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Post by archersix on Apr 30, 2018 3:10:41 GMT
Question for Scott, or anyone else who's edited a game.
How have or would you handle a player who wanted to play a character like Green Arrow, the Arrow, or the Vigilante? These guys were constantly shooting guns out of thugs hands, or pinning bad guys to walls by shooting arrows through their jackets.
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Post by Adminenkainen on Apr 30, 2018 14:09:00 GMT
The first one is easy -- in second edition, every time a gunman takes damage he has a 2 in 6 chance of losing his weapon, which is twice the chance of dropping any other type of weapon (and that is precisely because guns get disarmed so much more often in comics).
The second one is trickier -- the first archer to pin bad guys to walls with arrows was The Arrow, but upon closer inspection of his stories it seems he was a superhero and not a fighter, so he was using the Hold Person power, with his arrows serving as "flavor text."
With Green Arrow...I'd be inclined to say he is actually a mysteryman and that many of his arrow tricks are really stunts. But, on the other hand, to balance the class stunts are not supposed to be useful in combat.
I suppose you could house rule that stunts can affect combat whenever damage is not the main goal. In a solo campaign, where you don't have to worry about classes balancing, then that wouldn't be a big deal at all.
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Post by archersix on May 1, 2018 12:10:30 GMT
The superhero angle for Arrow is a good idea. Green Arrow being a mystery man? Stunting at range? Neat idea.
I still might lean toward giving the fighter a bonus to disarm, especially at higher levels.
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Post by Adminenkainen on May 1, 2018 14:47:28 GMT
I still might lean toward giving the fighter a bonus to disarm, especially at higher levels. Oh, that could definitely become a thing for levels 7+. Also giving some stunts to high-level fighters.
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Post by order99 on May 5, 2018 3:20:14 GMT
Page 91 of the H&H 2nd Edition has rules for Disarming-just use them at Range:
"However, if the attacker hits, but chooses to do no damage, the disarm check is automatically triggered. Also, a mysteryman can automatically trigger a disarm check as a stunt."
There are rules for Entangling Weaponry on the same page-a dedicated Archer might be allowed to use Arrows in this manner if the intent is to Pin opponents without hurting them...maybe have the Archer use his/her Trick Arrows for that purpose? ( "My Broadheads (1D6) are too likely to kill-time to switch to my special Needle Tips (1D3) for that bit of accuracy...".
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Post by Adminenkainen on May 6, 2018 14:16:14 GMT
As time goes on, I become even less of an expert on my own rule system. I remember pieces from every draft of the rules and they're all interchangeable in my mind.
I don't think I would have thought of applying the entangling mechanic to pinning foes...but it does make sense to me now that you've suggested it. Good call!
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Post by order99 on May 10, 2018 0:47:32 GMT
Honestly, I got the idea from Dayspring-he wanted a stretchable Plastic Man type, so we took an Android Fighter and:
1)Wreck at Range becomes Entangle with Limbs (equal or lesser Power) 2)Mighty Leap retitled as Stretchable Form (same Effect) 3)Weakness becomes Extreme Heat or Cold (Power loss)
Yeah, we're making characters...by E-mail because we all still work conflicting schedules and STILL CAN'T PLAY AAAuuuuuugh!!!
(sniff)
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Post by archersix on May 10, 2018 2:18:53 GMT
Cool stuff Order!
And here's to getting that game going soon
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Post by Adminenkainen on May 10, 2018 15:55:03 GMT
Good work on that Plastic Man-like Hero, Order. I knew, by keeping the mechanics simple, it would make it easier to "re-skin" them to fit different character types. You helped prove me right!
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