Justice League Reserves (OOC Talk, Rolls, other nonsense)

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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

jmucchiello wrote: Thu Apr 08, 2021 2:12 am Normal "ranged" is not "10 feet" is -1 to perception for each 10 feet distance. If the source of the mental ability is in the room, that can't be much more than a -3 to -5 can it?
Nah, not in this room or building, but she definitely has someone's dirty mind tricks on her. Gonna take some tracking to do that.
pathfinderq1
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by pathfinderq1 »

Initiative check for Steadfast:

1d20+7= 20, roll https://orokos.com/roll/884880
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

Miracle wrote: Thu Apr 08, 2021 5:14 pm Regarding the Master Plan, no. You can formulate it, but you have no time to brief your teammates. Especially when the clear and present danger is possibly at arms reach.

Secondly, I'm kinda on the fence about using identities out in the open. I know some parts of the DC universe use it. Well, the Flash and most/all of his Rogues are on first name basis. But I don't really believe King Shark lets any and everyone know his name. Now if you were to give me a Knowledge (streetwise). DC 25.
Just in case you missed it, Macyn.
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

Note I am backwards converting Croc and Shark from DCA Heroes & Villains, volume 1 & 2.

Initiative: 1d20+4 8

Initiative: 1d20+4 7
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

Regarding DCA/3e Regeneration, I'm not sure what the equivalent would be in second edition. Though if i were to take it as is. How long would it take Regeneration 2 to heal?
Hero's Handbook, page 112 wrote:You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Croc has Regeneration 5, so that's spelled out in the description. What's not explained is how to figure out the ranks. Shark has Regeneration 2.
MacynSnow
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by MacynSnow »

Miracle wrote: Sat Apr 10, 2021 4:05 pm
Miracle wrote: Thu Apr 08, 2021 5:14 pm Regarding the Master Plan, no. You can formulate it, but you have no time to brief your teammates. Especially when the clear and present danger is possibly at arms reach.

Secondly, I'm kinda on the fence about using identities out in the open. I know some parts of the DC universe use it. Well, the Flash and most/all of his Rogues are on first name basis. But I don't really believe King Shark lets any and everyone know his name. Now if you were to give me a Knowledge (streetwise). DC 25.
Just in case you missed it, Macyn.
Thank's. RL's kept me busy last couple of day's.

As for Shark's ID; i'd Assume the League would have it as part of his File and Doc has Eidetic Memory so he might've known about it that way(it SHOULD save me from rolling. :)).
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Arkrite
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Arkrite »

Miracle wrote: Sat Apr 10, 2021 4:53 pm Regarding DCA/3e Regeneration, I'm not sure what the equivalent would be in second edition. Though if i were to take it as is. How long would it take Regeneration 2 to heal?

Croc has Regeneration 5, so that's spelled out in the description. What's not explained is how to figure out the ranks. Shark has Regeneration 2.
Well, in 3rd Ed Shark would heal once every 5 rounds.

2nd edition is more confusing because regeneration can add to your recovery roll to heal, or to speed up the recovery of specific types of damage...
Honestly, as I am super lazy, I'd probably just go with the "heals 1 damage every 5 rounds" and run with it ;~)
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

What I'm not understanding is the ranking of 3e Regeneration. If 1 ranks is every 10 rounds, 2 ranks every 5 rounds, 5 ranks every other round, 10 ranks every round, and 20 ranks twice a round, how does one figure out Regen 3,4, 6-9, 11-19, and past 20?
jmucchiello
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by jmucchiello »

Miracle wrote: Sat Apr 10, 2021 8:10 pm What I'm not understanding is the ranking of 3e Regeneration. If 1 ranks is every 10 rounds, 2 ranks every 5 rounds, 5 ranks every other round, 10 ranks every round, and 20 ranks twice a round, how does one figure out Regen 3,4, 6-9, 11-19, and past 20?
You either do it with full math or you just rule you can have those rankings.

Math: Regen 4:
Round 1 you get a bruise, regen cure 0.4 of it. No effect.
Round 2, 0.8, no effect
Round 3, 1.2, remove one bruise, 0.2 remains
Round 4, 0.6, no effect
Round 5, 1.0, remove one bruise, no remainder.
Rinse, Repeat.

Math: Regen 7:
Round 1 you get a bruise, regen cure 0.7 of it. No effect.
Round 2, 1.4, remove one bruise, 0.4 remains
Round 3, 1.1, remove one bruise, 0.1 remains.
Round 4 0.8 of it. No effect.
Round 5, 1.5, remove one bruise, 0.5 remains
Round 6, 1.2, remove one bruise, 0.2 remains.
Round 7, 0.9 of it. No effect.
Round 8, 1.6, remove one bruise, 0.6 remains
Round 9, 1.3, remove one bruise, 0.3 remains.
Round 10, 1.0, remove one bruise, no remainder
Rinse, Repeat.
MacynSnow
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by MacynSnow »

3-4 would be every 2 rounds(in this case, round down all fractions)
6-9 would still be every other round(or to quote Whose Line:"...And the Points don't matter" :))
11-19 would fall under previous.
And anything past 20 is just plain ridiculous. The Immortal Hulk's regeneration is 21(OG Hulk's would be just 20) and look at what HE can survive...
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

jmucchiello wrote: Sat Apr 10, 2021 8:21 pm
Miracle wrote: Sat Apr 10, 2021 8:10 pm What I'm not understanding is the ranking of 3e Regeneration. If 1 ranks is every 10 rounds, 2 ranks every 5 rounds, 5 ranks every other round, 10 ranks every round, and 20 ranks twice a round, how does one figure out Regen 3,4, 6-9, 11-19, and past 20?
You either do it with full math or you just rule you can have those rankings.

Math: Regen 4:
Round 1 you get a bruise, regen cure 0.4 of it. No effect.
Round 2, 0.8, no effect
Round 3, 1.2, remove one bruise, 0.2 remains
Round 4, 0.6, no effect
Round 5, 1.0, remove one bruise, no remainder.
Rinse, Repeat.

Math: Regen 7:
Round 1 you get a bruise, regen cure 0.7 of it. No effect.
Round 2, 1.4, remove one bruise, 0.4 remains
Round 3, 1.1, remove one bruise, 0.1 remains.
Round 4 0.8 of it. No effect.
Round 5, 1.5, remove one bruise, 0.5 remains
Round 6, 1.2, remove one bruise, 0.2 remains.
Round 7, 0.9 of it. No effect.
Round 8, 1.6, remove one bruise, 0.6 remains
Round 9, 1.3, remove one bruise, 0.3 remains.
Round 10, 1.0, remove one bruise, no remainder
Rinse, Repeat.
MacynSnow wrote: Sat Apr 10, 2021 8:22 pm 3-4 would be every 2 rounds(in this case, round down all fractions)
6-9 would still be every other round(or to quote Whose Line:"...And the Points don't matter" :))
11-19 would fall under previous.
And anything past 20 is just plain ridiculous. The Immortal Hulk's regeneration is 21(OG Hulk's would be just 20) and look at what HE can survive...
Subjective question, I guess. Are the non 1, 2, 5, 10, 20 ranks worth it then?
jmucchiello
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by jmucchiello »

If the player is willing to do the math, I don't see why they shouldn't be allowed to do so. As you can see, Regen 4 gets 4 effects every 10 rounds. And Regen 7 gets 7.
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

I do certainly see the ease of it. The only thing it doesn't do is erase ability score damage, staggered, disabled, unconscious*, and resurrection*. Then again, I can see those being less a problem in 3e(?).

*to be honest these shouldn't have been options in the first place :mrgreen:
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by MacynSnow »

It all depends on how much of a stickler of RAW you are. I perfer the "Quick & Dirty" method i showed, but it all comes down to interpretation like you said.
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Miracle
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Re: Justice League Reserves (OOC Talk, Rolls, other nonsense)

Post by Miracle »

So, simple math would be...

1/10 (0.1): 10
2/10 (0.2): 5, 10
3/10 (0.3): 4, 7, 10
4/10 (0.4): 3, 5, 8, 10
5/10 (0.5): 2, 4, 6, 8, 10
6/10 (0.6): 2, 4, 5, 7, 9, 10
7/10 (0.7): 2, 3, 5, 6, 8, 9, 10
8/10 (0.8): 2, 3, 4, 5, 7, 8, 9, 10
9/10 (0.9): 2, 3, 4, 5, 6, 7, 8, 9, 10
10/10 (1.0): 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

And just follow the pattern after that. American edumacation! :mrgreen:
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