at a certain wound total, you instead check to see if you're only knocked out (and mangled) and even if you do fail you can still cling to life long enough for your friends to save you (unless you critically fail). There is no comparable situation in Classic, where you either have fatal wounds or you don't. (Not even Bleedin' is comparable, as you simply waited for that 5th Gut wound to appear, and see if any of your pals remembered to pass you a Fate Chip to buy off wind while you bled and waited for help.)

Yondalor wrote:
So if the regular version of Endurance was like the greater reward you suggested, it would be more in line with the Classic version: The Templar gets to fight on when others would fall unconscious. I only suggested the change to +1 because I suspected an automatic raise might be overpowered as a regular reward.

Why are you mentioning Endurance? Oh!
1) Classic Endurance made you more resistant to all Winding effects. This includes:
  • Starvation / Thirst
  • Radiation
  • Non-lethal damage
  • Magic
  • Sprinting
  • Wound shock
  • Blood loss (which starts at level 3 and higher wounds)
  • Overheating
  • Hypothermia
  • Suffocation
  • most other stressful non-wounding events
The closest comparable effect is Savage Worlds is Fatigue (to which all but non-lethal damage are already linked to).
2) Classic Endurance did not help you once you were Winded. Once that buffer was gone,you stopped kicking, just like everyone else. In fact, the base effect was less than what you got from levels of the Tough as Nails edge (+2 Wind per rank).
Therefore, an Endurance equivalent should probably reduce the hero's chance of taking Fatigue levels. It should not make him stand up again when he's been beaten down.


My idea is way too powerful for any basic reward (your proposal of a +1 on the Incapacitation roll is pretty stout when it comes up, possibly too stout for a basic Reward). It is, however, pretty good for a Greater Reward, I think.

Yondalor wrote:
This gives me another idea, though. What if we changed your proposition to work when the templar fails an Incapacitation roll? I'm too tired to work out the specifics right now, but something like changing the failure to a raise on a succesful Vigor roll? Only withouth the Shaken part?

So, if he Succeeds, he's alive but out. If he Raises he's active but Shaken. But if he Fails he's active without penalties.
... That's just all kinds of backwards and wrong to me. But maybe I've misunderstood. There seems to be a fair piece of confusion around, and you were tired when you posted.


So, let us both think on this some more and come back with a fresh perspective.
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chillburn
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PostPosted: Wed Aug 31, 2011 11:37 am    Post subject: Reply with quote

For Celerity
Greater Reward - the Templar can ignore the first multi-action penalty each round. So they can do two things at once better, but can't do things twice as often. Not quite the same as the classic version, but more balanced?
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