[HoE - Classic] Synaptic Static

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SniperJuice
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[HoE - Classic] Synaptic Static

#1 Postby SniperJuice » Sat Mar 14, 2009 9:55 pm

Out of Curiosity what is suppose to be the recovery roll on Synaptic Static?
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Clint
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#2 Postby Clint » Mon Mar 16, 2009 8:36 am

Remind me, which book is that from?
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SniperJuice
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#3 Postby SniperJuice » Mon Mar 16, 2009 3:17 pm

It's from Children o' The Atom
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#4 Postby Clint » Tue Mar 17, 2009 11:33 am

Got it! It's a TN:7 minimum.
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#5 Postby SniperJuice » Tue Mar 17, 2009 12:13 pm

Am I correct in assuming that each raise above the opponents increases the TN by a wound step then?
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#6 Postby Clint » Tue Mar 17, 2009 12:24 pm

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.
Last edited by Clint on Thu Nov 19, 2009 9:04 am, edited 1 time in total.
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#7 Postby oddtail » Tue Mar 17, 2009 5:05 pm

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?
Can't think of anything smart/funny right now, sorry.

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#8 Postby Clint » Tue Mar 17, 2009 5:15 pm

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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