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Gylthinel Novice
Joined: 21 Oct 2012 Posts: 35
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Posted: Wed Jan 30, 2013 12:01 am Post subject: [Star Wars] hitting, missing, and something in between |
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I'm planning to run a round of Savage Star Wars soon. Me and my players were gabbing about it, and highlighted (highlit?) the fact that 1 hit tends to take out anybody in the genre. Not just grunts. Even most heroes are put out of action by a blast or a saber.
D20 Star Wars sort of mirrors this effect by il using vitality points: hit points that count as a "near miss." Mechanically this was a great way to handle things. But from a storytelling standpoint it didn't really work. You roll a hit... Oh wait, you 'missed.'
In any event, I'm wondering if anybody has a good mechanic to handle the feel of near misses. It needs to have a building tension-like taking wounds. Thoughts? |
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cpk666 Veteran
Joined: 21 Jul 2003 Posts: 765 Location: Atlanta West, GA
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Posted: Wed Jan 30, 2013 3:47 am Post subject: |
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Spending your last Benny doesn't cause tension? Bennies for Soaking work pretty much like Vitality points.
CK _________________ Since this is my post, please understand that the thoughts expressed in it are my opinion.
"Tact is just not saying true stuff. I'll pass."--Cordelia Chase |
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steelbrok Veteran
Joined: 07 Aug 2005 Posts: 791 Location: UK
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Posted: Wed Jan 30, 2013 4:34 am Post subject: |
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| Being Shaken could count as a near miss with a blaster |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Wed Jan 30, 2013 8:52 am Post subject: |
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Here's how I'd probably approach it:
* High damage, low Toughness.
Everybody with a blaster or a starfighter is a "glass cannon." Some settings seem to carry this idea that 2d6 is a respectable amount of damage for a basic weapon. When the average UNARMORED Extra has a Toughness of 5, and you'd need a 9 to Incapacitate him ... no, 2d6 doesn't cut it.
Similarly, starfighters shouldn't have wickedly high Toughness compared to the weapons they carry. Sure, X-Wings and the Millennium Falcon have "shields," but representing that with high Toughness just makes things all the more random. If it's just damage vs. Toughness, you might very well have a TIE Fighter who scores the lucky damage roll on the first shot as on the fifth, with no time for someone to complain, "The shields are out!"
I'd represent shields with a pool of "Bennies" a ship has that can be applied toward Soak rolls, and a "shield rating" for the ship (in the form of what die type it gets to roll when soaking). Let's give it a flat bonus of +2 to the soak roll while we're at it, or else odds are high the shield won't do a bit of good when it counts. Once the shield is gone, however, it's gone, until repairs can be made (which makes a Wild Card R2 unit pretty awesome to have around).
* New house rule: "Missed Me."
If a Wild Card is the target of a successful attack, the controlling player (or GM) may spend a Benny to force the attacker to reroll the attack, and take the lesser result. Additional Bennies may be spent for additional rerolls as desired.
If this Benny is spent after damage has already been rolled, damage is NOT REROLLED unless the new result would change it (e.g., original attack hit with a Raise; new roll is a mere Success).
Note: This doesn't mean "A Benny means I can never get hit." Stand out in the open, sans cover, within short range, while an Extra with d6 Shooting takes an action to Aim, and then lets loose with a 3RB, and odds are awfully good you're going to get hit, even if you make him reroll it. _________________
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1380 Location: Munich
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Posted: Wed Jan 30, 2013 9:04 am Post subject: |
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| Jordan Peacock wrote: | | I'd represent shields with a pool of "Bennies" a ship has that can be applied toward Soak rolls, and a "shield rating" for the ship (in the form of what die type it gets to roll when soaking). |
An alternative would be to treat shields as ablative armour. That would reduce the number of rolls during combat, and ensure that "Ace" pilots are still exceptional. |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Wed Jan 30, 2013 9:30 am Post subject: |
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| Zadmar wrote: | | An alternative would be to treat shields as ablative armour. That would reduce the number of rolls during combat, and ensure that "Ace" pilots are still exceptional. |
Ablative armor in the sense of "Each shield unit negates 1 Wound?" Yes, I could see that working, and being much less random. Good points about reducing the number of rolls in combat and differentiating from "Aces." _________________
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Sean-Khan Seasoned

Joined: 19 May 2010 Posts: 490 Location: Finland, Tampere
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Posted: Wed Jan 30, 2013 11:03 am Post subject: |
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An interesting topic, something that never occurred to me. There's been some minor cuts or scratches, but usually when someone's hit, he's hit for good. I could think of agility roll vs. shooting roll, but does that make agility too strong? Spirit instead?
One simple thought about shields I got is that shields give armor, but only if the target ship isn't shaken or wounded. _________________
Shaper & Maker - modelling, gaming & a lot of other stuff |
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Blackhawk Novice

Joined: 29 Aug 2012 Posts: 23
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Posted: Wed Jan 30, 2013 12:20 pm Post subject: |
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| All of which makes it interesting that none of the good guys ever wear armor. |
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EmptyOwl Novice
Joined: 10 Nov 2011 Posts: 20
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Posted: Wed Jan 30, 2013 12:59 pm Post subject: |
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| Jordan Peacock wrote: | I'd represent shields with a pool of "Bennies" a ship has that can be applied toward Soak rolls, and a "shield rating" for the ship (in the form of what die type it gets to roll when soaking). Let's give it a flat bonus of +2 to the soak roll while we're at it, or else odds are high the shield won't do a bit of good when it counts. Once the shield is gone, however, it's gone, until repairs can be made (which makes a Wild Card R2 unit pretty awesome to have around).
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That's good stuff! Maybe reduce the shield die one size per hit to represent a reduction in their effectiveness rather than Bennies. And allow skill rolls to "increase power to rear shields!" or whatever, which in mechanical terms would give temporary boosts. _________________ The World of Arcallis: http://arcallis.wikidot.com/ |
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Gylthinel Novice
Joined: 21 Oct 2012 Posts: 35
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Posted: Wed Jan 30, 2013 1:03 pm Post subject: |
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Glass cannon. I like it.
I thought about spending Bennies to force re-rolls. This wouldn't work in my group. We always save our bennies for soak rolls, so bennies are just another tier of health. This was so bad we actually removed soak rolls. Forcing enemies to re-roll would have the same effect, at least in my group.
I also considered removing wounds entirely from the game, so once you're hit you roll toughness as if you'd taken your 4th wound. I'd then give heroes a pool of counters, call them "evasion" counters, which they could spend to negate hits (or force re-rolls). But this woudl be just like vitality points in SWD20, and have the same narrative sluggishness.
| Jordan Peacock wrote: | Here's how I'd probably approach it:
* High damage, low Toughness.
Everybody with a blaster or a starfighter is a "glass cannon." Some settings seem to carry this idea that 2d6 is a respectable amount of damage for a basic weapon. When the average UNARMORED Extra has a Toughness of 5, and you'd need a 9 to Incapacitate him ... no, 2d6 doesn't cut it.
Similarly, starfighters shouldn't have wickedly high Toughness compared to the weapons they carry. Sure, X-Wings and the Millennium Falcon have "shields," but representing that with high Toughness just makes things all the more random. If it's just damage vs. Toughness, you might very well have a TIE Fighter who scores the lucky damage roll on the first shot as on the fifth, with no time for someone to complain, "The shields are out!"
I'd represent shields with a pool of "Bennies" a ship has that can be applied toward Soak rolls, and a "shield rating" for the ship (in the form of what die type it gets to roll when soaking). Let's give it a flat bonus of +2 to the soak roll while we're at it, or else odds are high the shield won't do a bit of good when it counts. Once the shield is gone, however, it's gone, until repairs can be made (which makes a Wild Card R2 unit pretty awesome to have around).
* New house rule: "Missed Me."
If a Wild Card is the target of a successful attack, the controlling player (or GM) may spend a Benny to force the attacker to reroll the attack, and take the lesser result. Additional Bennies may be spent for additional rerolls as desired.
If this Benny is spent after damage has already been rolled, damage is NOT REROLLED unless the new result would change it (e.g., original attack hit with a Raise; new roll is a mere Success).
Note: This doesn't mean "A Benny means I can never get hit." Stand out in the open, sans cover, within short range, while an Extra with d6 Shooting takes an action to Aim, and then lets loose with a 3RB, and odds are awfully good you're going to get hit, even if you make him reroll it. |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2303 Location: Orlando, Florida
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Posted: Wed Jan 30, 2013 2:29 pm Post subject: |
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| Gylthinel wrote: | | I thought about spending Bennies to force re-rolls. This wouldn't work in my group. |
It might if you've just been stomped on by an AT-AT or a rancor beast. The Benny re-roll thing basically just works as an alternative for cases where it was a fluke that you actually got hit, but if you DID get hit, you're gonna die. Say, in a Saturday morning serial adventure where some alien bad-guy is firing a DISINTEGRATION RAY, our hero doesn't take a shot to the chest and just shrug it off. No, instead, the guy firing the ray has lousy aim and keeps hitting pieces of furniture and cardboard set that go up in firecrackers and puffs of smoke -- with the strong implication that if the ray HAD hit our hero, he'd be toast. It's just that, hey, he's a hero, so that's not likely to happen (versus all the mooks who just sort of stand there and scream whenever the ray is coming their way, and then a second later get replaced by a flash of light and smoke).
Now, there's a limit to our credulity, however. If our hero stands point-blank in front of the cannon and shouts, "Ha, ha, can't hit me!" then we'd need a pretty plausible explanation for why the death-ray blasts would be missing him left and right. In an RPG, our answer is brutal: Obviously, he wasn't our hero after all, but just some dumb sidekick who had delusions of grandeur, and he gets vaporized.
Anyway, regards Bennies and spending habits, I find that the phenomenon of "hoarding for Soak rolls" varies greatly with the threat level and the availability of Bennies -- i.e., how much the players are dominated by "mortal fear" of the threats.
If the heroes have a generous supply of Bennies, and the threat level is fairly low, they'll tend to spend Bennies more freely on various other things, just to be cool. On the other hand, I've been in games where the GM DOES NOT GIVE OUT BENNIES (not even for roleplaying Hindrances), and the bad guys were pretty powerful (we'd regularly have encounters with multiple Wild Cards -- and we wouldn't fare very well unless the cavalry arrived to bail us out) -- and we hoarded Bennies for soak rolls and for "critical events." (E.g., we must make Stealth checks to get past the big bad monster, or it will CREAM US -- so, you bet, we'll spend those Bennies on passing that check.)
If the threat of death and maiming is very high then, yes, many times it only seems sensible to hold onto the Bennies to use them defensively. Offense is only sensible if you have the chance to DEFINITIVELY take out the opposition before it can return the favor. When my hero has been hit by enough damage to cause 4 Wounds, I know I need a Benny to Soak what I can, in hopes that I can crawl away to safety. On the other hand, if I have a chance to reroll an attack to take out a bad guy (who might later hit me for 4 Wounds if he rolls lucky), the payoff of that Benny isn't so certain: Even if I hit, or hit with a raise, there are good odds that the DAMAGE roll will be poor-to-middling unless I've got some "tricked-out" weaponry, or I've got "The Drop," etc. _________________
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Thu Jan 31, 2013 11:29 am Post subject: |
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| Jordan Peacock wrote: |
* High damage, low Toughness.
Everybody with a blaster or a starfighter is a "glass cannon." Some settings seem to carry this idea that 2d6 is a respectable amount of damage for a basic weapon. When the average UNARMORED Extra has a Toughness of 5, and you'd need a 9 to Incapacitate him ... no, 2d6 doesn't cut it.
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2d6 is respectable damage... especially when you consider the effect of hitting with a raise. Suddenly getting that 9 is far easier (3d6 averages 10.5). _________________ My Blog of Random Gaming: http://www.daemonstorm.com
Savage Worlds Tales: http://www.daemonstorm.com/category/Categories/Role-playing/Savage-Worlds |
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Gylthinel Novice
Joined: 21 Oct 2012 Posts: 35
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Posted: Thu Jan 31, 2013 12:27 pm Post subject: |
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| Jordan Peacock wrote: |
If the threat of death and maiming is very high then, yes, many times it only seems sensible to hold onto the Bennies to use them defensively. Offense is only sensible if you have the chance to DEFINITIVELY take out the opposition before it can return the favor. When my hero has been hit by enough damage to cause 4 Wounds, I know I need a Benny to Soak what I can, in hopes that I can crawl away to safety. On the other hand, if I have a chance to reroll an attack to take out a bad guy (who might later hit me for 4 Wounds if he rolls lucky), the payoff of that Benny isn't so certain: Even if I hit, or hit with a raise, there are good odds that the DAMAGE roll will be poor-to-middling unless I've got some "tricked-out" weaponry, or I've got "The Drop," etc. |
Your assessment is accurate. High threat = save bennies for defense. This would happen whether they're used for soak rolls or an optional bad-guy attack re-roll.
This is why it wouldn't work for me and mine. We don't waste our time with cannon-fodder encounters. If we put a battle in the game, it has story implications and is dangerous. Period. Ergo, hoarding bennies for defense became the norm, and we rarely saw bennies used for anything that wouldn't directly prevent wounds.
This is all the more true because grunts can ace on their rolls, and blow bowling-ball sized holes through even the most heavily armored hero. I love that even the most mild of enemies can be a threat, so there's always a sense of danger. But of course, when that sense turns into reality after a luck-shot, heroes become shy about spending their precious bennies on anything other than defense.
Ergo, bennies as defense won't work for my plan. But it is a good idea. It'd quickly grasp the feel that I'm looking for, I think. |
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theDevilofWormwood Novice
Joined: 24 May 2008 Posts: 11
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Posted: Sat Feb 23, 2013 2:42 am Post subject: |
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| Blackhawk wrote: | | All of which makes it interesting that none of the good guys ever wear armor. |
To be fair though, I can't think of a case where the armor the bad guys wore did any good either. It really seems like personal armor in Star Wars is either a uniform, ceremonial, personal style, or for environmental/life support purposes.
Actually, check that. In RotJ it did seem like Stormtrooper armor provided at least some protection from the physical attacks of Ewoks. Which is how WEG Star Wars did it - armor in that game gave good defense against physical attacks, but minimal defense against energy attacks, while often giving the wearer a Dex penalty (which also translated to a penalty for Shooting!).
But yeah, armor's just doesn't protect much in Star Wars, regardless of which side you're on! |
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