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Re:[HOE] Cyborgs to unbalancing was About Rules of Engagement...



--- Theo McGuckin <tsm@jlab.org> wrote:
> 
> Doomies are the toughy with powers like ICBM and MIRV and Veridian Goliath
> (and Glow Rod and Nuke and Molecular Bonding and...) they are not only
> powerful, but versatile. A MIRV can be spread over several targets,
> thereby wounding several enemies, or all the missiles can be focused on
> one boss-type, killing him. The other thing is that MIRV increases
> exponentially (well not exponentially, but quickly) because a success gets
> you 5d10 (faith:5), while a raise gets you 10d10, then 15d10, etc. Compare
> that to an Arson where a raise gets you from 2d10 to 3d10 to 4d10, etc.
> (not complaining about Arson being weak, just using it as a comparison).

Those are both linear - y=5x with MIRV and y=x+1 for arson {I don't have the
book, just going by your numbers}

> So the result is that the Marshal is having a hard time challenging the
> Doomie in combat without the rest of us getting killed...

That's the idea - if the Doomie kills a party member, the rest turn on him.
Don't kill your friend's characters.

=====
Michael Shindler, ICQ #13820058, AIM ID: DaidojiArichi
Daidoji Arichi, Scorpion Clan Bodyguard 
(who doesn't really care if you know where Doro no Sesame is *anyway*)
"Know where your sword is. Always." - Shinriko
v3.12 GCS, d, s+:-, a--->$, c++>$, W++, N, w(++), PS+(++), PE--, Y+, R(+)@, tv+, b++(+++), DI++++, D, G++, e->$, h!, y?
L5R CW v0.99 SC++ S+ G+ A++ Y++ D- H- SH- T+ FP+ AN+ Fq C PN+ ?GW I U++ N+ RPG CCG

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