В двух случаях из трёх ярко видна проблема слабой защитой от Stun повреждений и Оглушения. Чтобы разобраться поближе предлагаю взглянуть на HERO System, во первых эта система является прародителем Fuizon, а во вторых она ушла намного вперёд, что делает её концепции более проверенными.
Итак:
Fuzion и HERO System 6Ed: Механизм защиты от повреждений при помощи характеристик.
Начнём немного не по теме, а именно с состояния Оглушение (Stunned).
Fuzion
Цитата
Stunned
If you take more than 1/2 of your total Stun in one attack, you are Stunned.
A Stunned character cannot act in the next phase and is -5 to all Primary Characteristics.
He can't move, and he may take no other actions.
He will remain stunned for 1 phase, becoming "unstunned" next phase.
If you take more than 1/2 of your total Stun in one attack, you are Stunned.
A Stunned character cannot act in the next phase and is -5 to all Primary Characteristics.
He can't move, and he may take no other actions.
He will remain stunned for 1 phase, becoming "unstunned" next phase.
HERO
Цитата
Stunning
If the STUN done to a character (after subtracting defenses) is less than or equal to his Constitution (CON), there`s no effect other than the loss of STUN. If the STUN done to a character by a single attack (after subtracting defenses) exceeds his CON, he`s Stunned.
A Stunned character`s DCV (Defensive Combat Value) and DMCV (Defensive Mental Combat Value) instantly drop to 1/2 (as do the modifiers for making Placed Shots against him). At the end of the Segment, any of his Powers that aren`t Persistent, and any Skill Levels of any type, turn off.
The character remains Stunned and can take no Action until his next Phase (he cannot even Abort to a defensive Action).
A character who`s Stunned or recovering from being Stunned can take no Actions, take no Recoveries (except his free Post-Segment 12 Recovery), cannot move, and cannot be affected by Presence Attacks.
Stunned characters typically retain their grip on objects they are holding, but this may depend on the object being held (heavier ones are dropped more often than light ones) and the nature of the attack.
RECOVERING FROM BEING STUNNED
A Stunned character must take a moment to clear his head and recover from the effects. This is called recovering from being Stunned. Recovering from being Stunned requires a Full Phase, and is the only thing the character can do during that Phase. A character can recover from being Stunned in the Segment in which he was Stunned if he had a Phase in that Segment and his Phase has not yet occurred (in that case his Constant Powers won’t turn off, since he won’t still be Stunned at the end of the Segment). If a character becomes Stunned while Holding an Action, he cannot use his Held Action to recover from being Stunned — he simply loses it. A character doesn’t recover from being stunned when he takes a Post-Segment 12 Recovery.
In the character’s next full Phase after becoming Stunned, he recovers from being Stunned when his DEX occurs in the Segment. He regains his full DCV (and Placed Shot modifiers return to normal), but he still cannot act until his next Phase — recovering from being Stunned is all he can do that Phase. However, after recovering from being Stunned, a character may, if he wishes, Abort to a defensive Action (even in the same Segment in which he recovers from being Stunned).
Example:
Andarra (DEX 20, SPD 3) is Stunned by an attack on Segment 6. She must use her Phase on Segment 8 to recover; she recovers on DEX 20 (so an enemy attacking her in Segment 8 with, say, DEX 15 would have to hit her at her full DCV (Defensive Combat Value)). Andarra cannot take any other Action until her next Phase on Segment 12, but may Abort her Phase in Segment 12 in Segments 8 (after her DEX occurs), 9, 10, or 11 if she so desires.
If Andarra were Stunned in Segment 4 by an opponent who attacked on DEX 24, she would recover from being Stunned on her Phase in Segment 4, since she hadn’t yet acted in that Phase.
A character may be hit by an attack in the Phase in which he’ll recover from being Stunned before getting to do so (i.e., by another character whose DEX is higher than his). If the character takes no damage from the attack after applying his defenses, he may still recover from being Stunned as normal. However, if the character takes any STUN or BODY damage from the attack, he cannot recover from being Stunned that Phase; he must try to do so on his next Phase instead. (At the GM’s option, this also occurs if a character suffers any similar effect, such as losing INT to a Drain INT or taking Knockback.)
If a character is Stunned, and takes enough damage to be Stunned again before he gets to recover from being Stunned, he doesn’t have to recover twice — he was already Stunned, so he can’t be “Stunned more.” One recovery from being Stunned takes care of both.
If a character is Stunned by a Constant attack, he can recover from being Stunned if he has a Phase in a Segment in which his attacker doesn’t (and therefore in which he doesn’t take damage from the Constant attack). Recovering from being Stunned is not the same thing as taking a Recovery. A character regains no STUN when he recovers from being Stunned, he merely shakes off the effects of being Stunned (such as having ½ DCV). A character can recover from being Stunned even if he cannot breathe or holds his breath.
There’s no limit to the number of times a character can be Stunned and recover from being Stunned. Nor is there any limit to how much negative STUN a character can accrue, but the GM can establish a reasonable one (such as negative the character’s starting STUN, or some multiple thereof) if appropriate or desireable.
If the STUN done to a character (after subtracting defenses) is less than or equal to his Constitution (CON), there`s no effect other than the loss of STUN. If the STUN done to a character by a single attack (after subtracting defenses) exceeds his CON, he`s Stunned.
A Stunned character`s DCV (Defensive Combat Value) and DMCV (Defensive Mental Combat Value) instantly drop to 1/2 (as do the modifiers for making Placed Shots against him). At the end of the Segment, any of his Powers that aren`t Persistent, and any Skill Levels of any type, turn off.
The character remains Stunned and can take no Action until his next Phase (he cannot even Abort to a defensive Action).
A character who`s Stunned or recovering from being Stunned can take no Actions, take no Recoveries (except his free Post-Segment 12 Recovery), cannot move, and cannot be affected by Presence Attacks.
Stunned characters typically retain their grip on objects they are holding, but this may depend on the object being held (heavier ones are dropped more often than light ones) and the nature of the attack.
RECOVERING FROM BEING STUNNED
A Stunned character must take a moment to clear his head and recover from the effects. This is called recovering from being Stunned. Recovering from being Stunned requires a Full Phase, and is the only thing the character can do during that Phase. A character can recover from being Stunned in the Segment in which he was Stunned if he had a Phase in that Segment and his Phase has not yet occurred (in that case his Constant Powers won’t turn off, since he won’t still be Stunned at the end of the Segment). If a character becomes Stunned while Holding an Action, he cannot use his Held Action to recover from being Stunned — he simply loses it. A character doesn’t recover from being stunned when he takes a Post-Segment 12 Recovery.
In the character’s next full Phase after becoming Stunned, he recovers from being Stunned when his DEX occurs in the Segment. He regains his full DCV (and Placed Shot modifiers return to normal), but he still cannot act until his next Phase — recovering from being Stunned is all he can do that Phase. However, after recovering from being Stunned, a character may, if he wishes, Abort to a defensive Action (even in the same Segment in which he recovers from being Stunned).
Example:
Andarra (DEX 20, SPD 3) is Stunned by an attack on Segment 6. She must use her Phase on Segment 8 to recover; she recovers on DEX 20 (so an enemy attacking her in Segment 8 with, say, DEX 15 would have to hit her at her full DCV (Defensive Combat Value)). Andarra cannot take any other Action until her next Phase on Segment 12, but may Abort her Phase in Segment 12 in Segments 8 (after her DEX occurs), 9, 10, or 11 if she so desires.
If Andarra were Stunned in Segment 4 by an opponent who attacked on DEX 24, she would recover from being Stunned on her Phase in Segment 4, since she hadn’t yet acted in that Phase.
A character may be hit by an attack in the Phase in which he’ll recover from being Stunned before getting to do so (i.e., by another character whose DEX is higher than his). If the character takes no damage from the attack after applying his defenses, he may still recover from being Stunned as normal. However, if the character takes any STUN or BODY damage from the attack, he cannot recover from being Stunned that Phase; he must try to do so on his next Phase instead. (At the GM’s option, this also occurs if a character suffers any similar effect, such as losing INT to a Drain INT or taking Knockback.)
If a character is Stunned, and takes enough damage to be Stunned again before he gets to recover from being Stunned, he doesn’t have to recover twice — he was already Stunned, so he can’t be “Stunned more.” One recovery from being Stunned takes care of both.
If a character is Stunned by a Constant attack, he can recover from being Stunned if he has a Phase in a Segment in which his attacker doesn’t (and therefore in which he doesn’t take damage from the Constant attack). Recovering from being Stunned is not the same thing as taking a Recovery. A character regains no STUN when he recovers from being Stunned, he merely shakes off the effects of being Stunned (such as having ½ DCV). A character can recover from being Stunned even if he cannot breathe or holds his breath.
There’s no limit to the number of times a character can be Stunned and recover from being Stunned. Nor is there any limit to how much negative STUN a character can accrue, but the GM can establish a reasonable one (such as negative the character’s starting STUN, or some multiple thereof) if appropriate or desireable.
Как видно Оглушение является очень неприятным фактором, в особенности для Fuizon, по правилам которого оно значительно уменьшает все Основные характеристики.
В HERO же наполовину «режутся» только защитные параметры.
Теперь перейдём к механизму расчёта защитных параметров.
Под "защитными" я буду использовать параметры отвечающие за "Запас прочности" персонажа, это.
- Fuzion
- Stun (BODYx5)
- Hits (BODYx5)
- SD (Stun Defense) (CONx2)
- HEROСвернутый текстStrength (STR); Base 10; 1 Character Point per +1 STR Indicates a character’s lifting capacity and base HTH damage
Constitution (CON); Base 10; 1 Character Point per +1 CON Determines if a character is Stunned in combat and provides CON Rolls
Physical Defense (PD); Base 2; 1 Character Point per +1 PD Protects the character from Physical attacks (such as punches and clubs)
Body (BODY); Base 10; 1 Character Point per +1 BODY Indicates how hard it is to kill the character
Stun (STUN); Base 20; 1 Character Point per +2 STUN Indicates how hard it is to Knock Out the character- CON
- STUN
- BODY
- PD (Physical Defense)
Возьмём несколько персонажей все характеристики которых имеют одинаковое значение (STR=BOD=CON=...)
Рассмотрим случай "персонаж атакует сам себя" и какова вероятность оглушения.
Fuzion
Чтобы Оглушить персонажа нужно нанести от [1/2 Max.Stun + SD] оглушающих повреждений.
Персонаж наносит STRd6 повреждений, также учитываем вариант когда Сила увеличена.
- Характеристики 4
Max.Stun: 20
SD: 8
Необходимо SDm чтобы Оглушить: 18
Базовые наносимые повреждения: 4d6
Вероятность оглушения при STR+0: 15,90% (18-24)
Вероятность оглушения при STR+1: 50,00% (18-30)
Вероятность оглушения при STR+2: 79,42% (18-36)
Вероятность оглушения при STR+3: 93,88% (18-42) - Характеристики 5
Max.Stun: 25
SD: 10
Необходимо SDm чтобы Оглушить: 23 (22,5 округлено)
Базовые наносимые повреждения: 5d6
Вероятность оглушения при STR+0: 9,80% (23-30)
Вероятность оглушения при STR+1: 36,31% (23-36)
Вероятность оглушения при STR+2: 66,78% (23-42)
Вероятность оглушения при STR+3: 87,02% (23-48) - Характеристики 6
Max.Stun: 30
SD: 12
Необходимо SDm чтобы Оглушить: 27
Базовые наносимые повреждения: 6d6
Вероятность оглушения при STR+0: 9,65% (27-36)
Вероятность оглушения при STR+1: 33,22% (27-42)
Вероятность оглушения при STR+2: 61,98% (27-48)
Вероятность оглушения при STR+3: 83,28% (27-54) - Характеристики 7
Max.Stun: 35
SD: 14
Необходимо SDm чтобы Оглушить: 32 (31,5 округлено)
Базовые наносимые повреждения: 7d6
Вероятность оглушения при STR+0: 6,12% (32-42)
Вероятность оглушения при STR+1: 23,77% (32-48)
Вероятность оглушения при STR+2: 50,00% (32-54)
Вероятность оглушения при STR+3: 73,89% (32-60)
HERO
Чтобы Оглушить персонажа нужно нанести более [CON + PD] STUN повреждений.
Персонаж наносит 1d6 повреждений за каждые 5 STR, также учитываем вариант когда Сила увеличена.
Параметр PD оставляем равным по умолчанию 2 и не изменяем (одновременный рост CON и PD попросту «задавит» рост STUN повреждений от STR).
20 является условным максимум для обычного персонажа, прирост значений для таких характеристик стоит в два раза дороже.
- Характеристики 10 (Стандартный HERO персонаж)
CON: 10
PD: 2
Необходимо STUN чтобы Оглушить: 13
Базовые наносимые повреждения: 2d6
Вероятность оглушения при STR+0: 0% (13-12)
Вероятность оглушения при STR+5: 25,93% (13-18)
Вероятность оглушения при STR+10: 66,44% (13-24) - Характеристики 15
CON: 15
PD: 2
Необходимо STUN чтобы Оглушить: 18
Базовые наносимые повреждения: 3d6
Вероятность оглушения при STR+0: 0,46% (18-18)
Вероятность оглушения при STR+5: 15,90% (18-24) - Характеристики 20
CON: 20
PD: 2
Необходимо STUN чтобы Оглушить: 23
Базовые наносимые повреждения: 4d6
Вероятность оглушения при STR+0: 0,39% (23-24)
Вероятность оглушения при STR+5: 9,80% (23-30)
Конечно, с того момента как в действие вступают суперсилы всё кардинально меняется, но об этом как-нибудь в другой раз.
Итак, определившись с проблемой Fuzion, какие варианты решения можно предложить?
В этоv месте я бы мог написать еще «стену текста», но думаю лучше будет сделать покороче.
Можно внести изменения в формулы расчёта Stun (=Body x6) и/или SD (=CON x3).
По отдельности эти варианты уменьшают вероятность оглушения при рукопашной схватке одинаковых оппонентов, а вместе так вообще исключит вероятность Оглушения (разумеется, при условии что оба оппонента атакуют Ударом кулака (Punch)).
Также можно увеличить стоимость Модификаторов Характеристик из FoF, с
-3 | -2 | -1 | 0 | +1 | +2 | +3 |
-3 ОР | -2 ОР | -1 ОР | 0 ОР | 1 ОР | 2 ОР | 3 ОР |
-3 | -2 | -1 | 0 | +1 | +2 | +3 |
-3 ОР | -2 ОР | -1 ОР | 0 ОР | 1 ОР | 3 ОР | 6 ОР |
На этом пока всё.
Вопросы, предложения и сообщения о найденных ошибках можете оставлять здесь, обещаю – исправлю и отвечу.