Feng Shui Design question
From: prophet118 Posted on: 8/5/2004 12:23 pm
To: ALL
Message: 393.1

was there ever any thought to using the Rune Roll of Valor sheet for Feng Shui?... to provide mooks that, while still being beaten, are more on the heroes level?

 

i ask because of a game i ran rcently where even pumped up mooks couldnt hit the hero... granted he was an old master, with insane stats... though completely legal it seems

 

for instance the old master has a reflexes of 10... giving him a martial arts action value of 20 (+11 in MA itself, and 9 from the stat)

im just curious thats all... im thinking about using it (i am familiar with the rune rules)



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From: Queex Posted on: 8/6/2004 5:04 am
To: prophet118
Message: 393.2
in reply to: 393.1
An old master has a Martial Arts AV of 16 at character creation, period. Remember that stat increases do not affect AVs that are given with equals signs in the archetype. If he bought his Reflexes up later, then he would have harsh AV. But then, other character could buy up their combat AV and overtake him.
From: prophet118 Posted on: 8/6/2004 11:18 am
To: Queex
Message: 393.3
in reply to: 393.2
there was no eqauls sign in the book, for the old master, unless i misread something


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From: prophet118 Posted on: 8/6/2004 11:21 am
To: ALL
Message: 393.4
in reply to: 393.3

my book is in the car currently, but i just dont remember seeing anything to restrict the AV on the template...

 

either way, that doesnt solve me other question though, has anyone else besides me thought of using the Rune rolls of valor sheet?... basically you take key stats from the party, put them on a sheet of paper, then you take like the second worse from each column, and thats the stats for the normal creatures.



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From: prophet118 Posted on: 8/6/2004 11:12 pm
To: Queex
Message: 393.5
in reply to: 393.2

its official

 

My Bad

hehe, i did miss the AV value capping at 16... though either way, thats only 4 off..lol

its still a very high amount

 

he took the Crane Stance fu power.. so basically anytime he gets into a fight, he activates it, and since anyone with an agility score lower than his 9 will make him get a +5 to his dodge... it quickly becomes a matter of spraying an area..

 

which brings up a point, you guys have more books than i do, plus you know the game better than i do, are there rules for going full mag on someone... ya know?... just emptying a clip into an area?



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From: Sensei Posted on: 8/8/2004 1:34 am
To: prophet118
Message: 393.6
in reply to: 393.5
The standard rules for sprayin' lead are of course in the main book (p. 77, Daedalus ed.) You get increased damage for every extra burst fired, with the drawback of AV penalties.

However, if you're talkin' about firing into an area rather than at a particular target, you should check out the Golden Comeback schticks "Cover Fire" (requires targets to lose a shot or two as they duck and cover) and "Bullet Storm" (similar to Cover Fire, but gives targets negative AVs to attack as well).

Neither of these does damage, tho, they just give you a cinematic use of full auto blazing property damage.

From: prophet118 Posted on: 8/8/2004 8:10 am
To: Sensei
Message: 393.7
in reply to: 393.6
ah.


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From: DarrinBright Posted on: 8/9/2004 4:09 pm
To: Sensei
Message: 393.8
in reply to: 393.6
Well, there are two things you can do with autofire, but the main rules only cover one of them. My GM refers to the first as "streaming" where you just empty more and more bullets into the same target to bump up the damage. This is modeled quite well by the existing autofire rules: for each three bursts, -1 AV +1 Dam.

The other thing you can do with lots of bullets could be called "spreading" or "saturation fire", where you saturate a particular area or target to improve the chances of getting at least one hit. Unfortunately, this isn't covered by the existing rules... in fact, the only thing close to it, Cover Fire from Golden Comeback, guarantees you absolutely will not hit anything, it just forces anyone in the area to automatically dodge, losing shots.

A while back on the mailing list someone did suggest a house-rule for autofire that I thought was particularly clever: for each three bursts, +1 AV -1 Dam.

This simulates "spreading" or "saturation fire" particularly well, increasing your chances for hitting while keeping the expected damage reasonable. This means Old Masters and other chars with insanely high AVs may be easier to hit by some schmoe with no talent other than a high-capacity magazine, but then again, the players *should* be a little afraid of machine guns. Mooks with SMGs or full-auto pistols become a bit more dangerous. And if your players don't know that they shouldn't mess with a four-armed demon with Signature Calicos and Four Guns Blazing, then maybe they just need a little "larnin'".

The two methods can even be used in the same game without too much fuss... someone goes full auto, just ask them if they are streaming or spreading, and adjust the AVs accordingly.

From: Queex Posted on: 8/10/2004 6:01 am
To: DarrinBright
Message: 393.9
in reply to: 393.8
Hmm... +1AV -1 Dam means you score the same damage with as without, but have a better chance of hitting. It looks too powerful to me. +1 AV -2 Dam might be better. You suffer on the damage, but it's still a big plus against Old Masters.

There's always aiming, of course. A big spread of automatic fire could be modelled by spending three shots aiming then firing two bursts- a six shot action with +3AV +2 Dam. That was generally what the gun-toting characters did whenever I threw a meaty AV at them.

I find that martial arts-based characters lose out more when faced with high AV enemies...

From: DarrinBright Posted on: 8/10/2004 9:53 am
To: Queex
Message: 393.10
in reply to: 393.9
Against moderate or low AV targets, the damage stays pretty much the same since +1 outcome = +1 damage. If the players try and abuse this, then you get medieval with keeping track of bullets and reloading.

Against higher AVs, the damage starts to go down to the point where even if you hit, you'll most likely just scratch the target with a flesh wound. Say you've got a 9mm SMG and guns AV of 15 trying to hit someone with a DV of 20... fire 15 bursts for a +5 AV (45 bullets) and if you get an even roll (outcome 0), you're only doing 5 damage... against most targets that won't even wound 'em. However, if your players are frustrated with a target with an insanely high AV, they can at least console themselves that they hit.

Hmm. I guess it needs some playtesting.

As far as MAs having trouble hitting high AVs while guns can aim... that's come up in my game as well. Of course, I could tell the MAs to just buy Coiled Snake schticks, but they're already at the point where that isn't cheap anymore. The best advantage MAs have over guns is it's usually much easier to think of a cool stunt involving MA, while the gun stunts are much more limited and get old really fast.

From: prophet118 Posted on: 8/11/2004 6:56 pm
To: ALL
Message: 393.11
in reply to: 393.10

basically my issue is that since a dodge is based off the highest AV someone has, the old master gets an AWESOME dodge... and mooks generally will never hit..

 

sure, maybe this is evident in alot of movies, but come on...



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From: prophet118 Posted on: 8/11/2004 6:59 pm
To: ALL
Message: 393.12
in reply to: 393.11

i myself am frustrated, imagine a group of insane martial artists, with huge MA action values, and mooks as listed in the books...

 

"ha ha, hit me now mook, i have a 25 passive defense!"

 

i mean, seriously.. the only thing you can do then is let innocent people get hit in the process to make the heros look bad.



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From: prophet118 Posted on: 8/11/2004 11:12 pm
To: ALL
Message: 393.13
in reply to: 393.12
whats worse... the only difference between tossing out 10 mooks, and tossing out 40 mooks, is the body count... the standard mooks have no chance of doing any real harm..


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From: Queex Posted on: 8/12/2004 6:17 am
To: DarrinBright
Message: 393.14
in reply to: 393.10
Well, because +1Av ~ +1 Dam there isn't really a downside to using this, apart from the ammo thing.

AV15 attacking AV20, toughness 5, with an 8 damage weapon:

Two bursts 'streaming': Average 0.83 damage, 0.47 after toughness.

Aim for three shots, then two bursts 'streaming': Average 3.48 damage, but takes two actions. 1.99 after toughness, equivalent to 0.99 each action.

Two bursts 'spreading': Average 1.48 damage, 0.49 after toughness.

Five bursts 'spreading': Average 2.94 damage, 0.49 after toughness.

Eight bursts 'spreading': Average 3.30 damage, 0.49 after toughness.

So, spreading doesn't actually offer that much of an advantage, it turns out. With a very high damage weapon and a low toughness target, moderate spreading is effective. I guess there's no harm in allowing it, except against mooks. Although it is strictly superior to single shots.

From: DarrinBright Posted on: 8/12/2004 8:30 am
To: prophet118
Message: 393.15
in reply to: 393.11
Here's a few things you can do to keep your Old Master with the insanely high AV a little more honest, or at the very least rough him up a bit.

* Have the mooks attack in groups and "cooperate"... I use a house rule for group attacks, +1 for every member of the group. Thus, a 20-mook mob only gets to attack once as a group, but they get a +20 to their AV.

* Fire Stance does 1 wound automatically, ignoring toughness, everytime someone hits the target.

* Water Sword in the hands of someone with an insanely high Fu (15+) can bring down that AV a bit.

* Ninjas attacking from complete surprise against a target who failed to spot them reduces the target's DV to *ZERO*.

* Use explosions and area-effect attacks. Give the mooks grenades, and then enlighten the Old Master with that old adage about when "almost" applies and the wonders of splash damage.

* You can also use mooks missing the PCs against them... ok, mook missed the Old Master, but the stray bullets just happened to hit that parked car's gas tank/gas station pump/barbeque propane tank/clown's helium tank.

* For sorcerers using the Blast schtick for "Fireball"-type spells, instead of rolling against the target's AV assign a TN based on the damage they want for the blast and the number of targets they want in the area of effect.

* The Damage Escalation Creature Schtick triggered by Fu or barehand attacks might seem like the way to go, but that's too damned slow. Try maybe...

* There's a creature schtick in Thorns of the Lotus, Blaze of Glory I think it's called? Throw a pack of popcorn demons at the Old Master and put him at ground zero when the whole pack goes up.

* More fun with demons... give 'em poison spines or poison skin so every time they get hit with a barehand attack, the attacker gets poisoned.

* This one is pure cheese, but if you're trying to even the playing field... give a supernatural creature "Damage Immunity: Explosions" and then load him down with grenades, claymores, and other explosives.

And finally, the best way to neutralize an out-of-control Old Master is with a story element, usually a villain from the Old Master's past with a mutual grudge and comparable stats. The OM and Villain can pair of with one another while the rest of the PCs deal with henchmen or ticking timebombs or whatever (e.g., Egg vs. Lo Pan in Big Trouble in Little China).


Edited 8/12/2004 8:33 am ET by DarrinBright
From: prophet118 Posted on: 8/12/2004 2:03 pm
To: DarrinBright
Message: 393.16
in reply to: 393.15

well, this old master dramatic hook wasnt something i could easily toss into the first game, but i was planning on it in the second game... problem is, we never ot to the second game, as he was only staying a week, before going back to panama city.

 

his hook was "Pursuing last heir to the chinese imperial throne before chinese elements (past present and future) find and/ord kill him"

 

i didnt have the heart to tell him that it pretty much meant he was working for "the bad guys"

that is, if i read my groups correctly.

 

i had thought about area stuff, obviously (wanting to do "covering" fire... blanketing the area, more like it)... which i think could fall into the first option you have listed... attacking in groups



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From: Sensei Posted on: 8/12/2004 11:50 pm
To: prophet118
Message: 393.17
in reply to: 393.11
Well, one thing to keep in mind when we talk about combat strengths is that mooks don't HAVE to be stupid, worthless, unskilled fodder for PCs. In fact, if they are, most players will quickly get bored with the game. I mean, it may be cool once in a while, but who wants to play in a game where they truly -know- that they can't possibly be hurt by the bad guy's minions?

I adjust my mooks to my PCs' skill AV's. Mooks still get taken out on an Outcome of 5+, but I have no problem giving some tougher mooks a Martial Arts score of 13 or so. (Why wouldn't the bad guys train their guards and musclemen to kick some ass??) So, yeah, mooks guarding the Inner Sanctum of the Lotus sorceror have now got Dodges of 15, but when a PC has a combat AV of 18+, this still isn't that big a deal.

That way, one good roll by a PC will still take out the mook, but the mooks in the meantime have a much better chance to actually *hit* a named PC and do some minor damage. This keeps PCs on their toes, and gives them pause when they come across a dozen armed mooks. Sure, they'll prob'ly come out on top, but they know they'll most likely take a few bumps and bruises themselves.

From: prophet118 Posted on: 8/12/2004 11:58 pm
To: Sensei
Message: 393.18
in reply to: 393.17
well thats why i made the suggestion of using the rune rolls of valor sheet... that way you can tailor the mooks to the heroes..


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From: IronJester76 Posted on: 8/13/2004 8:55 am
To: prophet118
Message: 393.19
in reply to: 393.18
Two or three threads re: mooks recently and my response on the thread 'damaging mooks' really covers what i was going to say here, along with the advice from Darren. Especially grenades and blaze-of-glory demons.
I also use a slight variation on the combined attack method and
I combined this with mook super vermin i created called sewer pigs. These attacked from ambush for the first attack (roll vs perception rather than dodge, allowing hair-trigger neck-hairs as a bonus) and automatically do 1WP damage, regardless of toughness (due to small size, disease, sharp teeth, etc.). This pretty much gave me some automatic hits vs the players, who were pretty confident that they could take out these oversized rats while only taking a single wound per successful attack.
Then i sent in a wave of thirty.
To even things up a bit i gave them the unique limitation 'Fragile' from the netherworld sourcebook (Queen of Darkness pagoda's flying shadow things)which means they go down on ANY successful outcome.
But this is another example of making mooks a real danger to your pc's. My guys are double-wary of sewers now...
From: IronJester76 Posted on: 8/13/2004 9:11 am
To: Queex
Message: 393.20
in reply to: 393.2
Just read through this thread again and read your point about '=' AV's not being affected by stat increases. I assume you mean at creation only and not later, otherwise i've been running my games wrong for six years. I am posting from work on my lunch so i don't have the book to check, but surely an old master can improve his M/arts past 16AV as long as he has 17EXP to spend? I'm gonna be worried i've let my players run wild until i check the rules.
From: eXceL111 Posted on: 8/13/2004 10:04 am
To: Queex
Message: 393.21
in reply to: 393.14
Your example of statistics is not quite fair because there is no advantage to spreading once your effective damage (base damage - number of bursts spread) is strictly lower than their toughness. At that point, the outcome necessary to damage you opponent becomes independant of how many bursts you spread. In your example, this threshold is only 2!

The proposed rule of spreading bursts is equivalent to allowing hits on negative outcomes up to the number of burst spread, as long as the outcome is still added (or substracted for negative outcomes) to the damage. With this perspective, it is clear that you improve your chance to damage your opponent as long as the negative outcome does not cancel your damage altogether.
So the optimal spreading is equal to (base damage-toughness-1). If spreading more, you do the same average damage, but you spend more rounds.

So, now let us examine your same character with a high power rifle which I will put at 13 base damage (e.g. AK47). His optimal spread is 7 bursts, and the gain in damage is MUCH more impressive. As a character, I would take maximum advantage of these rules with a special forces character with Lightning reload 3 and a signature rifle!

I think it is a foundation of FS that combat skill is better than brute force. In general, a higher AV is better than a high damage rating (compare e.g. the big bruiser and the old master, or the mook rules). As a consequence, the rules are slanted so that few schticks can actually raise your combat AV.

As a side note, I would forbid spreading against mooks!

From: CCAMFIELD Posted on: 8/13/2004 12:00 pm
To: IronJester76
Message: 393.22
in reply to: 393.20
Naturally, once the game starts, an Old Master can buy up his (or her) MA, the same as anyone else.
From: IronJester76 Posted on: 8/13/2004 12:11 pm
To: CCAMFIELD
Message: 393.23
in reply to: 393.22
Good. I was quite worried for a while. Thanks.

I think i'm gonna compile some mook tactics and stuff. they are a lot of fun.

From: apple1233 Posted on: 8/26/2004 4:00 am
To: DarrinBright
Message: 393.24
in reply to: 393.15
[* Have the mooks attack in groups and "cooperate"... I use a house rule for group attacks, +1 for every member of the group. Thus, a 20-mook mob only gets to attack once as a group, but they get a +20 to their AV.]

... and would have a good chance to overcome the PC. IMHO it is part of an action movie, especially eastern action, that the PC can fight through a horde of mooks (classic example: Hero (Jet Li)). I would reduce the bonus to perhaps +1 for every 5 oder 10 mooks.

SYL

From: Queex Posted on: 8/26/2004 5:41 am
To: apple1233
Message: 393.25
in reply to: 393.24
Or vary the bonus by the situation and quality of the mooks. As long as you let you players know what the pain is likely to be before they wade in.
From: DarrinBright Posted on: 8/26/2004 9:56 am
To: apple1233
Message: 393.26
in reply to: 393.24
The group bonus does nothing to affect how quickly a PC can tear through gobloads of mooks. What it does do is allow me to actually *damage* the PCs with mooks, which is damn near impossible without groups of six or more mooks for every PC. Otherwise there's only a 1-in-6 chance that the mooks have any hope at all of actually hitting anyone.

It also prevents the PCs from ignoring the mooks completely, so it *encourages* players to take on the hordes first. I think it models action movies fairly well... when the fight starts, the hero is outnumbered, maybe gets wounded a few times, but as the fight goes on the horde gets wittled down and loses effectiveness.

It also encourages players to use tactics such as "divide and conquer" instead of just "I shoot the guy", and can lead to some interesting stunts for taking out multiple bad guys.

From: countjared Posted on: 8/26/2004 6:33 pm
To: DarrinBright
Message: 393.27
in reply to: 393.26
But in action movies the heroes do run away at times. But in Feng Shui there is never an incentive to run, unless the PCs are faced with large numbers of named characters. That doesn't really gel quite so well with the action movie. There is certainly a time and a place for increased AV mooks. They should always be swatted like flies but PC's shouldn't be allowed to take their invulnerablity for granted. Or much less rewarded for it. Of course if you do set them up against difficult to impossible odds, the problem will be making them realize it before they smash themselves to bits.

Add a d6 to the mook attack AV when you feel like it. Or make them whatever AV you like, up to and including the PCs AV level; just institute some alternate rules for taking out mooks. Like 3 hits regardless of outcome takes one down. Any hit regardless of outcome takes them down.

Sometimes an extended fight with 3 or 4 nobody oppenents is the best filler before the main villain. Make them named characters with lower AVs, say 12-13. PCs are forced to take the fight seriously and might even be forced to active dodge.

Just some thoughts of what has worked well for me and my group.

From: prophet118 Posted on: 8/26/2004 11:43 pm
To: apple1233
Message: 393.28
in reply to: 393.24

i was thinking the same... i dont want to kill the pcs, i just want to toss the fear of the mook in them..

 

after all if they just think "oh its just 70 mooks, thats too easy", you end up with entire graveyards dedicated to the fallen mooks... per combat... and the numbers would continue to rise, because everyone knows that if theres a problem, just throw more mooks at it, ventually it'll solve itself... or you'll have less mooks whichever.

 

a+1 per 5 in the group would be good, but a definition of the group would help... if 40 mooks jump out, and the fight is sprawling over a department store, dont count all 40 in the group... obviously.



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From: prophet118 Posted on: 8/26/2004 11:44 pm
To: DarrinBright
Message: 393.29
in reply to: 393.26

i agree

 

though i did put one PC in the hospital... from a grenade... thats actually pretty sad... but it is movie logic.lol



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From: prophet118 Posted on: 8/26/2004 11:46 pm
To: countjared
Message: 393.30
in reply to: 393.27

thats why i suggested using the Rune rolls of valor sheet at the start of this thread... using the PC's stats..

 

basically in the Rune game (done by atlas) you take down everyons stats that it asks for, then take the second worst stat from each column, and thats the standard stat for the bad guys..



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From: Queex Posted on: 9/9/2004 6:09 am
To: IronJester76
Message: 393.31
in reply to: 393.20
Yeah, only at character creation. Which I think is what the original question is about.

AV inflation in a long running game is a separate issue, and I think there's a thread on it somewhere...