CoX PnP Game teaser


Doc_Reverend

 

Posted

Since apparently no one else is going to do it, I guess I will. I have a tactical combat system I already made where-in you build our own powers using a point system. It plays like D&D 4e but you get the powers you want, plays quickly, and is balanced (so maybe not so much like 4e). I am busily converting it to CoX - which is different in that movement is easy (no opportunity attacks). The system already had rank instead of levels, so that part is easy.

Characters have ranks: minion, lt, boss, EB, AV. Heroes can be set to any rank but are normally boss rank. Rank determines your hit points, base accuracy, mezz resistance, and how many inherents you have. A minion has 5 hit points, base accuracy +0, mezz resistance 1, and 0 inherents. A hero/boss has 20 hit points, base accuracy +2, mezz resistance 3, and 2 inherents.

Inherents replace AT's by providing you bonuses to select abilities. You basically make an AT by selecting 2 inherents. You cannot take the same inherent more than twice.
Tanker: +1 Damage Resistance, Movement Resistance, Mezz Resistance
Stalker: +1 Defense
Brute: +1 Damage with melee and close attacks
Scrapper: +1 Accuracy with melee and close attacks
Blaster: +1 Damage with ranged attacks and close attacks
Sniper: +1 Accuracy with ranged attacks and close attacks
Corruptor: -1 to Foe debuffs
Controller: +1 Magnitude to controls
Defender: +1 to buffs and heals

Powersets are by theme, not broken up by AT. You can select any powers from the powerset. The key is your inherents. A defender gets more use out of heals and buffs, a controller gets more use out of controls. Defensive powers basically go away, replaced by Tanker and Stalker inherents. There is also a point build system so you can make your own powers or powersets.

Here are some sample Dark powers:
Shadow Punch: At-Will, Melee, Accuracy +2, Dmg d4, Foe -1 Acc
Smite: At-Will, Melee, Accuracy +1, Dmg d6, Foe -1 Acc
Midnight Grasp: Encounter, Melee, Accuracy +0, Dmg d8, Foe -1 Acc, Foe Immobilize
Shadow Maul: At-Will, Close Blast 3, Accuracy +0, Dmg d4, Foe -1 Acc
Death Shroud: At-Will, Close Burst 1, Accuracy +0, Dmg d4, Foe -1 Acc
Siphon Life: At-Will, Melee, Accuracy +0, Dmg d6, Self Heal d4, Foe -1 Acc
Life Drain: At-Will, Range 5, Accuracy +0, Dmg d4, Self Heal d4, Foe -1 Acc
Dark Regeneration: At-Will, Close Burst 1, Accuracy +0, Dmg d4, Self Heal d4
Twilight Grasp: At-Will, Range 5, Accuracy +0, Heal d4 Close Burst 1
Shadowy Binds: At-Will, Range 5, Accuracy +0, Dmg d4, Foe Immobilize Mag 1, Foe -1 Acc
Living Shadows: At-Will, Close Blast 3, Accuracy +0, Foe Immobilize Mag 1, Foe -1 Acc
Tenebrous Tentacles: Encounter, Close Blast 3, Accuracy +0, Dmg d4, DoT d4, Foe Immobilize Mag 1, Foe -1 Acc
Touch of Fear: At-Will, Melee, Accuracy +0, Sleep Mag 2 Duration 2
Cloak of Fear: At-Will, Close Burst 1, Accuracy +0, Sleep Mag 3
Fearsome Stare: Encounter, Close Blast 5, Accuracy +0, Sleep Mag 2 Duration 2
Howling Twilight: Encounter, Range 5, Burst 1, Accuracy +0, Sleep Mag 2, Heal d4
Oppressive Gloom: At-Will, Close Burst 1, Accuracy +0, Stun Mag 1
Dark Grasp: At-Will, Range 5, Accuracy +0, Dmg d4, Stun Mag 1
Petrifying Gaze: Encounter, Range 5, Accuracy +1, Stun Mag 1
Abyssal Gaze: Encounter, Range 5, Accuracy, Dmg d6, DoT d4, Stun Mag 2
Heart of Darkness: Encounter, Close Burst 1, Accuracy +0, Dmg d4, DoT d4, Stun Mag 1
Shadow Field: Encounter, Range 5, Burst 1, Accuracy -1, Stun Mag 2

The way combat works is fairly simple.

Base defense is 6. You roll d10 to hit and add your Accuracy modifiers, if you roll the defense or better you hit. Minions need to roll a 6 (so 50% chance to hit), Bosses/Heroes need to roll a 4 (so 70% chance to hit). A 1 always misses, a 10 always hits.

For damage you roll the damage die and add any modifiers. Subtract target's damage resistance if any. So a d8 attack will take out a minion half the time with one shot. A blaster with +2 ranged damage will take out a minion with a d4 attack half the time.

DoT is an extra damage roll on the following turn, it applies vs damage resistance separately.

Healing heals the number of hit points rolled on the die.

Controls (immobilize, sleep, stun) have a magnitude. You must equal the mezz resistance of the target to have an effect. By default they last one turn. Immobilize you cannot move. Sleep you get no action but it breaks if you take damage (fear is combined with sleep). Stun you get no action.

Buffs and Debuffs modify the appropriate abilities. The same effects do not stack, you use the highest one (i.e Dmg +1 and Dmg +2 combine to be Dmg +2).

You can move 10 squares per turn in addition to using a power.

Tomb Fisted Kid is an undead cowboy sheriff
Inherents: Tanker 1, Scrapper 1
Siphon Life: At-Will, Melee, Accuracy +0, Dmg d6, Self Heal d4, Foe -1 Acc
He attacks a Hellion minion with Siphon Life. The minion has Defense 6.
Attack roll d10. Accuracy +2 (hero) +1 (scrapper). He needs to roll a 3+ to hit.
He hits and rolls d6 for damage, rolling a 2. The Hellion has no damage resistance so he takes 2 damage.
He rolls a d4 for self healing and gets a 3. He heals 3 hit points (up to maximum).

Bon Bone is a voodoo hougan
Inherents: Blaster 1, Controller 1
Dark Grasp: At-Will, Range 5, Accuracy +0, Dmg d4, Stun Mag 1
He attacks a group of Hellions, they have a Lieutenant. Dark Grasp is normally Stun Mag 1 but with Controller inherent it goes to a 2. So it will affect an Lt.
Attack roll d10. Accuracy +2 (hero). The Lt has defense 6. He needs to roll a 4 to hit.
He hits. He rolls d4 +1 (for blaster) damage and does 4 damage.
The Lt takes a Mag 2 Stun and is unable to act on its next turn.


 

Posted

Eww, 4E? If I wanted to play an MMO based off of City of Heroes, I would play City of Heroes.


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Posted

Quote:
Originally Posted by Kirsten View Post
Looks good, but I can't stand D&D 4e. I'll stick to GURPS.
I don't like 4e either, that's why I created my own system


 

Posted

You still said it "plays like 4e," which is what we were going off of.

I don't like how 4e plays.


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Posted

Oddly, I still kind of prefer 2E. 3E's my least favorite, way too much like playing a spreadsheet.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

If you are going for a CoH feeling, why include random damage instead of using fixed damage?


Always remember, we were Heroes.

 

Posted

that's a good question. That could be changed, but there is so much variation in damage with CoX and it is handled by the computer, so the static damage is not so mechanical.

If a minion has 5 hit points and an attack does 2 damage it takes 3 hits to take them out. 3 or 4 and it takes 2 hits. 5 and they are taken out with one hit. The damage variations mean little at that point and it is painfully obvious.


 

Posted

For modeling CoX in a game, I'd just use Mutants & Masterminds, either 2nd or 3rd edition. It's a much more robust system.

Heck, it was a Mutants & Masterminds game that got me into CoH in the first place!


You want to know the secret of the world? It's this: Save it, and it'll repay you, every second of every day.
@Dr. Reverend - My DeviantArt Gallery
Crow Call - Gods of the Golden Age

 

Posted

There's several PnP superhero games out there. While none that I know of specifically play like City of Heroes, I think that a lot of the missing elements are more important to MMOs, and not so necessary in PnP games, where a living GM can make on-the-fly judgement calls.

For me, I just play Heroes Unlimited.


@Roderick

 

Posted

Your best bet for a PnP game for CoH is to modify the existing rules from Palladium's Heroes Unlimited. It has most of what your looking for already pre-built and a lot more then what you realize already done up.



Now with that being said, there are issues with the system, if you GM for that game you HAVE to have a really tight understanding of the rules, and a VERY Strict hand, cause else your players will take advantage of rules loops and you will have Godlings in your midst pretty darn quick...

but good for the goose is good for the gander and all


The great part of Palladium is that ALL the Palladium books are interwoven, they all work with each other, so you can have Teenage Mutant Ninja Turtles (licensed) in with your Mutants and Masterminds, and your Superheros, and your Robotech, and your Rifts, all in the same game, and all at roughly the same powerlevel with some work from the GM...

Good luck my fellow nerds, and just remember to bring enough dice...


"when i can savagely beat sheep while issuing ultimatums and torturing people, then i may go back into it" -vara nocturne
Not enough Evil...
I take it back NC SOFT is enough evil for anyone...