Page 2 of 3

Posted: Wed Feb 04, 2009 1:38 pm
by Zydana
cole45 wrote:Having to have a notecard is symptom of bad design.
Agreed!

Posted: Wed Feb 04, 2009 1:59 pm
by GM-Mike
Two things, the math was always easy for me because instead of subtracting I just count as normal, knowing that every time I hit an even number, a five second interval has passed for hero points (but I'm weird and math like that is easy for me).

That said, I don't disagree that it is overly complex. I'm just not sure the proposed solution is any better.

Posted: Wed Feb 04, 2009 2:04 pm
by cole45
That is very true. As noted above. I'm looking for the easiest solution.

If another one is out there. That above was designed to be like the old hero point rules - kill calls.


a better one, would be excellent.

Posted: Wed Feb 04, 2009 2:19 pm
by General Maximus
The simple solution is a hero point will cut the time of a skill in half and with rounding down. Simple, broad stroke, and anybody can do it quickly in their head.

The only issue is the power of a hero point dropped again. You give up power for simplicity.

Posted: Wed Feb 04, 2009 2:25 pm
by Atrum Draconus
I understand that people may complain about a new thing, change is usually met with complaints not matter what that change is. I don't like the other option because it falls back to combat only skills being viable hero point expenditures. That was the main complaint before, that only combat skills worked for HP.

The proposed solution would make you have a chart of skills that it worked for. Does it work for 3, 5 or 8 boom? What about 15, 18 or 33? What about 12 or 15 KO?

That said if a way can be found that doesn't leave out certain skills, disciplines or paths I'd be all for it. I just don't know what that would be. To me this is the easiest and fairest way. And if people adopted Mike's counting method (2=5) then there really shouldn't be a problem. Or figure it out once and remember it. The simple fact is that all your counted actions make you remember numbers and count. If you want to use HP you have to either be able to count and substitute or remember 2 numbers. Which truthfully to me seems to be the easiest way. It's been proven over and over that people forget when things are excluded. So no kill skills will not work. People will use it anyway when they forget what exactly the writeup reads.

Posted: Wed Feb 04, 2009 2:28 pm
by cole45
to be fair, the people that complained were not the normal reactionary people. It was well though issues, like Dougs.


It actually includes 1/2 for skills > 5 minutes, which are mostly non combat skills.

Posted: Wed Feb 04, 2009 2:33 pm
by Atrum Draconus
Don't get me wrong, I 'm all for something simpler, I just don't have any idea what that could be. I don't see the preposed solution as any simple or better. It does fix the 1 complaint of the current system but brings back the complaint of th old system AND adds a list of skills it doesn't work with which will cause ALL kinds of problems.

Posted: Wed Feb 04, 2009 2:37 pm
by cole45
I could do half no stacking. Thats where the complexity comes it.


or reducted to zero for aany non damaging skill. (knockout and sleep would be damaging skills) But again that gets into exclusions. I feel like I'm missing some simple solution.

Posted: Wed Feb 04, 2009 3:26 pm
by Ark
i do like that. *hero points can cut the time of skills in half rounded down, multiple hero points cannot be used in this way, 2 second minimum still aplies.

hows that?

Posted: Wed Feb 04, 2009 3:34 pm
by GM-Mike
The hero point time funkiness was really so that there could be a scalable skill, when we were toying with advanced hero point progressions, so making it a straight cut in half, minimum of two seconds kind of a thing would work fine for me since we abandoned the other idea

Posted: Wed Feb 04, 2009 3:41 pm
by Atrum Draconus
Aah yeah, I never liked the stacking thing at all, but I think it was put in to keep HP powerful enough as well as making it better to have multiples. Take the stacking thing out and all of a sudden the 3\5 isn't all that complicated. Even if it's half, stacking is where the complexity comes in.

Posted: Wed Feb 04, 2009 3:47 pm
by Ark
here are the two

basic- -3 seconds per 5 seconds of charge
at 50- (-8 seconds per 10 seconds of charge (skills less than 10 may be instantly used)
at 160- (-19 seconds per 20 seconds of charge (skills less than 20 seconds may be instantly used)

new idea
basic- -1/2 charge time rounded down, 2 count minimum still aplies
at 50- -1/2 charge time rounded down, 2 count minimum still aplies, skills under a 30 count may be used instantly
at 160- -1/2 charge time rounded down, 2 count minimum still aplies, skills under a 60 count may be used instantly

Posted: Wed Feb 04, 2009 3:51 pm
by GM_Chris
Or this one is not too bad.


time to cast reduction= B* dx/3dy where B is defined as the volume of a parapiped with the dimentions of x=sq1, y=sq2, z=sq3

Not too bad though it does reuieres a bit of diffy Q.

Posted: Wed Feb 04, 2009 3:55 pm
by cole45
No, chris. That won't work. You need to take the integral to a limit of Z.

Posted: Wed Feb 04, 2009 3:58 pm
by Ark
hey i dont use this skill but nobody is throwing out solutions..that humans can understand.