Monday, July 20, 2009
The Deflection of Exception
A goal of the Revised Edition is to remove any unnecessary permutations of the basic way things work. OVA is already a simple game, but these little speedbumps, rules that, due to their uniqueness, force reference to the book for this chart or that quick note, rarely add something that can't be handled another way.
Armor is one of these. Before, this Ability would subtract a value from all Damage taken. On the surface this makes sense, but in practice it adds another step to combat. Nowhere else does anything add or subtract from Damage, and the Armor chart itself is not similar to any other Ability's progression.
So how is this fixed? Instead of subtracting from the final Damage dealt, Armor now subtracts from the attacker's Damage Multiplier by an amount equal to Armor's Level. If the attack has a DM of 4, and Armor is Level 2, then the attacker's DM is 2. It's very simple, very quick, and doesn't involve subtracting numbers from an ever changing amount of Damage.
The major effect of this change is that Armor is now a little stronger at low Levels and arguably weaker at high Levels. But considering Level 1 Armor used to subtract a pointless 2 Damage, it's not a bad change.
But what happens when the DM is reduced below 1? You may remember the Weak Weakness and the Unnatural Resistance Ability gave rules for fractional Damage Multipliers, with such nonsense as "one Damage for every three dealt." All that is gone. Instead, if your DM is ever reduced below one for any reason, treat it as 1/2. Or, if you find it simpler, treat it as normal and then half the final Damage. No complicated fractions, and your Damage output is still satisfyingly weakened.
Shadowman here is easily the most heavily armored character in OVA. His ebon shell is not only his protection and his source of power, but also the very thing that keeps him alive.
Monday, July 6, 2009
Happy Birthday, America!
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